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Designing Videogames For The Wage Slave

Thanks to Ron Gilbert's weblog for pointing out a GameDev.net article discussing the topic of "Designing Games for the Wage Slave" . The author explains: "We balance on the knife's edge between our glorious time-squandered youth, and the commitments of inevitable middle age... If games can adapt to the needs of the working gamer, they can find a lucrative niche." He goes on suggest practical tips for game developers, including 'Don't Waste My Time' ("Make every moment count. I don't play games to punish myself. I play them to be entertained, rewarded, and challenged"), 'Curiosity Killed The Cat...' ("Constant death was a necessity in the days of video arcades... Now, in the comfort of our lounges or offices, what reason is there to keep dumping us out of the game we bought with our hard earned cash?"), and 'I Need Help' ("Make any necessary information available from within the game.")

514 comments

  1. Good insight by doormat · · Score: 5, Insightful

    I find this very interesting.. people who work 40-60 hours a week dont have time to be playing EQ for 10 hours a day everyday, or likewise, any game that wastes my time (and doesnt allow me to skip past the bullshit to the actual game). I noticed when I was on spring break or winter break back in college, I had all this free time to sit and play video games. Now I come home from work, cook/eat, pay bills, etc. And then maybe I have time for a video game.

    Growing up sucks...

    --
    The Doormat

    If you're not outraged, then you're not paying attention.
    1. Re:Good insight by Bi()hazard · · Score: 1, Troll

      The article itself actually seems to focus on things that constitute bad game design in general, rather than things like MMORPGs, which have problems that apply only to the time-constrained.

      Looking at the article's examples, I see "don't make me hunt for lost keys!" When I was a kid I abandoned a game or two because I was so sick of looking for the keys. That old Lord of the Rings game for SNES, I'm looking at you. Unskippable splash screens are fine once, but it's the kids who get most impatient over them the 20th time around. And other complaints like jumping puzzles, lack of direction towards goals, and endlessly replaying the same content? Those are cheap tricks necessitated by the primitve technology of the past, but on modern hardware with modern development tools and budgets, that stuff is the hallmark of a half-assed game. Good games can still use such techniques, but they do it in ways that support the gameplay rather than covering up holes.

      help someone help while bio is getting a snack this is my only chance to get help i'm tie d up in the basement as a sex slave pelase call the cops somebody help me

      The complaints in the article are all focused on things young gamers complain about too-he's talking about plain old poor game design, which pisses of the salaryman enough to drive him away from the product only because he has plenty of cash to go to competitors, and needs to get the biggest bang for his hour of play. The factors that allow kids to put up with lousy games are removed.

      However, there are issues that constitute bad design for the older set but are good features for kids. MMORPG's are the best example. Players with unlimited time want and need endless depth and a time sink that rewards their dedication. However, full-time workers just can't compete. The solution is to change the way the game works, and offer different paths that allow everyone to enjoy a rewarding, high-octane game experience without either unbalancing the game horrendously or requiring years of building up. For example, you could have a humans vs orcs vs undead combat game, where humans can spend endless hours building up towards awesome power with an emphasis on rpging, orcs get an action packed but still hardcore rpg experience that appeals to the typical "guy gamer", and the undead come with cool powers right out of the box for time-starved gamers to experiment with. The groups are not competing in parallel, so the fact that an hour old undead can 50 hour old human won't unbalance the game horribly. The undead won't be hanging around the human newbie towns abusing the weaklings.

      Why don't more games do that? Because it's a hard design problem. The real issue isn't the games themselves, it's that the market as it is today puts an emphasis on flash, hype, and marketing, not solid gameplay. Brilliantly designed games will remain rare exceptions, just as brilliant movies are the exceptions in Hollywood. Really, the game industry is evolving towards Hollywood very quickly.

      Slashdot editors, I agree wholeheartedly with this post. That BEIGE OF THE END TIMES would make a highly paid full time worker puke all over his overpriced game.

      This should be a new slashdot thing. THE BEIGE OF THE END TIMES is the most radioactive, eye burning color anyone's ever seen-in Japan, soviet russia, and slashdot. Imagine a beowulf cluster of computers all displaying the BEIGE OF THE END TIMES. it would be enough to petrify natalie portman , even if she was lubricated by the Olsen Twins. GNAA: Last Measure should add THE BEIGE OF THE END TIMES to its repertoire of abuse post-haste! And just think of all the possibilities for insults involving beige. Your mom is BEIGE. OF THE END TIMES!

      FEAR THE DAMNED ELDER GOD FOR ITS BEIGE OF THE END TIMES CONSUMES YOUR SOUL

    2. Re:Good insight by britneys+9th+husband · · Score: 1

      people who work 40-60 hours a week dont have time to be playing EQ for 10 hours a day everyday

      Says who? 60 + (10*7) < 168. Sleep is for the weak.

      --
      Hear recorded Slashdot headlines on your phone! New service beta testing. Just call (248) 434-5508
    3. Re:Good insight by Elwood+P+Dowd · · Score: 2, Funny
      help someone help while bio is getting a snack this is my only chance to get help i'm tie d up in the basement as a sex slave pelase call the cops somebody help me
      Bi()hazard, your slave needs more attention.

      P.S. Judging by your profile:
      Hi! I'm a 19 year old girl college student (CS major). When I'm not being a geek, coding and playing quake, I do a little modeling to pay the bills, play IM ice hockey, swim, listen to Rage, Sevendust, and Incubus, and learn how to brew beer. Right now I'm single ;) hope you have fun reading my comments, and don't forget to give me karma! :D
      I find it hard to believe that your sex slave is actually trying to escape. It's probably just a cry for help.
      --

      There are no trails. There are no trees out here.
    4. Re:Good insight by Anonymous Coward · · Score: 1, Funny

      Oops, how embarrassing! You're right, the poor thing is such an attention whore. Just insatiable! Excuse me while I go begin the "punishment" right away. muahaha

      though I do have to admit the profile is a lie. I wrote it a couple years ago, so I'm not really 19 :P

    5. Re:Good insight by carnivore302 · · Score: 1

      It's a question of priorities and focus. If you want to become a top EQ player, or doom or whatever, you can do that. Even if you work 60 or 80 hours a week. People with a focus on things they really want generally tend to get what they want.

      Of course, the average wage slave doesn't have this focus. Most of them have a wife, children, or a social life perhaps.

      But don't dismiss this as impossible. It is amazing what people can accomplish if they really want something.


      Click on the Mystery Futures Link!

      --
      Please login to access my lawn
    6. Re:Good insight by Spacejock · · Score: 2, Insightful

      Agreed. I used to buy a new game every month or so (more if I found something tempting in the bargain bins) but for the past 3-4 years I've been completely out of the games environment (too busy writing books and software) About the only thing I looked at in that time was BF1942, GTA III and GTA VC.

      Three or four weeks ago I got hold of several top-100 games lists (you know the kind of thing), picked out a bunch of 'must-have' games from the recent past, and got the lot off ebay one by one. There's some interesting stuff there, but three weeks later I'm back with the writing & coding again. Too many of the games take too long to start. e.g. You can leap right into Wolfenstein and start blasting, but Splinter Cell or Ghost Recon take an age to pick up again because of the complexity of keyboard commands.

      I'm not asking companies to dumb games down, I'm immersed in Morrowind at the moment and that's hardly simplistic. It's just the age-old problem of standardising the controls. E.g. F5 to quicksave, F9 to quickload would be a good start. WASD plus mouse has been standardised for movement, but what about fixing the action key? Inventory? I know it's possible to reconfigure settings, but when I set E for action, whatever was using E is now unbound. So you bind that to something else, and this chain reaction goes on until you end up having to redefine just about everything. Then you discover the game's crap, and you just wasted 1/2 hour setting up sound, video and controls...

    7. Re:Good insight by Elwood+P+Dowd · · Score: 1
      though I do have to admit the profile is a lie. I wrote it a couple years ago, so I'm not really 19 :P
      They only want you when you're seventeen.
      When you're twenty-one
      You're no fun.
      They take a polaroid and let you go.
      Say they'll let you know.
      So come on.
      --

      There are no trails. There are no trees out here.
    8. Re:Good insight by chanceH · · Score: 1

      I don't think article is concerned w/ MMORPGs at all. I just assume I'd be better off starting a crack habit than ever touching one of those.

      I think I'm exactly the guy he is talking about. Getting old, have a job have kids, still like to fire up the ps2 for 1-2 hours occasionally though.

      examples of games which have met my needs:

      1. EA's NCAA football series.
      2. Dynasty Warriors stuff.
      3. Baldurs Gater/Champions of Norrath type games - alhough sometimes these really push the limits - if you stop playing for a few weeks it can be hard to remember what kind of "magic key" needs to get to who. Plus the first baldurs gate did have one annoying "platform jumper level" that added zero to the game.
      4. Goblin Commander. Warcraft lite, good interface.

      In general I don't like shooters, but I almost liked "Metal Arms: Glitch in the system", but for these 2 things:

      (1) the timed racing level. how dumb is that. I hate racing games. If I wanted one I would have bought one. I was actually very close to finishing for a while but had no idea where the damn finish line was. Almost microwaved the damn CD then.

      (2) the "timed throw the bombs in the bosses mouth level". After wasting several hours, I looked up how to get past this level in a guide. How stupid. Why can't I just shoot the sombitch like everything else? Probably won't finish this game just because I now have the impression that they make about every sixth level suck just for the sake of variety. The variety should be in the tactical layout of the levels not a complete rewrite of the rules of the universe which I have managed to remember.

    9. Re:Good insight by dtungsten · · Score: 1
      Why don't more games do that? Because it's a hard design problem. The real issue isn't the games themselves, it's that the market as it is today puts an emphasis on flash, hype, and marketing, not solid gameplay. Brilliantly designed games will remain rare exceptions, just as brilliant movies are the exceptions in Hollywood. Really, the game industry is evolving towards Hollywood very quickly.


      It is important to note that brilliant ANYTHING is the exception. This is not anything particular to Hollywood, life is just like that.
  2. Amen by Anonymous Coward · · Score: 5, Insightful
    sat through three unskippable splash screens (and let me take this opportunity to scream "I know who you are! I bought a game from you! Now leave me alone and let me play it!")

    Please, please stop this. Thief 3: Deadly Shadows is a great game, but half the time I can't skip the logo crap on startup. Why do you do this? For godsakes, show them all the first time the game is started if you really want to, then GET THE FUCK OUT OF THE WAY AND LET ME PLAY THE GAME. Thank you. It would be one thing if the game was loading while the videos are playing, but nope. Morons.

    1. Re:Amen by Anonymous Coward · · Score: 2, Funny

      sat through three unskippable splash screens (and let me take this opportunity to scream "I know who you are! I bought a game from you! Now leave me alone and let me play it!"

      Sorry... this is my fault. I don't have the box, so they put those splash screens in so I know who actually made the game. Apparently, consumers were under the impression that Drink or Die was the premier video game manufacturer in the world -- these screens are their way of sorting this out.

    2. Re:Amen by Xii · · Score: 1

      Agreed. Eternal Darkness was exceptionally horrible in this regard. Every single time you died you had to watch the NINTENDO, Silcon Knights, Dolby Pro Logic II, etc. At around a minute between death and the next life it could get more than frustrating, particularly during difficult points in the game.

    3. Re:Amen by dodge_aires · · Score: 1

      Or unskippable 15 minute movies. I hate you, The Getaway!!!

    4. Re:Amen by OOO0000OO0O0 · · Score: 1

      Eternal Darkness? That's a good choice of words, like other words such as black, pot,, and kettle

    5. Re:Amen by real_smiff · · Score: 1
      i just installed AvP2 for the PC*, and it has a 'disable logos' option on the startup screen. which does exactly what it says, and is stored in the registry. ah what sweet sweet love i feel for the developers. i might even get round to playing it one day :)

      *yeah i'm a few years behind in my gaming.

      if a game does something as stupid as what it sounds like Thief 3: Deadly Shadows is doing, i'd just refuse to play it. seriously.

      --

      This is my Sig, this is my Gun. One is for Slashdot and one is for Fun.

    6. Re:Amen by Anonymous Coward · · Score: 0

      With some games when you do a full install you'll
      find a folder called media movies splash fmv
      or some such thing with these splash avi/wmv/bink files in. If you delete the files
      the games will play but without the anoying ads.

    7. Re:Amen by Anonymous Coward · · Score: 1, Informative

      The intro movies for Thief 3 can be disabled simply by renaming or deleting them from the movies folder where you installed the game. Very simple. Also, if you can't skip them by pressing Escape then something is wrong, because that works for me.

    8. Re:Amen by Anonymous Coward · · Score: 0

      ... and if the game crashes when it doesn't find the files, replace them with 0.5 second black screen videos in the required format.

    9. Re:Amen by cortana · · Score: 2, Funny

      > yeah i'm a few years behind in my gaming.

      Stay there, trust me.

    10. Re:Amen by KDR_11k · · Score: 1

      At leasty in the PAL versions those could be skipped pretty quickly. I'll agree that the loadtimes weren't funny, but the splash screens were onl a minor problem in that regard. Also, you don't die asoften in Eternal Darkness as, say, Soul Calibur 2 (which has a forced 5-10 seconds anim after each fight in Weapon Master, sometimes it was longer than the fight itself).

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    11. Re:Amen by fafaforza · · Score: 1

      I don't remember having this problem on the PC version. Maybe you are talking about the XBox game.

      Most games these days fall into the category of wasting time. Every single big-budget game seems to have long, drawn out movie sequences to fill you in on the plot, and some of them don't let you skip them, like the beginning landing sequence in the last Jedi Knight game.

      I think game studios are trying to market games against movies by making them grandiose, complex, and complete with a drawnout plot.

      Another thing that bothers me are all the unskippable training missions. Just let me figure this stuff out during gameplay. I mean, c'mon, Call Of Duty isn't that much different than Quake. Pick a weapon and shoot the bad guys.

    12. Re:Amen by Ziffy · · Score: 1

      Personally, I thought the utter lack of difficulty was a larger problem than having to watch a screen for a few seconds if you ever managed to die. I think I might have died once, but I don't really remember.

      I do hate load times, so I can sympathize with you... it's just not a problem I ran into while playing.

    13. Re:Amen by Paulrothrock · · Score: 1

      1) Start Game
      2) Go take a leak/get a drink/watch pr0n
      3) Profit!!! (If time is money, you just saved five minutes of your time by not watching the logos fade in and out)

      --
      I'm in the hole of the broadband donut.
    14. Re:Amen by EvilIdler · · Score: 1

      I've seen a precious few games do it right. Play
      all the intros (SIX OF THEM in the worst cases)
      only first time, including an opening cinematic,
      then every time after it goes straight to the menu.

      Having to skip each animation individually is also
      a crime I think should be punishable by severe
      flogging. Thank goodness for cracksites that actually
      make the games I *paid for* playable! Remove the
      silly copy protection that takes 20+ seconds to
      verify before the actual game starts loading, off
      with all intros, or turn them into 1-second stills
      and so on.

  3. web-based by usefool · · Score: 1

    I think web-based games are one of the entertainment for wage slaves, after Slashdot. I wonder if there's any 'mainstream' publishers out there?

    Video games are more interesting, but the lack of time and money committment might push some away.

    --
    Uselessful technology (Air-Charged
    1. Re:web-based by fafaforza · · Score: 1

      On average I work 60 hour work weeks, and after I come home and want to unwind with a game, even though I have Thief 3 installed -- one of my all time favorite series -- I don't feel like comitting 90 minutes to complete a mission.

      I just go to sourceforge.net or macgamefiles.com and download some puzzle games, or play some NES/SNES/GBA platformer.

      So I think your assertion is very true. I think there is a developing market for simple games that we had on the old consoles.

  4. *sigh* by AKAImBatman · · Score: 1

    And here I was hoping the author was sharing his secrets on finding time to *build* games on a tight 40-60 hour workweek. Taking the time to build even simple games results in a massive reduction in sleeping hours.

    1. Re:*sigh* by Anonymous Coward · · Score: 1, Insightful

      Taking the time to build even simple games results in a massive reduction in sleeping hours.

      What?!? You're just now finding out that user simplicity is inversely proportional to programming complexity?

      A 10 minute simple utility takes 4 hours to make idiot proof.

    2. Re:*sigh* by mlk · · Score: 1

      But an idiot only takes four minutes to make utility proof, with a chain saw.

      --
      Wow, I should not post when knackered.
  5. Maybe I'm Growing Old by dancingmad · · Score: 5, Interesting

    I find this happening to me (I'm no wage slave, but a college student). I used to play every kind of video game under the sun, but in the last two years I don't care as much anymore. My younger brother can spend all day playing a game, but I've missed a lot of games he's gotten (Mario Sunshine, Prince of Persia).

    I find myself, however, gravitating towards Tactical RPGs (Final Fantasy Tactics Advance, Disgaea, Fire Emblem). I think it's because the rules don't suddenly change in a TRPG (you'll never have to do a move the blocks puzzle like Final Fantasy or as I saw my brother do, in Tales of Symphonia). You don't have to wander around looking for the right villager to talk to or anything - you get right into the action. Instead of trying to figure out some convoluted puzzle, you have one level after the next. They have new challenges and rules, but none of the "fluff" of finding the right item, talking to the right person, etc.

    This is kind of the argument for retro gaming too - you can play Mario 1, just pick it up and play for 30 minutes or so. You can't really do that with say, 3D Zelda games or Mario Sunshine.

    --
    "There is no time, sir, at which ties do not matter," Jeeves, (Jeeves and the Impending Doom)
    1. Re:Maybe I'm Growing Old by DNS-and-BIND · · Score: 1
      It's not growing old, it's growing up.

      You have to do it sometime. There's nothing more pathetic than an aging hipster.

      --
      Shutting down free speech with violence isn't fighting fascism. It IS fascism!
    2. Re:Maybe I'm Growing Old by pHatidic · · Score: 3, Insightful
      I also am a college student who used to play every halfway decent game. Now I haven't purchased a game in years: the last game I bought was black and white which I got bored of after a couple hours and never played again. The reason is partly that every game that comes out is exactly the same, only with better graphics and less plot and interactivity.

      The only two games that can keep my attention these are Nethack and Go.

    3. Re:Maybe I'm Growing Old by po8 · · Score: 1

      Puzzle games can work for intermittent intense play if the puzzles are kept interesting and doable in a sitting. The famous Mac title The Fool's Errand comes immediately to mind. Sliding blocks puzzles get boring pretty fast.

    4. Re:Maybe I'm Growing Old by SanLouBlues · · Score: 1

      I've been playing the 3D Zeldas every two or three months for short bursts for a while now. The plot really doesn't matter too much and the bigger puzzles tend to have hints absolutely everywhere. As for changing rules, Zelda is consistent to the point that the basic rules are only affected by items which have their effects detailed in the inventory usually. I replayed Ocarina of Time this way, then Master Quest, and I'm somewhere in Majora's Mask right now and it suits my occasional bursts quite well.

      If you want something with plot, action, and no developement of the rules, try Ninja Gaiden. It's very true to the original style of play, and mashers delight. Then again, I can't any RPG that I would say "got right to the action". What action?!

    5. Re:Maybe I'm Growing Old by Anonymous Coward · · Score: 0

      Says society to the "grown up" people: get down in that fuckin' mudhole, scrivener. There's credit cards to pay off.

      Oh, fuck, what a waste of time.

    6. Re:Maybe I'm Growing Old by bad_fx · · Score: 1

      You know I found exactly the same thing when I started working full time. Games that I could just sink 30-40 mins into at a time became a must.

      The one game I can think of that had this down perfectly in recent years was Myth:The Fallen Lords. Especially the multiplayer games - Most had a time limit of 5 - 12 minutes and they were still a blast to play. You could easily get 4 or 5 games into a 40 minute session, and most importantly, they were satisfying. *Shrug* Dunno what you'd call a game like that... I guess Tactical Strategy RPG maybe... ;-) I just wish there were more games like that these days.

    7. Re:Maybe I'm Growing Old by DNS-and-BIND · · Score: 1

      Huh? Please make sense.

      --
      Shutting down free speech with violence isn't fighting fascism. It IS fascism!
    8. Re:Maybe I'm Growing Old by Anonymous Coward · · Score: 0

      Why is this insightful? Because they mentioned Nethack?! "My mom threatened to kick me out of her basement. I washed my car last weekend. Nethack r00lz!!' (+3 Insightful)

    9. Re:Maybe I'm Growing Old by Singletoned · · Score: 2, Interesting

      I've found much the same thing, though for me it's not about the rules changing. It's about the fact that I need to control how long I play for.

      Disgaea is a great game for me because I can play it for 20 minutes while my girlfriend is in the bath, because you can save after almost every level in the main game (and they are short levels). Or I can sit down for four hours and play through the item world.

      I used to love Final Fantasy but I never knew whether I would have to keep playing for 10 minutes or for 10 hours.

      I want to be able to have short blasts on a game whilst still feeling I'm getting somewhere. I don't want to waste my time playing a random map on an FPS or a few fights in a beat em up. I still want to building a character or advancing a plot, just in short bursts.

      This is why I'm hoping someone will have the good sense to add a suspend to memory feature to one of the next gen of consoles. Let me stop playing whenever I want!

    10. Re:Maybe I'm Growing Old by WNight · · Score: 1

      Didn't you find OoT to be very repetetive? I ran back and forth over the main area (in front of the castle) like thirty times, five minutes per trip. That and gold - every now and then you need a bunch which means you pull up weeds of whack zombies or some other crap until you've got enough gold to play a minigame, where you fail and go collect gold. Dullsville. The only other N64 game I played was Mario 64 with the dumbest controls ever.

      Oh, that's not true, I played Mario cart which was pretty cool.

    11. Re:Maybe I'm Growing Old by XnR'rn · · Score: 1

      The TRPG is glorified Chess with bizzare rules and a side story. And -that- is what makes them rawk! (at least for me). %)

  6. Call me crazy.. by NightWulf · · Score: 2, Insightful
    But isn't the point of middle age to replace things such as video games with more adult activities. Hell, you got a job now, hopefully it's well paying. Your time should be occupied with things like your kids. You want fun, go buy a motorcycle or a boat. Go play golf or something.

    Sure you *could* develop games geared more towards middle-aged adults, I don't think it will be very lucrative though. When you start hitting that middle-age lifestyle especially that mid-life crisis you don't want to spend all your time inside on a computer after spending 40+ hours inside an office cubicle. Leave the video games for your kids and enjoy the stuff that you can do now that you're older and hopefully a little richer.

    1. Re:Call me crazy.. by Narchie+Troll · · Score: 1, Offtopic

      Nobody ever got killed from playing video games. I can't say the same for motorcycles and boats.

      Video games are worthy entertainment for all ages.

    2. Re:Call me crazy.. by dancingmad · · Score: 4, Insightful

      I call shennigans. My taste in gaming has changed I certainly have been playing less, but I don't see myself not playing video games anymore. If you have kids (who says middle age people must?) then play games with them. I don't see any incompatibility between middle age and gaming.

      Why not leave the slashdot posts and play with your kids? I think anything can become an addiction and that can be bad for an adult, but how is golf any different than a video game (the only possible way I could see is that golf can be more social)? I'd much rather play a TRPG than guy on a motorcycle or a boat.

      Instead of dictating what is right for a person in his middle age, why not live your life as you feel and let others do the same? I don't think video games are that constructive (then again, is reading novels for fun that contructive?) but in moderation, if a person likes playing video games, why should they stop because they turn 35 or 40 or whatever? Video games are just another hobby, like golf, boating, or keeping tropical fish.

      --
      "There is no time, sir, at which ties do not matter," Jeeves, (Jeeves and the Impending Doom)
    3. Re:Call me crazy.. by cujo_1111 · · Score: 2, Insightful

      Your time should be occupied with things like your kids. You want fun, go buy a motorcycle or a boat. Go play golf or something.

      What if you don't have kids or they go to bed at 7-8pm?
      What happens when you work during daylight hours and your free time occurs at night? Playing golf at night is nigh on impossible (glow balls are ok but don't fly well) and riding a motorbike at night isn't a great way to make sure you live a long and fruitful life.

      --
      If I point out that you are incorrect, making me a foe does not make you any more correct.
    4. Re:Call me crazy.. by AvantLegion · · Score: 4, Insightful
      >> But isn't the point of middle age to replace things such as video games with more adult activities

      No, the point of middle age is to do things you enjoy, without idiotic classification of leisure activities as "kiddie" or "adult".

    5. Re:Call me crazy.. by TykeClone · · Score: 4, Funny

      Nothing is more fun than crushing the kids in a video game.

      --
      A fine is a tax you pay for doing wrong and a tax is a fine you pay for doing all right.
    6. Re:Call me crazy.. by Lurgen · · Score: 5, Interesting

      Nope, the point of middle age is to be able to afford the things you want. If they still happen to be similar to what you wanted ten years earlier, good for you!

      I play video games still. I also own a sports-bike, used to own a fancy car, have plenty of things going on that fit the profile for my age but I still like video games.

      The ones that really bug me though are the ones where you can only save once every hour or so. Hunting for a save-point when you only have a few minutes to wrap up your gaming bugs the hell out of me. One of the realities of "growing up" is that your time isn't always your own. Often you get interrupted, either by work, kids, partners, or just life in general. If games are going to be pitched at an older audience, they need to take these things into consideration.

    7. Re:Call me crazy.. by 0x0d0a · · Score: 2, Informative

      If tastes never changed to keep pace with the times, there'd be a lot of forty-somethings doing nothing but riding their horse into town to the saloon to play checkers and poker with their buddies.

      The reason video games are associated with the young is largely because they didn't *exist* during the youth of old folks.

      TV did the same thing. Who buys the disgustingly expensive HDTV plasma displays? Middle-aged people.

    8. Re:Call me crazy.. by Daetrin · · Score: 1
      But isn't the point of middle age to replace things such as video games with more adult activities. Hell, you got a job now, hopefully it's well paying. Your time should be occupied with things like your kids.

      Yeah! Damn those middle aged people for wanting to have fun! Every minute they're not working at their jobs they should be at home taking care of their families! If they find a few minutes of spare time between changing diapers they should stare blankly at the tv so they know what comercialistic crap they should be spending their money on!

      Sorry, i don't want to give up on having fun just cause i'm getting older.

      You want fun, go buy a motorcycle or a boat. Go play golf or something.

      Er, what? How are those fun? I don't want anything to do with a motorcycle, and if i want to go sit in the sun near the water i can go to the beach for a lot less money and trouble than buying a boat. Golf seems like the most pointless waste of time ever. Like i said, i want to have _fun_, not waste large amounts of cash on useless things that unenlightened middle age people think will make them feel younger again.

      I'm quite happy contuing to stock pile video games, DVDs, and books. Unfortunatly the average video game takes somewhere between three to ten times as long to finish as a good sized book, which in turn usually takes at least three times as long to finish as an average movie. It's no suprise that i finish far more books and movies that video games, both because they're quicker and because when i have to decide between finishing one video game storyline and several book/movie storylines the video games seem to provide a lot less bang per minute when i'm under a tight schedule.

      --
      This Space Intentionally Left Blank
    9. Re:Call me crazy.. by kfg · · Score: 2, Insightful

      But isn't the point of middle age to replace things such as video games with more adult activities.

      No!

      KFG

    10. Re:Call me crazy.. by Snad · · Score: 2, Insightful

      But isn't the point of middle age to replace things such as video games with more adult activities. You want fun, go buy a motorcycle or a boat.

      Well speaking as someone who owns a motorcycle and a GameCube, (and will be buying a sea kayak in the not too distant future) I don't see why I can't enjoy both.

      I'll go out and hoon around (responsibly of course!) on my bike on days when I feel like doing so and have a couple of hours free to get away from the house. I'll sit back and play Super Monky Ball for 45 minutes on a Wednesday night before turning in for the day, while my wife is writing letters to her friends.

      One of the advantages of getting older is that you can have a much wider range of tastes and activities than you had open to you as a child. One of those opportunities includes games.

      I firmly agree with all the "Don't Waste My Time", and the "Make it Accessible" comments. But by far the most important note in the article, in my opinion is :
      Don't demand a huge time commitment from the player or dictate the length of his sessions; let him take it at his own pace

      Which basically says it all...

    11. Re:Call me crazy.. by Anonymous Coward · · Score: 0

      I call shennigans.

      I call misspelling.

      shenanigan
      n. Informal
      1. A deceitful trick; an underhanded act.
      2. Remarks intended to deceive; deceit. Often used in the plural.
      3. A playful or mischievous act; a prank.
      Mischief; prankishness. Often used in the plural.

      [Origin unknown.]

    12. Re:Call me crazy.. by cubicledrone · · Score: 1

      you got a job now

      Then again, maybe we don't. Oh, sure we might have once had a job. I fondly remember digging grime out of the floor tiles under a sink for minimum wage. And you know what? It was better than working at a gray desk because half the company didn't get fired every Friday.

      You want fun, go buy a motorcycle or a boat.

      Yeah. Make sure you finance it too.

      I don't think it will be very lucrative though.

      Probably not. Tough to afford games when they just lost their job and the bank is calling about repainting the kitchen.

      and enjoy the stuff that you can do now that you're older and hopefully a little richer.

      Save your money so you can afford more copies of your resume so employers can dent their trashcans with it. Hey! Maybe you can start a business making trashcans! All companies need undented trash cans. I know, make a GAME about the pointless job search! What a great idea! Call it DENTED TRASHCAN: THE CHRONICLES OF BROKE

      Games should be a great business for middle-aged people, but the "game industry" won't make them because they are too busy with remakes of sequels of remakes.

      --
      Business isn't willing to pay for products, innovation and careers, so we get brands, mortgage commercials and layoffs.
    13. Re:Call me crazy.. by obeythefist · · Score: 1

      I think the poster was just making suggestions to support his intial opinion, that you should spend more time with your family and perhaps less time with games and more time with other hobbies.

      If you don't like boats or motorcycles, and you can't golf at night, how about 10 pin bowling? It's what people did before playstation became "acceptable" as an adult pastime. Or billiards. I don't know. Learn how to cook.

      --
      I am government man, come from the government. The government has sent me. -- G.I.R.
    14. Re:Call me crazy.. by obeythefist · · Score: 1

      Yeah, we have it really good in western society, don't need to worry about where your next meal is coming from. It would be a disgrace to ignore the luxury of complete personal freedom that we enjoy (with the exception of new laws like the patriot act and DMCA).

      --
      I am government man, come from the government. The government has sent me. -- G.I.R.
    15. Re:Call me crazy.. by Anonymous Coward · · Score: 5, Insightful

      The point of middle age has nothing to do with money. Someone's been living in middle USA for a little bit too long I think. To suggest that middle-age is all about "being able to buy things you want" is some kind of preposterous, grotesque parody of life. I imagine you work for a marketing department somewhere?

    16. Re:Call me crazy.. by geekoid · · Score: 3, Insightful

      lets see, perhasp it's because 40 year olds are first generation gamers?
      Becasue there were no video gamers over forty in 1973? I think the reason is obvious.

      Do you seriously think that afer playing video games for 25 years, someone is supposed to go "oop, thats it, I'm going to get me a boat."?

      " Leave the video games for your kids and enjoy the stuff that you can do now that you're older and hopefully a little richer.?

      HAHAHAHAHA what are you? 16?

      Richer? Make more money? yes, not richer.
      I had a lot more money in the bank when I was single, and mage 6 bucks an hour, then I ewver had being married with two kids making 65K a year.
      See, expenses go up...way up.
      I suppose I could try to rais my kids in a so-so neighbor hood, and in a 1 bedroom apartment.

      Please don't tell those of us who have been gaming since fucking PONG what to do with our middle-age.

      punk.

      Now get the Hell off my grass. ;)

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    17. Re:Call me crazy.. by Anonymous Coward · · Score: 0

      But isn't the point of middle age to replace things such as video games with more adult activities. Hell, you got a job now, hopefully it's well paying. Your time should be occupied with things like your kids. You want fun, go buy a motorcycle or a boat.

      Uh huh. Because nothing's more mature than a forty-five year old balding executive who takes his brand-new, pristine Harley out for a spin on Sunday afternoons.

    18. Re:Call me crazy.. by funkdancer · · Score: 1

      How are those fun? I don't want anything to do with a motorcycle

      Try doing a Phillip Island track day on a perfectly sunny 35c day on say a CBR250RR and find yourself outcornering and overtaking guys on many times more expensive and refined 600s, 750s and even liter Gixxie bikes.

      They beat you down the straight but then you find the confidence to keep higher cornering speed that lets you overtake them again and build up enough of a gap that they're no longer able to overtake you again.

      Observe that the corners of the footpegs have been shaved off - and more importantly that it no longer scared the $hit out of you when they touched the ground - and that GPR70 tyres [the only really good thing about your bike, comparatively] are so thoroughly scrubbed in that they sweating funny rubber pearls. Furthermore reflect on being able to 'knee-scrape' for the first time in your riding life, which could consist of two superbikeschool training days, and one previous Phillip Island track day.

      Remember the decidedly more hardcore guys and even biker chicks from the more advanced groups who watched when it was their break and came up to you and commented on how you were riding the tits of your little zipper, saying you must have done a 2:05 on that completely stock thing with out of whack suspension

      Then repeat the above statement.

      --
      ISO certified == THX certified
    19. Re:Call me crazy.. by Anonymous Coward · · Score: 0

      But isn't the point of middle age to replace things such as video games with more adult activities. Hell, you got a job now, hopefully it's well paying. Your time should be occupied with things like your kids. You want fun, go buy a motorcycle or a boat. Go play golf or something.

      A job? I got laid off. I lost nearly everything, have a mountain of debt and practically nothing to show for the last 10 years or so. Marraige? Wife? Kids? Are you serious? What's a girl, I think I saw one once? :D Buy a motorcycle or a boat? I'm happy I can buy lunch. There is no future. I was thinking this may be kind of funny, but it's depressing too. Fuck it, I can be an alcoholic. Maybe I should go fucking shoot myself, eh? Oh wait, Doom 3 is around the corner. shit.

    20. Re:Call me crazy.. by Daetrin · · Score: 1
      Try... blah blah blah ...Then repeat the above statement.

      No. And since when did anyone ever need evangelical bikers?

      What you're describing doesn't really sound that interesting to me, and besides, i'm a whimp. Going rollerblading and having sex is about the riskiest i want my entertainment to be, and i'm perfectly happy with that.

      Besides, i've scraped myself up enough rollerblading and crashed enough cars driving that i don't think i could trust myself on a bike even if i thought it might be fun.

      --
      This Space Intentionally Left Blank
    21. Re:Call me crazy.. by DNS-and-BIND · · Score: 1

      Middle USA? That's a coastal attitude if I ever heard one.

      --
      Shutting down free speech with violence isn't fighting fascism. It IS fascism!
    22. Re:Call me crazy.. by DeepHurtn! · · Score: 1
      But isn't the point of middle age to replace things such as video games with more adult activities.

      The maturity of man--that means, to have reacquired the seriousness that one had as a child at play. -- Nietzsche

    23. Re:Call me crazy.. by arose · · Score: 1
      Do you seriously think that afer playing video games for 25 years, someone is supposed to go "oop, thats it, I'm going to get me a boat."?
      Why not play videogames on a boat? :-D
      --
      Analogies don't equal equalities, they are merely somewhat analogous.
    24. Re:Call me crazy.. by mikael · · Score: 1

      (then again, is reading novels for fun that contructive?

      If you look around you're neighborhood, you're bound to find at least one bookstore/cafe which allows customers to read novels while eating/drinking. To me this seemed a good way to find someone who shared your interests in reading.

      --
      Vintage computer adverts: http://www.vintageadbrowser.com/computers-and-software-ads
    25. Re:Call me crazy.. by Junior+J.+Junior+III · · Score: 1

      I'd rather play a video game about owning a boat. A really good boat that has stuff I can't afford on a real boat. Like warp engines and lasers and hot bridge crew members.

      --
      You see? You see? Your stupid minds! Stupid! Stupid!
    26. Re:Call me crazy.. by Anonymous Coward · · Score: 0

      Money allows you the freedom to do things you have always wanted, whether they are materialistic or not. Try raising a child without money, or travelling the world. It all comes down to money, and I bet you don't have much. Or is sitting around in your cramped apartment reading Oreilly books your idea of a quality middle age.

    27. Re:Call me crazy.. by elwing · · Score: 1

      Sure you *could* develop games geared more towards middle-aged adults, I don't think it will be very lucrative though. When you start hitting that middle-age lifestyle especially that mid-life crisis you don't want to spend all your time inside on a computer after spending 40+ hours inside an office cubicle. Leave the video games for your kids and enjoy the stuff that you can do now that you're older and hopefully a little richer

      Then there are those of us who are just starting to get into middle age where we enjoyed playing the video games when we were younger (in college, whatever), and now we're "growing up". Our parents didn't have the influences that we had, so they were more interested in cars, and golf, and things of that nature.

      We like the video games. Now that we have "real" jobs, we have more money to spend on those video games we like.

    28. Re:Call me crazy.. by love2hateMS · · Score: 1

      More accurately, the point of middle age is to have the freedom of resources to pursue your interests without worrying about the cost. For some people that may be skiing in the alps, for others it is spending time with their kids, and for others it is buying a brand new sports car and picking up 19 year-old bimbos.

    29. Re:Call me crazy.. by Anonymous Coward · · Score: 0

      Sorry to burst your bubble, but it's not just the marketing types that think this way. It's most of america.

    30. Re:Call me crazy.. by JaxGator75 · · Score: 1
      I'm playing "Bridge Commander" now and that First Officer is about to find herself in a Spock-like situation on the inside of a torpedo... Why can't she just keep her fcuking commentary to HERSELF?!?

      --
      Come and see the violence inherent in the system!
    31. Re:Call me crazy.. by Ronny+Cook · · Score: 2, Interesting
      "When I became a man, I put away childish things, including the fear of being childish, and the desire to be very grown up." --CS Lewis, 1947

      None of the "adult" activities mentioned strike me as particularly interesting. And I have no kids, with no near-term plans of having any.

      Personally I spent ten hours a day at work then go home and after dinner go in front of my computer, usually to play games. On weekends, it's not uncommon for me to game from 10am to 10pm.

      There is an unsubtle qualitative difference between staring at a screen for work (usually reading and writing text) and playing games.

      Some days I blow off the gaming and watch anime (AKA cartoons, another "childish thing") or read a book. (If you think anime are not cartoons, please look up the word "cartoon" in a good dictionary before protesting.)

      In some ways this makes me the antithesis of the wage slave in the article - but on weekdays evening play times tend to be short. One hour between save points when I have an hour and a half to play means I either have to cut play short or stay up an extra half hour.

    32. Re:Call me crazy.. by ACPosterChild · · Score: 1

      I think he was really getting at "independance". And, money is a large part of not being dependant on others. It also affords one the freedom of enjoying a number of activities. The simple fact of life is that it takes money to do pretty much everything. Even if what you enjoy is sitting in your home playing with your children, you've got rent and bills to pay. Having more money makes it easier to provide for the needs of those you care about, and having enough to not worry about getting evicted, and maybe even take an occasional vacation, provides peace of mind and additional opportunity. For most people, middle-age is when you've advanced in your carreer, are earning more money, probably have a savings, and are becoming more freed from the shackles of monetary obligations simply because the obligations are a smaller percentage of your income.

      Heck, if money TRUELY is not important, then why do you go to a job? Sorry, but money IS important in life, and as such is one of the larger "points" of life.

  7. My Game by artlu · · Score: 1

    Coming from the 2d RPG genre style of FF3 and Secret of Mana, Video Games just don't do it for me anymore. Sure FF7,X were great games, but they don't stick in my mind like my childhood favorites did. As I got older, I found that the stock market can become a game. A very very fun and adicting game that can be played at work or at home. :) Only now, I can control the game based on my thoughts/ideas/suggestions. This game is now manifesting itself into a company that seems to be doing really well so far.

    If you aren't happy with games or have time to play consoles, find something else to enjoy. Maybe it'll make you money so you can have more time to go and use emulators!

    Aj

    --
    -------
    artlu.net
    1. Re:My Game by Anonymous Coward · · Score: 0

      We're all going to be laughing at you when you make the wrong investment in your "game" and go bankrupt.

    2. Re:My Game by Idealius · · Score: 1

      Jedi Knight: Jedi Academy: Duels: No force powers: Lightsaber only.

      Fights last minutes. You can get really good.

      Now I just need something for this hand (>_)

    3. Re:My Game by Anonymous Coward · · Score: 0

      You mean you have become a parasite?

  8. time and death by Kris_J · · Score: 1
    The first two points in the writeup are the reason why I gave up on Prince of Persia: Sands of Time after spending A$100 on a copy for the PS2. Mind you, the reason why it was such a waste of time and I kept dying was a combination of stupid traps and a really bad camera system. Hint: If your camera algorithm flips from one side of the player to the other just as they're about to perform a tricky maneuver with controls that are relative to the camera position you're going to annoy some people.

    As an aside, Prince of Persia: Sands of Time was the last game I bought for the current generation of video game consoles. My Gamecube is packed away, my PS2 is just my DVD player. I simply can't find any enjoyable games on consoles for me at the moment.

    1. Re:time and death by nelsonal · · Score: 1

      I tried clone wars comboed with tetris worlds, and found that the old NES tetris was more fun, and clone wars just doens't rock. The last game that captureed my attention was the KOTR, I picked it up out of the bargain bin last spring. I'm waiting for Jade Empire now. I'll agree that it's a dry season. Is ESPN football worth the $20 for a copy?

      --
      Degaussing scares the bad magnetism out of the monitor and fills it with good karma.
    2. Re:time and death by Masami+Eiri · · Score: 1

      You spent $100 on it? I'd hate to shop at that place... And I found the controls quite fluid, and the camera, aside from occasionally being way to far out, never flipped like what you described... Of course, I had the 'Cube version, so that might be a factor...

    3. Re:time and death by Anonymous Coward · · Score: 1, Informative

      Think you missed that A at the front of $100.... If it stands for Australia (which I am assuming) then it is very reasonable that he spent that much on a game. Don't forget that there are other $'s (currencies) in this world besides yours.

    4. Re:time and death by king-manic · · Score: 1

      What on gods green earth are you talking about. Prince of persia has one of the better camera systems, and it's pussle/death traps tend to be logical and easy. I finished the game in my first run... dying maybe 20 times... then rewinding with the sand or continues from 30s before. It's downright inspired lack of annoyances makes it a good game. Want to know a horribly designed game of repitition and endless death, play pac man.

      --
      "There are more things in heaven and earth, Horatio, than are dreamt of in your philosophy."
    5. Re:time and death by Anonymous Coward · · Score: 0

      true true...honestly i used to love video games when they existed in the realm of two dimensions...the first 3 dimensional game i remember was Tomb Rader. The awkward 3D algorithm threw me off so bad i eventually decided i was finished with the new generation of video games...

      at that point i picked up a guitar.. and now have about 10 years of experience under my belt.. I also know i have read more books than any of my video game playing freinds would even think of...

      over all i believe video games are over-rated, counter productive and designed to be addictive.

    6. Re:time and death by Kris_J · · Score: 1

      I found the camera system to be seriously flawed, many times I was just lining up an action as the camera moved 180 degrees on me, causing the character to plunge to his death. Also, I found the puzzles to be tedious and annoying. I gave up at the first door that you had to get to within a time limit after attempting to run maybe a dozen times, each time having to deal with camera problems and a sadistic and contrived palace security system. I could do it fast and get hurled off the ledge when the camera screwed me over, or I could wait for the camera to do its thing and not make it to the door in time. On a scale of one to fun this was a minus hojillion. I don't know any of my friends who finished the PC version either, all citing serious camera annoyance.

    7. Re:time and death by Sage+Gaspar · · Score: 1

      I don't know what setup you used, but I can't even imagine touching the new PoP without a gamepad. However, having played through it on PS2, I thought it was probably the best platformer released in recent days (with Ratchet and Clank as a close follow-up).

      The controls were all pretty intuitive and the (generic) love story was executed well, with a wry sense of humor and without hampering the action element. The dagger and the sands of time were neat, functional, and interesting new additions to the gameplay.

      The traps themselves are over-the-top, sure, but that's the point of the PoP series. They do start to make sense in their own logical universe after a while. In addition, there is a certain mythos built up around the exotic dungeons of Persia back in ye olde times with increasingly ingenious traps to thwart escapees.

      I never had any camera problems, but I will tell you the flaws I did find. First, the game is short. Not incredibly so, but I really wish it was longer. Secondly, sometimes it's not apparent at all what needs to be done next. There should be some little environmental clue at least to tell you what ledge you should be looking for. Third, by the end of the game, I was blowing through the traps like they were child's play. For the sequel they definitely need to find new traps and new ways to combine them. Finally, and my biggest gripe, is that once you get towards the end of the game the combat segments become ridiculous. Once you get into a killing pattern, you can spend literally ten minutes just slaughtering the same enemies over and over again.

  9. Article Text [Summarized] by Anonymous Coward · · Score: 1, Insightful

    When targeting consumers with less free time, develop games with lower time requirements.

    sustained gratification => instant gratification

    This is what passes for insightful?

  10. People and games... by Fnkmaster · · Score: 1
    People always come in with the idea that _they_ are the market for games, and thus game developers should be making games that entertain them and match their lifestyle. Look, game companies are businesses - they make games for their markets. If they aren't making games targeted toward people who work 60 hours a week, maybe that's because those people have families, jobs, responsibilities and generally do other shit in their spare time than play computer games (or rather, they aren't going to go out and buy the five latest greatest 60 dollar console games because they were the top elitest games in Console Gamer Monthly).


    Is there a niche market that matches this description? Probably. But if you're so god damned sure about it, go and try to convince a small game dev. shop and help them pitch a specific game meeting these criteria to a publisher, don't come and whine about it on Slashdot. Welcome to the capitalist system, come take part, get rich and fulfill a need in the market, otherwise you are just participating in large scale mental masturbation in front of hundreds of thousands of Slashdot readers.

    1. Re:People and games... by Lurgen · · Score: 1

      Rubbish. Spent half an hour in any computer game store and see who lays out their cash... sure, half the people in the store are kids, but how many spend any money?

      As an adult my expenditure on gaming has grown by several orders of magnitude. I fork out money for computer hardware and software that no kid would spend.

      Adult gamers (ie. over 18) are in my opinion the biggest gamer market. Most of them own a PC, one or two consoles, and buy games.

    2. Re:People and games... by Fnkmaster · · Score: 1

      Yes, adult gamers are a big market - but mostly 20-somethings and single guys. The game companies _already know this_, and plan accordingly and sell tons of games to this market. They do plenty of demographic research, they know the people who buy games. My point is that this guy wants games designed for his personal needs. That's not what matters to the industry. If this guy thinks the industry is underserving a niche, fine, go get somebody to fulfill it and make some damned money off it, stop bitching on Slashdot.

    3. Re:People and games... by Anonymous Coward · · Score: 0

      Look, game companies are businesses

      THEY ONLY EXIST TO MAKE MONEY

      Thank you. We'll have to write that down.

    4. Re:People and games... by Anonymous Coward · · Score: 0

      go and try to convince a small game dev. shop and help them pitch a specific game meeting these criteria to a publisher

      Pitch a game idea to a publisher? Watching maggots grow out of last week's spicy pork would be a more productive use of time. I think it's rather clear at this point that no publisher will ever build a game based on a pitch. Ever.

    5. Re:People and games... by king-manic · · Score: 1

      As an adult my expenditure on gaming has grown by several orders of magnitude. I fork out money for computer hardware and software that no kid would spend.

      I agree, I have bought so many games latly that I have 5 good title, still shrink wrapped on my desk begging me to play them after I finish the next project... and mow the lawn... and do the laundry... and stop playing diablo2/Counterstrike/starcraft.

      --
      "There are more things in heaven and earth, Horatio, than are dreamt of in your philosophy."
    6. Re:People and games... by geekoid · · Score: 1

      "They do plenty of demographic research, ..." hahaha

      Do you kniow how much 'market research' went into Doom? Everquest? I tell you...none.
      They, and many other games, were created from an idea, with no thought as to market. Other then"I hope people buy it."

      the only other 'market research' is, hey lets do something like that successfull game over there.

      The point is, this guy see a possible market, and brought that topic here on /.

      Of course, the irony that your whining about a story you could ignore is totally missed on you.
      As if /. is here for you, and what YOU want.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    7. Re:People and games... by Steve525 · · Score: 1

      I think you wrote the most insightful thing I've read, and yet nobody modded you up. (Too bad I don't have mod points today - although this way I can reply).

      As you said, no 30 something with kids is going to be regularly shelling out huge amounts of $$ for games (especially ones that takes 40 hours a piece to finish). Yet, 30 somethings are happy to spend $$ to buy or rent DVD's, and many 30 somethings enjoy playing games. So there probably is a market out there that is not properly being tapped, (but it isn't as large as the traditional market).

      The key to tapping into a such a market might be to tap into both markets simulataneously (as DVD's have no trouble doing). I think the article summarizes some generally good game design ideas that would be mostly appreciated by casual gamers, but would not put-off serious gamers. In addition, games should be sold in smaller pieces. Instead of selling a 40 hour game for $50, some games could be broken into smaller pieces, and sold for $20.

      And yes, we are all participating in large scale mental masturbation. But just as there's no way I am going to get to date that model whose picture I was looking at yesterday, it is unlikely that any game publisher (small or large) is going to care about what I have to say.

  11. They're called "sports games" by AvantLegion · · Score: 4, Insightful
    Sports games are the biggest filler of this niche.

    Sports games give you nicely self-contained packages of gameplay. You can play a football game for a half-hour, and enjoy yourself. You don't have to string together hours of playtime at once to enjoy yourself. ESPN and Madden are always ready when you have a few minutes to kill.

    1. Re:They're called "sports games" by Lehk228 · · Score: 1, Funny

      you seem to be under the impression that sports-based video games don't suck

      --
      Snowden and Manning are heroes.
    2. Re:They're called "sports games" by Anonymous Coward · · Score: 0

      And you seem to be under the impression that they do.

      Everyone has their own taste for games. Just because you don't like a type of game doesn't mean that other people don't either - just ask EA Games.

    3. Re:They're called "sports games" by TykeClone · · Score: 1
      I don't really like other sports games, but EA Sports makes a good NCAA Football game. It's got a decent AI and can allow the player as much (or as little) interaction with the plays as he wants.

      I kind of like just calling the plays and letting them sort themselves out (instead of controlling the runningback or quarterback). I also like the "dynasty" portion of the game.

      --
      A fine is a tax you pay for doing wrong and a tax is a fine you pay for doing all right.
    4. Re:They're called "sports games" by rokzy · · Score: 1

      Virtual Pool 3 is imo the greatest game ever (assuming you like pool) because it can be played for 5 mins or 5 hours.

      you can learn all the controls in a minute, but there's almost infinite potential for improving your ability.

      as I've got older (22) I've stopped playing almost entirely except for VP3, and some Warcraft 3 recently just because it's the holidays and I have 3 months off.

    5. Re:They're called "sports games" by Anonymous Coward · · Score: 0

      But nobody can understand the rules of Gridiron. It takes a Bachelor's degree just to work out WTF the playbook is talking about.

    6. Re:They're called "sports games" by AvantLegion · · Score: 1
      That's the great thing about (American) football. It has maddening complexity for those who care to learn it. Or you can swig beer and cheer deep passes and big hits.

    7. Re:They're called "sports games" by bjb · · Score: 1
      The last time I used to play a lot of sports games was on the Sega Dreamcast with an old roomate. If its worth anything, I noticed that no matter what we played, it would basically be an hour to do 9 innings, 4 quarters, 2 halves, etc.

      At least with this kind of knowledge, we knew what we were getting into when we decided to play. Baseball? OK, one hour.

      --
      Never hit your grandmother with a shovel, for it leaves a bad impression on her mind...
  12. Constant Death can be great by xiando · · Score: 4, Insightful

    Constant death was a necessity in the days of video arcades... This is why I love MAME, the archade game emulator. You got unlimited funds.. just press a key, and play on. Instant death can also be avoided by saving games. It's all the 4500+ games you played as a child, only on your PC.

    1. Re:Constant Death can be great by Planky · · Score: 2, Funny

      Instant death can also be avoided providing you close off your html tags :D

      ----

    2. Re:Constant Death can be great by Anonymous Coward · · Score: 0

      Closed HTML tags make Baby Taco Cry!

  13. Time is Short... by Macgrrl · · Score: 2, Insightful

    As a corollary to the 'don't waste my time' item, is the issue in some games that only allow you to save at fixed save points - then put those points more than 20 minutes of game play apart. There's nothing worse than picking up a game to play for a while and find that you've solved/succeeded a complex section of the game but can't find a save point and have to go.

    --
    Sara
    Designer, Gamer, Macgrrl in an XP World
  14. Same game, better graphics? by agentxy · · Score: 1

    I must say, I'm always a little disappointed in todays games. It seems like todays game are the same as last years, but with better graphics.

    I started playing computer games on an 8088 with 256k of memory. I couldn't wait to get home and play Kings Quest or Space Quest or (if I get past the age check) Leisure Suit Larry. Even my parents didn't mind me playing these types of games (they never knew about LSL). I loved the problem solving and the "adventure" of each game. Me and my friends would call each other as soon as a new item was acquried or a difficult problem was solved.... The experience of the game made the characters timeless, not the 16 color graphics and blocky adversaries. King Graham, Roger Wilco, and Larry Laffer will always have a special place in my heart.

    I'm just not interested in today's games (except Doom 3.... I cannot tell a lie). I might play for a couple weeks... then thats it, into my CD archive, never to be touched again.

    It seems todays games take full advantage of the most current hardware, but little advantage of creativity and human brain power....

    1. Re:Same game, better graphics? by Unnngh! · · Score: 1
      Here, Here. I played a lot of FPS games in the early halflife era, but anymore they, as well as all the RPG and RTS games I've bought recently, get a few good hours of play before being shelved.

      Then, I started playing Adventure (the old text-based game) the other day and got sucked into it for about 8 hours straight. Granted I hadn't played it for years but hell, it sucked me in and kept me entertained.

      Work, family, etc., can get in the way, but if there were games that appealed to the working class marked I think people would make more time for them.

    2. Re:Same game, better graphics? by fpga_guy · · Score: 2, Interesting
      I couldn't wait to get home and play Kings Quest or Space Quest or (if I get past the age check) Leisure Suit Larry

      My big lesson in game suck-factor was after getting about 3/4 way through Police Quest (yes, the original) and finding out that because I hadn't collected my wallet from the locker in the first sequence in the game (about 2 weeks playing time ago), I couldn't get any further in the game.

      I couldn't just return to the station and collect the wallet, oh no, it was all over, and had been ever since I'd made that first mistake. I don't think I played it again after that.

    3. Re:Same game, better graphics? by JPrice · · Score: 1

      I had the same experience with Police Quest 3 - didn't catch some guy speeding at the beginning, so when I showed up at a guy's house for the big showdown at the end, he's not there. Of course, I had to go out and spend $15 on a hint book to figure out what was going on.

      At the time, I thought Sierra games were great, and I still have fond memories of a lot of them. In retrospect though, Lucasarts' offerings were much better put together.

    4. Re:Same game, better graphics? by prockcore · · Score: 1

      because I hadn't collected my wallet from the locker in the first sequence in the game (about 2 weeks playing time ago), I couldn't get any further in the game.

      I had a similar experience about 5 years ago when I went to a bar and ordered a few drinks, but forgot my wallet at home.

      Luckily my friend was there to cover me.

    5. Re:Same game, better graphics? by matria · · Score: 1

      All three of my boys learned to touch-type playing the original Hero's Quest. I was quite annoyed when the next generation of games was mouse-driven.

    6. Re:Same game, better graphics? by joeljkp · · Score: 1

      I had a similar experience in Half-Life, actually. At one point I ended up at a door that I needed a cop to open, but they had all already been killed off in the firefight. And I hadn't saved for a while, either.

      That put me off Half-Life for a good long while, but I'll probably pick it up again before HL2 comes out.

      --
      WeRelate.org - wiki-based genealogy
    7. Re:Same game, better graphics? by cmdrwhitewolf · · Score: 1

      That suck-wad factor was exactly the prime reason why after I ran into that kind of 'required item' stupidity in puzzle games of that genre that I wound up eventually ignoring that whole Genre completely. I simply decided that the frustation was a large enough personal turn off and a waste of time screwing around with them, that they outweighed the 'payoff' of my trying to complete those games.

      --
      [Now, I'm off to lift my le... Um, visit... at another place.]
  15. Risk vs Reward by P-Frank · · Score: 5, Insightful

    My biggest issue with time drainers like EverQuest is the notion of risk vs reward coupled with lack of player/player interactivity. Post-Ultima Online, the notion of player killing, as well as certain notions of freedom to operate within a gaming environment, have disappeared. I have always thought the greatest risk and rewards took place in that kind of combat. There was no difference in EverQuest for me, new monsters sure, but everything remained the same, I found that bots could have taken the place of the other players. It was the world's most boring single player game, except I paid for the privellege of having an IRC window tacked onto it.

    This also brings about ideas of "death" in games, like in games like SWG where you would get warped back to the nearest city, or lose stats/skills upon death, or even those ever-elusive "permenant death" games. I always thought that games that encouraged cowardice never captured my interest, you could lose all this WORK (because on the MMORPG treadmill, you are working) that you did if you attack a monster that is above your level.

    Sadly, I don't quite have a solution. But the second year of Ultima Online is pretty much the perfect game of that type, as the treadmill wasn't as emphasised, death wasn't that important, but the rewards weren't out of proportion either. There was a freedom in that game, it wasn't just whacking monsters like a single player game, there was true player interaction. Early Ultima Online was a fine gaming social experiment.

    1. Re:Risk vs Reward by Silvers · · Score: 1

      Totally incorrect.

      Shadowbane? You can totally wipe out another guilds town off the face of the map. You can also build your own town. (And defend it lest it burn)

      Guild Wars? Totally built for the 'working gamer'. It's mission based tournament style RPG that is 'instant gratification'.

      World of Warcraft (on a pvp server)? You can wipe out every single pc and npc in a town until they kick you out.

      Anyway you might wanna check out some of the offerings before making pronouncements that all pk'ing and world changing events are gone =p

    2. Re:Risk vs Reward by Scum+Puppy · · Score: 1

      Yeah, and there's the problem: Everquest. Most MMOs have been copies of EQ. And it's a horrible game: a pronounced leveling treadmill, ridiculously long spawn times (remember that article way back when about the guy who was going to wait 8 months to get a try at some quest, because the quest in question had a monster you needed to kill with a 1-3 day spawn time?), massively uneven advancement, a draconian code of conduct that forces every to play nice, etc. I have no idea why it was so successful. But people look at the success and assume "If we copy it, we'll be successful, too!"

      Here's something I've noticed, though. MMOs are pretty addicting, as you probably know, and many people often end up quitting, but coming back in a few months (lord knows how many times I've left and returned to Asheron's Call!). But I have never, ever heard an anecdote of someone leaving EQ by their own violition and coming back later. I'm sure it's happened, but I've never heard of it. Contrast that to pretty much ever other MMO that wasn't a total flop (Anarchy Online, Asheron's Call 2, Horizons, etc.)... and even THEY have people that come back. Maybe eventually EQ will become passe and eclipsed by the upcoming EQ2, which will turn out to be either much different or a flop, and finally the industry can wake up and figure out how to solve the problems it faces. We can dream :).

    3. Re:Risk vs Reward by Gooba42 · · Score: 3, Insightful

      Not insignificant is the apparent rise of the "griefing" style of gaming.

      In Lineage II I've found a certain sort of freedom much different from EQ or SWG. You can do anything you like, there are consequences, but you can do it anyway. The leveling is straightforward and the combat at least at my low level has enough variability to keep me going back. Almost invariably however the "red names" or PKers are griefers. Instead of testing their mettle against similarly skilled or powerful opponents they would rather utterly decimate a lower leveled player oftentimes even visiting the newbie areas for the express purpose of making life hell for someone who can't fight back.

      I played, briefly, on a PvP server in EQ and the situation was the same. I played The Realm and PvP was easily 90% of the griefing variety.

      A friend of mine reported how he quit UO when someone got it in their head that it would be fun to steal everything they possibly could from him and destroy the rest. It was simply too much time and energy invested to have it all taken away by someone who could not be gotten back. There was no point in going back because recovering his stuff and status was not going to be any fun the second time around.

      The fact that it takes time to build up a character or fortune is what gives you a sense of accomplishment. It also makes it that much more painful to lose it all. Thus far no design has been discovered to allow full PvP but to disallow the griefing so prevalent in gaming.

      --
      I just found out there's no such thing as the real world. It's just a lie you've got to rise above. - John Mayer
    4. Re:Risk vs Reward by KDR_11k · · Score: 3, Insightful

      If you want to stop people from slaughtering players or monsters way below their level, add an experience penalty for killing things far below your level (the lower the target the more experience lost, even causing leveldowns). This is even realistic, I noticed how my skill in Quake 3 weakened after playing with weaker bots for a prolonged period of time.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    5. Re:Risk vs Reward by Brando_Calrisean · · Score: 1

      This is what I used to enjoy so much about MUDs. There was one MUD in particular, Armageddon (ginka.armageddon.org), in which your player would be dead -permanently- once killed. I've been gaming a long time, but I don't think any game caused me to sweat so much in tense situations. The permadeath defenitely made the game. Dying wasn't such a big deal though, because it was equally fun creating a new character to roleplay.

      --
      Don't call me a cowboy, and don't tell me to slow down!
    6. Re:Risk vs Reward by EulerX07 · · Score: 1

      To be honest P-Frank, I'm pretty sure I'd rather spend my two hours playing *not* getting killed and looted by players like you. While you may enjoy the playstyle, I doubt the ones at the other end of the gank attack enjoy it as much.

      It's been my experience that people trying to convince others about the virtue of full-on pvp ("risk vs. reward!") are people trying to get more targets to play their games so they can have more fun.

      Sorry buddy, but when your fun starts, mine ends. And the point of the article was that if a company makes games for people like me, they will get our money. The fact that you even mentionned perma-death as a good thing is an atrocity when it comes to rpgs. I won't pay money to amuse you my friend.

    7. Re:Risk vs Reward by mrjimorg · · Score: 1

      A couple of things about EQ that you missed - 1. That 1-3 day spawn was something I was in line for (over 1 year, 2 months) but thankfully they corrected that problem. 2. The draconian code of conduct is good for those of us who don't like it when some 12 year old smart*ss with a level 20 char sits in a newbie zone and continually kills the level 1's - I tried the EQ PvP and this happened, I tried other games that had PvP and this happened. People call the non-pvp system carebear servers, but I'd rather not have my entertainment interrupted by the whims of some worthless garbage idiot. 4. They were there first - who wants to start over in a new world and have to make new friends whilst leaving old ones behind? 5. Raids - very few other MMORPG really require you to coordinate 60 people to accomplish a difficult challenge. 6. Playbalance - which has been ongoing for the duration of its existance 7. Skill and strategy - if you've played long enough you've surely run into that chanter who's saved your entire group from certain death and made it look easy. 8. Untrivialized economy - Although there is a lot more plat in EQ now than before, its really quite tame compared to AC (I have a friend who has mules stuffed with the most expensive form of currency - forgot what they're called) 9. Exploits are fixed quickly - Again, comparing to AC where that chain of command thing was created and wasn't resolved for a LONG time. 10. Evolving gameplay - instanced zones? Ok, we'll make an expansion that has those and see if people like them. Yup, ok we'll add more of them in the future. Socketed items? Ok, we'll add that too. The EQ of today is virtually unrecognizable from the EQ of day 1. Even the character models were redone and graphics engine was revamped (twice). Though their framerate is still way too low for the polygone count due to their having to store all their character animations/etc compressed and their inability to figure out a way to not render hidden surfaces/areas. I'm not sure what you mean by uneven advancement so I cant address that. As for your stories of people not coming back to EQ, I'd say I've heard just the opposite. I've heard of a LOT of people that left and came back - multiple times. I'm one of them. I had to quit for almost 2 years (grad school) and I returned to a game that was vastly different. I've left several times because of time considerations but I keep coming back.

    8. Re:Risk vs Reward by Anonymous Coward · · Score: 0

      I agree, UO at the beginning was more fun than any mmorpg I've played since. The freedom to do anything you wanted and the freedom from leveling was great. sure, there were a lot of pks but if you were smart you could generally avoid them, and they added flavor to the game, especially when they played their characters evilly. I liked how it relied on player skill rather than so much on player level.

      oh well, I'm still waiting for my medieval fps mmorpg (like planetside, but with NO "levels") How well I can aim a bow should be entirely dependant on my own skill! Or make the aiming automatic, so that the strategy is knowing when to aim, if that makes it easier to get into for non-twitch gamers. But remove the emphasis from the player level!! it's retarded! That's what gives the 13 year olds who play 10+ hours a day the advantage!

    9. Re:Risk vs Reward by Magada · · Score: 0

      Griefing and farming can be easily solved by diminishing the rewards players get from attacking characters/monsters/npc's that are lower in level than themselves. With items it's easiest: make them get damaged/broken in combat with cash, make it un-stealable, with xp from PvP kills, make it a negative bonus if foe is much lower in skills/stats. There.

      --
      Something bad is coming when people are suddenly anxious to tell the truth.
  16. this is the reason by User+956 · · Score: 4, Insightful

    Constant death was a necessity in the days of video arcades... Now, in the comfort of our lounges or offices, what reason is there to keep dumping us out of the game we bought with our hard earned cash?

    This is the reason Lucasarts adventure games are so fondly remembered. Nothing was funnier than falling off the cliff in monkey island and seeing the Kings-Quest-esque death screen, only to have your character bounce back onto the screen, make a face, and say "Rubber Tree".

    Not having a fear of death lets you try all kinds of crazy shit in games. That's what makes them fun.

    --
    The theory of relativity doesn't work right in Arkansas.
    1. Re:this is the reason by Lehk228 · · Score: 3, Informative

      ever play "the neverhood"? excellent game with exactly one way to die, if you walk down a particular well marked drain [Go back, Danger you will die]

      --
      Snowden and Manning are heroes.
    2. Re:this is the reason by Mr.Zong · · Score: 1

      I agree with this to a point. Death is an over used cliche in the videogame world. I recently realized this reacurring theme while playing some games with my 4 and 6 year old cousins. Anytime someone lost a game "they died", and no, I wasnt playing GTA with em :P. We're talking Mario Kart here. The death thing, for kids that young to be relating to games, is just kinda weird to actually watch.

      Point being anyhow, death, like any facet of gaming does have its place, just not everywhere. I submit, for the devils advocate, 2002's $20 gem, Serious Sam : The Second Encounter. That game alone brought me back to the FPS genre with its heart attack inducing, horde of monster slaughering, huge ass demon poping out of nowhere and kicking my ass forcing me to f9 inspired deaths. Now those, those are deaths to write home about.

    3. Re:this is the reason by Anonymous Coward · · Score: 0

      Your post reminded me of Planescape: Torment, which was in a Dungeons and Dragons setting, but the main character that you played was immortal. A deadly situation resulted in you being knocked out for awhile. You'd end up back in the Mortuary, often remembering some facet from your past in the process. Some parts of the game even required "dying" in this manner to solve a puzzle or get out of an otherwise inescapable trap.

      Kindof a cool variation on the overused death cliche...

    4. Re:this is the reason by lachlan76 · · Score: 1

      I have it, and I think it's great. Only one problem:
      THAT FUCKING H PUZZLE!!!!

      Everything else is good, and the corridor with the entire Bible rewritten on it (yes, I read the whole corridor, but it took me a surprisingly long time to work out what I was reading) was only mildly annoying. And remember Riven? There were a couple of ways you could die, but not very many. And a good challenge.

    5. Re:this is the reason by Rydain · · Score: 1

      Many of the LucasArts adventures were also popular because they were designed in such a way that it was impossible to get the game in an unwinnable state. In a puzzle adventure game, permanently screwing yourself over is more annoying than dying because there's generally no way to tell that you're stuck and have to start over, and it discourages you from exploring and trying new things because you might waste a necessary item or trigger a one-time event during which you must do something in order to advance. King's Quest V was particularly badly designed in that regard.

    6. Re:this is the reason by Prior+Restraint · · Score: 1

      I guess it's been too long... I can't remember what you mean by the "H" puzzle, and I don't remember how one could die in Riven (I've played so many cheap knock-offs in the intervening years that it's all blending together).

      I, too, read that entire creation tale. I took notes and everything, because of games like Riven, where little details can come back to haunt you.

      I'd also like to nominate Zork: Grand Inquisitor. It's very dark, and was thus despised by a lot of Zork fans, but I found it a good game on its own, and only had a couple of "points of no return."

    7. Re:this is the reason by lachlan76 · · Score: 1

      In Riven if you didn't think to take Gehn out of the way, he shot you at the end, there were other ways I think, but I can't remember them. As for the "H" puzzle, it's one of those things with 9 spaces, one with an empty space, and the others with a broken up picture, and you have to move the pieces into the empty space to rearrange it into the picture. It took me two hours, but I finally got it, and I never want to do it again.

    8. Re:this is the reason by Prior+Restraint · · Score: 1

      Thanks for the reminders. My poor brain ain't what it used to be. Yeah, I hate all games that include those slider puzzles. It's such a pain. And I somehow completely forgot about the part of Riven where Gehn tries to make you touch the book before him. Trapping him was whole point! I are dumb.

      Oh yeah, and a self-correction: Where I said "Zork: Grand Inquisitor" I meant "Zork: Nemesis". ZGI was actually a return to the whimsical roots of the series.

  17. Printable Version by Anthracks · · Score: 1

    There's also a "printable version" if you don't care to click through multiple pages, or want to help save GameDev survive Slashdotting slightly longer.

    --
    Rock over London, Rock on Chicago. Wheaties: Breakfast of Champions.
  18. MMORPG's not a good example by cbreaker · · Score: 4, Insightful

    The problem with MMORPG's, no matter how good the game play is, no matter how great it is for the casual player - there's always going to be groups of people that will play 10 hours a day and advance further along in the game then you ever could. And eventually, the game developers tailor to this group because they keep paying the bills.

    So, probably your best bet is to find a non MMORPG type game to get your fill of games if you can't devote enough time to it.

    --
    - It's not the Macs I hate. It's Digg users. -
    1. Re:MMORPG's not a good example by Anonymous Coward · · Score: 2, Insightful

      And eventually, the game developers tailor to this group because they keep paying the bills.

      No, they don't. MMORPG fees are flat rate. The casual gamer pays just as much per month, regardless of how many hours they play. If your game has nothing to offer the casual gamer, and they all drop out, you can point to the die hards -- but that's a self-fulfilling prophecy, not an immutable fact of MMORPGs.

      It's even likely that there are more casual gamers than hardcore. If you could come up with a concept that kept more players paying per month, you'd make even more money than you would catering solely to the hardcore gamer. As a bonus, those casual gamers will consume less network and processor resources, so there's less of a bill to pay.

    2. Re:MMORPG's not a good example by nelsonal · · Score: 3, Insightful

      I had an AO subscription that i finally canceled as I wasn't playing much (all my friends were still in college and were well more than 20 levels ahead of me. Anyway the other day I reinstalled my D2 game and had a blast playing it. Yeah I was never going to make it to a ladder, but I had a wonderful time beating the game on normal (and starting an expansion game). It was also fun to play a game with a relative newbie (been playing diablo since the alpha was released), and just hook them up with stuff, advice, or experience. Sure I got toasted by p2ping the level 90 sorceress but it was a fun battle while it lasted.

      --
      Degaussing scares the bad magnetism out of the monitor and fills it with good karma.
    3. Re:MMORPG's not a good example by CountBrass · · Score: 1

      That's only true of the current generation of tedious "treadmill" MMORPGs like EQ and UO and Galaxies. If you cut out a lot of this boring crap (eg camping spot X for 3 weeks to kill uber-dragon xyzzy and get the uber-sword of leetness or spending days killing rats when you first start) and you'd have an MMORPG that could be played without committing hours and hours to playing.

      No single player game would get away with putting their players through this sort of crap. Can you imagine the outrage if to play Doom 3 you first had to spend 2 weeks stabbing demon rats with a sharpened stick?

      --
      Bad analogies are like waxing a monkey with a rainbow.
    4. Re:MMORPG's not a good example by LostCluster · · Score: 1

      I wonder what would happen to an MMORPG that balanced its risk/reward scheme perfectly such that playing for short periods of time could reflect a profit or loss whatever units of status the game has, but over the long term would balance out to be perfectly zero sum... think of it as gambling in a universe of play money with no need for there to be a rake for the house factored in.

      My guess it would be the fairest game out there, but it'd be a financial flop because people who attained a high score would quit out of fear of losing it... but would there be some who'd keep playing in an effort to be "king of the hill" and stay there as long as possible?

    5. Re:MMORPG's not a good example by cbreaker · · Score: 1

      What you're forgetting here is that the casual gamer will eventually stop playing (and therefore paying) because they will feel as though they can never catch up. Game expansions will tailor to the crowd that plays a lot, to keep them interested and paying. This leads to more of a drop in paying casual players because they get even further away from the active players.

      With MMORPG's there's always a sense of competition. No matter how much time you spend with it, people want to advance in the game and they want to be more powerful then other players or even how they were.

      It's very difficult finding the right balance for everyone, and I'm beginning to think that it's wrong to even try. You'll end up with a really good looking game that's boring as hell.

      --
      - It's not the Macs I hate. It's Digg users. -
    6. Re:MMORPG's not a good example by real_smiff · · Score: 1
      Can you imagine the outrage if to play Doom 3 you first had to spend 2 weeks stabbing demon rats with a sharpened stick?

      lol. i've never played an "mmorpg". don't think i'll start.

      --

      This is my Sig, this is my Gun. One is for Slashdot and one is for Fun.

    7. Re:MMORPG's not a good example by ninjaz · · Score: 4, Interesting
      Back in the Old Days on bbses, games had turn limits. The bbs would usually have a time limit on how long you could be connected, too. Some bbses also featured a time bank which allowed you to deposit unused connection time for a particular day and withdraw at a later time.

      This could be adapted to MMORPG by having a casual gamer class of servers that would give you 2-3 hours of playing time per day, perhaps giving you 8 two hour blocks you could withdraw extra for occasional weekend playing.

      That way, you wouldn't have to spend 10-14 hours per day to keep up. And, there could be associated chat/spectator service for the people who still wanted to stick around and socialize with gaming buddies after their playing time had been spent.

      Just think of all the lives and relationships that could be salvaged by bringing this terrible addiction to a manageable level!

    8. Re:MMORPG's not a good example by Thangodin · · Score: 2, Insightful

      The bizarre thing about this is that it has nothing to do with their business model.

      Think about it. You pay by the month. The cost is fixed no matter how much you play. The more time players spend online, the higher the overhead for the company providing the game, in extra servers, bandwidth, content, etc, etc... If someone has maintained a character on your server for two years, there should be reward for sticking with it, even if they didn't have much time to play.

      Why don't MMORPG's allow people to log intentions, which are resolved the next time they log back on. Instead of spending 30 hours clicking the mouse to make chain mail gloves to boost your armoring skill, why not let the player just go the armory and click on the forge, say he's going to practice his skill, and log off. When he logs back on, he's raised his skill, or made some money, or a bit of both. And he really only has to log on for a few minutes a week if he's busy.

      This could be done for crafting, selling goods, training skills, and so on, all the stuff that MMORPG's use for trial by boredom. If I want to spend my time making chain mail gloves, I'll buy some wire and metal working tools. I don't need a game for this. And make travel powers and items common, like they do in CoH, so that I don't have to spend hours running across the landscape to fulfill a quest. This is just another form of Trial by Boredom.

      Another problem is the rare spawn, rare drop syndrome. EQ used this to death, and I recently quit DAOC when they introduced it in Trials of Atlantis. This is where you sit at your PC for 5 hours waiting for that rare named NPC to pop, or kill the same creature 500 times to get that rare treasure. I could never be bothered, so my equipment was always sub-par.

      One more thing: essential character development quests and battles should never involve more than a single full group. I don't know how much time people in MMORPG's wait around for enough people to show up to fight the next Boss in the quest, but at later levels, it probably accounts for half the playing time. Everything that can be gained doing these mass battles should be obtainable in another way. You may need to fight more things, and it may take longer, but at least you would be doing something, instead of standing around waiting.

    9. Re:MMORPG's not a good example by miyako · · Score: 1

      The trick isn't that you have to let the casual player get the same goods as the compulsive player, the trick is to make the low level quests just as fun as the upper level quests. The people who really care if they have the +50 Longsword of Doom are the people who will play 18 hours a day. The thing is that walking around killing rats or doing quests where you have to beat up gobilns for the umpteenth time. What I think needs to happen to to make a truly successful MMORPG is this...
      Reverse the quest length and complexity, in most games the longer and more involved quests are for the upper level characters. Instead focus on giving lower level characters more story and puzzle intensive quests to make up for the lack of epicness of the quests.
      Make a larger variety of low level enemies. While we all know there are all manner of interesting dragons and phantoms and planar beasts in the upper levels, how come every level 1-10 level enemy looks like the same rats, slimes and goblins we've seen over and over again with slighly different colored textures. Create a wider variety of low-level enemies to balanced out the upper level enemies.
      No quest level gap. There should be a few quests designed for EVERY level. No "level 1 to 5" stuff , there should be one or more quests (depending on length), that correspond to a given level, and after completing the quests the player should be assured to gain a level. A player should NOT run out of out of character quests to complete and still have to fight random things to level up. I realize this is easier said then done when considering things like soloing vs party play, allowing players to take on quests of higher or lower levels to adjust their difficulty, and making quests with better treasure more difficult, but I think these are some ideas whos time has come.

      --
      Famous Last Words: "hmm...wikipedia says it's edible"
    10. Re:MMORPG's not a good example by rmull · · Score: 1

      That's a really good idea. It would be interesting to see out it worked out - there'd probably be set times when people would all log in to play together, it'd be like a two-hour day in the game world, effectively.

      It could also be used as a lower price point for the service.

      What a great idea!

      --
      See you, space cowboy...
    11. Re:MMORPG's not a good example by Anonymous Coward · · Score: 0

      In ClanLord (a Mac only MMORPG), there's a library that you can stay in when not playing, which gives experience. A heavy player will get more experience still than a casual player, but even the casual player will still progress at a fairly steady rate. I think it's a nice idea, and it'd be cool to see it in other games. The other nice thing about it is it gives people the option not to worry so much about gaining experience while playing if they want and instead to focus on whatever interests them, even if there's no payoff.

    12. Re:MMORPG's not a good example by manavendra · · Score: 1

      To a large extent, what you said makes a lot of sense - any company, or the decision makers therein, will cater to the group that pays for the bread.

      However, with intense cut-throat competition these days, and several such analysis of the profile of the players and their likes/dislikes etc., how long will it be, before MMORPG games have several "profiles" or "levels" that a player is slotted into, based upon his/her playing record. So instead of some people just playing for hours and hours and getting better and higher up the ladder, there will be competition in categories - like multiple game ladders in several categories.

      --
      http://efil.blogspot.com/
    13. Re:MMORPG's not a good example by cbreaker · · Score: 1

      That seems like it's a little too much like Progress Quest

      --
      - It's not the Macs I hate. It's Digg users. -
    14. Re:MMORPG's not a good example by cbreaker · · Score: 2, Interesting

      Everquest has major flaws, nobody denies this, but it's been a smash hit for years. You would THINK that the players would be analyzed and new games could be created based on this new data from an essentially new genre.

      Unfortunately, it doesn't seem as though this is actually happening. I've played MMORPG's since Ultima Online Phase 1 beta, and the only other game I've spent significant time in is Everquest. I've tried almost all of them. Even the new WoW beta (I somehow got selected for this) isn't very interesting. The new games seem to tailor to the casual player and forget the active player. Quests are generic and randomly generated for each player upon request. This is, in my opinion, a huge mistake.

      I'm sure someone will nail perfect mix of gameplay, challange, reward, and replayability eventually. We'll have to wait and see!

      --
      - It's not the Macs I hate. It's Digg users. -
    15. Re:MMORPG's not a good example by arose · · Score: 1

      Yeah, can you imagine going trough hordes and hordes of imps with a boomstick in Doom...?

      --
      Analogies don't equal equalities, they are merely somewhat analogous.
    16. Re:MMORPG's not a good example by Erik+K.+Veland · · Score: 4, Informative

      Apparantly you've missed the Rest-system debate of the World of Warcraft beta, which was a soft version of this designed to give the causual gamer a bonus. "Powergamers" were all up in arms at this idea that "punished them for playing the game too much"!

      The rest-system merely gave a bonus (more XP per kill) if you were "rested" and you got progressively more fatigued until you got a penalty (less XP per kill) if you were tired. You could play as much as you wanted of course, you just wouldn't progress as fast (still much faster than one who didn't play of course). The original rest-system required you to log out for 8 hours straight to go to the Rested-state.

      The rest-system has since been tuned to give a negliable bonus and you don't have to rest as long.

      --
      "I tend to think of OS X as Linux with QA and Taste", James Gosling, creator of Java
    17. Re:MMORPG's not a good example by jayveekay · · Score: 1
      The problem with MMORPG's, no matter how good the game play is, no matter how great it is for the casual player - there's always going to be groups of people that will play 10 hours a day and advance further along in the game then you ever could.

      What rule says that advancement has to be directly related to how much time you spend ingame (typically more time ingame means more moles wacked means more advancement)? Maybe your character advances based upon tutoring from an ingame "mentor" character, and that happens at a rate that is more or less the same for all subscribers?

    18. Re:MMORPG's not a good example by WWWWolf · · Score: 1
      Back in the Old Days on bbses, games had turn limits. The bbs would usually have a time limit on how long you could be connected, too. Some bbses also featured a time bank which allowed you to deposit unused connection time for a particular day and withdraw at a later time.

      You're talking about Legend of the Red Dragon, right? I remember playing LoRD and have vague recollections of using a game with a time bank, but couldn't connect these games together.

      Now, I wish this feature were implemented in Legend of the Green Dragon as well... and that the lotgd,net server hadn't deleted my character due to inactivity.

      Speaking of inactivity deletions, that's another thing that bugs me - I'll never be good in Diablo 2 if Battle.net keeps nuking my account while I'm dozing in Linux! Do they think that with a game collection of over 100 titles, and this exciting online game called "wasting time in Slashdot" that can be played with Linux clients, I have time to log on every month? Or even every year? Not likely!

    19. Re:MMORPG's not a good example by nkodengar · · Score: 2, Informative

      PlanetSide (huge scale sci-fi FPS warfare) is possibly the only MMO to be the exception to the rule. Whilst it does have a level grind of sorts, does not effect gameplay much, as a new character can still compete with and defeat a maxed out character. Unfortunately SOE completely failed to market the game, so a huge number of potential players are completely unaware of it's existence...

    20. Re:MMORPG's not a good example by Xugumad · · Score: 1

      It's not so much the fact that there's lots of higher level players, as that a lot of MMORPGs are dull unless you can devote a lot of time to them. Killing rats for hours (it's the traditional example) is not that fun, especially when you can only devote an hour or so a day.

      I'm currently playing City of Heroes, which is going relatively well, but it's rapidly becoming apparent that the really interesting stuff is still months of gameplay ahead of me.

    21. Re:MMORPG's not a good example by Xugumad · · Score: 1

      Also, I've seen smoother releases. Another few months in beta, particularly balancing gameplay, would have really helped it; as it was, a lot of people left before the game actually became any good.

      Also had an absolutely disastrous add-on. I loved the caverns, they were great (esp. in a mosquito), just a pity no-one else was down there...

    22. Re:MMORPG's not a good example by hyphz · · Score: 5, Insightful

      > The problem with MMORPG's, no matter how good
      > the game play is, no matter how great it is
      > for the casual player - there's always going
      > to be groups of people that will play 10 hours
      > a day and advance further along in the game
      > then you ever could. And eventually, the game
      > developers tailor to this group because they
      > keep paying the bills.

      Simple solution: lifespan.

      You create your character, they have a lifespan measured in real-time hours of play (quite a high value, though). As this runs out, they get slower and slower, their stats start to drop, they get a beard and walk around with a cane, and when time runs out, they die. Irrecoverably.

      Now the game is no longer about how much time you can put in. It's about using that time as productively as possible - in other words, it encourages the "fun now" design theory that working gamers want. Wanna sit on your ass camping that dragon spawn for 3 hours? See you in the pensions office, munchkin boy.

    23. Re:MMORPG's not a good example by Lonewolf666 · · Score: 1

      Partial solution:
      Make success more dependent on skill at mouse or joystick, not so much on the experience level of the avatar.
      This way, players could have some success right away, by utilizing their experience from other, similar games. Acquiring the most powerful items in the game could still be a time-consuming challenge.
      A good example from the single-player world is X2, an Elite-like space sim. With some practice from games like Privateer, you can make small profits right away. But building an empire might take some months.

      --
      C - the footgun of programming languages
    24. Re:MMORPG's not a good example by truffle · · Score: 1

      They tried this with World of Warcraft.

      Players had a diminishing return on their experience, the more you played the slower your xp would accumulate. It was pretty soft, there was no hard limit, and the decrease in xp plateaued.

      They dropped it because of too many player complaints. They still have a small "rested" bonus but it really has no effect it's so minor.

      I think this idea would work, but it would work best on a specific "soft core" themed server. The soft core server would give players an xp bonus that diminishes over time, eventually becoming a penalty, and limiting play.

      From a marketing perspective it's not clear to me that an MMO could capture enough attention with this model though.

      --

      ---
      I support spreading santorum
    25. Re:MMORPG's not a good example by Mysticalfruit · · Score: 3, Insightful

      I'm there with you.

      I was playing DAOC for a while but likewise all my buddies were level 30+ in the time it took me to get to 19.

      Both my wife and went back to playing Diablo2.

      As a wageslave, here's a nugget of goodness that a game designer can take to their design meeting.

      I should be able to save ANYWHERE. I should be able to hit F2 on the keyboard and save my spot or hit "select" on the controller and choose save and just get up and walk away. Then I should be able to come back at anytime in the future and continue on like nothing happened.

      As a person who lives by a very rigid 8am to 5pm schedule I can't sit up all night working through some level because if I quit the game it'll send me back and I'll have todo 25 minutes worth of work over. Likewise, this shouldn't be answered with "well you can always pause". Since my PS2 is also my DVD player that's not viable and since I do work on my computer as well as play games, I will have to quit.

      With that said, I'd even be okay with some sorta of checkpoint system that would only put me back a few minutes.

      --
      Yes Francis, the world has gone crazy.
    26. Re:MMORPG's not a good example by @madeus · · Score: 2, Interesting

      I'd heard about that and was looking forward to it, this is the first I've heard that they have take a step back (and effectively nerfed it).

      As someone who like to devote there time to other things (including free software) I was looking forward to having some levelling field against college kids who are busy wasting tax payers money on pointless degrees (as is the case here in the UK where 'fees' are virtually nill and education is state funded, and as someone who pays 40% tax I'm pissed it's my money they are wasting).

      I hope there is still enough content and fun to be had without playing 35 hours a week just to keep up and be involved with all the cool things and to go to all the interesting places.

      I think powerlevellers are pandered to too often and that they have a negative impact on games (because in practice its hard - but I belive by no means impossible - to design a game that suits both them and 'normal' players). I notice they rarely care about gameplay, nor do they understand what makes good gameplay.

      I'd add it's also worth noting they typically arn't the ones with the most money either (being young, and often not in full time employment) so it puzzles me further that they are catered for so much (e.g. in SWG, which is EQ in space, and EQ is bascially exlusively about levelling).

      I'd happily drop 50 USD a month per MMOG game JUST to avoid having to deal with kids and teenagers (and forum trolls). Hopefully, when the MMOG market establishes itself a bit we might see companies who will feel confident enough to change more and cater for a different sort of market segment (those of us who are sick of crappy forum and in game atmospheres, leet speak, and people sending /t {nick} n00b! (even when you defeat them)).

      Personally if I ever have kids (unlikely) and I caught them using 1337 speak or using the 'n' word to describe anyone I'd stop their allowance for a month and have them out washing the car and mowing the lawn the whole summer. Or worse, I'd make them grind out a Jedi in SWG. On a 486.

    27. Re:MMORPG's not a good example by Albigg · · Score: 1

      In some games the hardcore do pay more. For example, in DAOC you could have a buffbot on another account that buffed up your main toon. So you paid for 2 accounts to be a uber dood. The really l33t players had multiple accounts.

    28. Re:MMORPG's not a good example by Elsebet · · Score: 1

      Guild Wars http://www.guildwars.com/ is supposed to be similar, except it will have no monthly fee.

      DAOC, before SI AND TOA was a great game to play casually once you hit 50, since you could pvp for an hour or two at a time if you wished. Often (after 50) I'd log in around 7pm and play until 10-10:30 or so and really enjoy it. However once the expansions hit which required long (4+ hour) raids for items to "keep up" it just turned into every other MMORPG.

      --
      Sacré-bleu! Where is me mama?
    29. Re:MMORPG's not a good example by Elsebet · · Score: 1

      AO had an interesting mission-based levelling system AND larger raids similar to EQ. As one of the MMORPG's I played for over 2 years (DAOC is the only other with that kind of longevity for me) it is one of my favorites. However they completely missed the mark with their latest expansion, Shadowlands. Since you cannot go over the cap of 200 unless you level in Shadowlands, missions are a thing of the past (after 200) and it's back to the EQ/DAOC style "camping a spot for xp" type treadmill.

      It was fairly easy to put together a team (level ranges are pretty lenient in AO) and do a mission in an hour or so. With Shadowlands it goes back to waiting for a group in a good spot or with a certain class (Crat). To be fair, the new world is haunting and strange and the new items are interesting, but I feel they really dropped the ball when it comes to advancing after 200.

      If they would remove the Shadowlands restriction (yes I'm aware the 200+ levels are called "shadowlevels", which is why you have to go to SL zones to xp for it) in the next expansion "Alien Invasion" and allow advancement after 200 with new mission types in Rubi-Ka (or SL, as long as it's not "camping a spot" garbage) I'd gladly reactivate.

      --
      Sacré-bleu! Where is me mama?
    30. Re:MMORPG's not a good example by Elsebet · · Score: 1

      Ah, the good old days of BBS door games like L.O.R.D, Usurper, and Drug Lords where you actually had to strategize how to use your limited turns each day. The most successful players were the best at using those, not the ones who had 14 hours a day to play. Thanks for the reminder. :)

      --
      Sacré-bleu! Where is me mama?
    31. Re:MMORPG's not a good example by Prior+Restraint · · Score: 1

      You're still conferring an advantage to gamers with more free time. To wit:

      ...utilizing their experience from other, similar games.

      Also, if you "[m]ake success more dependent on skill at mouse or joystick," you hand the advantage over to people who are younger (because their reaction speeds are faster). This tends to be the same people who have all day to play games.

      This is a fundamental "problem" with competitive gameplay, be it video games or sports. Whoever is willing to devote the most time/effort in playing will, on average, be the superior player.

    32. Re:MMORPG's not a good example by nadadogg · · Score: 0, Flamebait

      Protip: Don't use leetspeak, it's not 1999.

      --
      i use linux and windows oh god how can i have an opinion
    33. Re:MMORPG's not a good example by kcornia · · Score: 1

      This is the stupidest part of Far Cry, which I just bought last weekend (on sale 29.99, only reason I bought it).

      I agree with the save anywhere completely.

    34. Re:MMORPG's not a good example by normal_guy · · Score: 1

      You're thinking of the Rest Bonus system that World of Warcraft has implemented. I'm not on the beta, but just hearing about this system gives me hope for the future of massive games. Finally a MMORPG that I can play a few nights a week and still somewhat compete with the professional gamers (e.g. parents-basement players).

      --

      Linux: Free if your time is worthless.
    35. Re:MMORPG's not a good example by Fred_A · · Score: 1

      "Can you imagine the outrage if to play Doom 3 you first had to spend 2 weeks stabbing demon rats with a sharpened stick?"

      Oh no, you could at least have added some [spoiler] tags or something, now you've gone and wasted the game for me :(

      --

      May contain traces of nut.
      Made from the freshest electrons.
    36. Re:MMORPG's not a good example by cbreaker · · Score: 1

      There's of course no rule, but I can't imagine everyone being happy about some guy that never logs in and advances just as fast. And at that point, there wouldn't be much way for a friend to start playing your game and "catch up" by playing a lot for a few weeks.

      You can't make everyone happy, I realize this. But should they even try?

      --
      - It's not the Macs I hate. It's Digg users. -
    37. Re:MMORPG's not a good example by cbreaker · · Score: 1

      Actually, planetside is the only game I really haven't tried. I've been wanting to for some time now - maybe now's a good time to check it out.

      I understand that it's kinda like an FPS, but in an MMORPG scale. That would target the game at a completely different type of game player then Everquest, but this isn't a bad thing - it's just different.

      Seems like you like it. I'll give it a shot soon.

      --
      - It's not the Macs I hate. It's Digg users. -
    38. Re:MMORPG's not a good example by cbreaker · · Score: 1

      " it's rapidly becoming apparent that the really interesting stuff is still months of gameplay ahead of me."

      I understand that it can be boring when you start, although I was never bored in EQ when I started. It was a blast! But then again, maybe it was also because it was the first MMORPG I gave any serious time to. To start all over again, in a different game, it might seem boring.

      They could make it more exciting for the newbies, but I've found in EQ that when you advance through the levels yourself, the normal non-powerlevel way, you are a better player when you reach the high levels. You know your character, what it can do, what it can't. You know the game mechanics well. You've met people along the way that can help in the future. These things are important if you want the game to be fun in the long run.

      --
      - It's not the Macs I hate. It's Digg users. -
    39. Re:MMORPG's not a good example by WNight · · Score: 1

      That's a cool idea. Gung-ho players could do more quests at any level and have more stuff to choose from, but not more powerful stuff. And maybe you could have fame-based rewards (ie, not boosting in-game power) for completing more quests. Or perhaps the tutors you find in the city aren't as cool as the ones you quest to find, so you can do more customized characters (who are, overall, just as powerful) if you venture to far-off lands in search of masters.

      But you'd be able to come into the game for a few hours every week or two and still be mostly able to play with your friends. They've have funkier customized stuff and more medals and favors from fair maidens, etc, but be killing the same monsters so you could team and not be dead-weight.

      You could even rank people by a score based on all the extra playing - a casual player would never be at the top of the ranks, but would at least not be out of the game.

    40. Re:MMORPG's not a good example by hurfy · · Score: 1

      Not to mention its tough to do something requiring such skill because of some inherent lag in mmorpgs.

    41. Re:MMORPG's not a good example by Colazar · · Score: 1
      That's kind of how "tradeskills" work in Shadowbane. I put in in quotes because characters don't have tradeskills of their own, but what you are able to do is use gold to build shops and hire crafters. You then order the crafters to build what you want them to, and it takes a set amount of time (from 2 min to 4 hours, depending on the item, and their level) to finish the item. (And they can work on up to 7 items simultaneously, too, at no penalty.)

      The main problem is that to work at maximum efficiency (which you need to, to be able to pay your weekly rent, wages, and material cost) you have to log in about every 4 hours, or even more often. (If you have every kind of shop, it can take an hour just to go through all of them and issue build orders.). So what you really need is a group of people to do this for you. And you sure better trust those other people, cause by giving them permission to create items, you're also giving them permission to empty out the cashbox, or take any of the items. (And if you're not careful with permissions, to steal or destroy the shop and hireling.) This is why most crafting in Shadowbane is done by guilds rather than individuals. Which means that most people don't end up ever getting to use the crafting system in the game at all.

      It also means that crafting objects to keep the city going gets to be a chore, that you typically spend half your playtime on.

      --
      He decided to just watch the government, and kind of scale it down to size, and run his life that way. --Laurie Anderson
    42. Re:MMORPG's not a good example by cbreaker · · Score: 1

      Don't get too excited. WoW is Everquest without the fun and excitement.

      --
      - It's not the Macs I hate. It's Digg users. -
    43. Re:MMORPG's not a good example by AuMatar · · Score: 1

      Used to be worse. With the original UI, a decent sized city needed 1 full time person just to destroy junk loot sold for cash to stores. By full time person I mean 24/7. You could only junk 1 item at a time, and it was hideously slow to do so.

      --
      I still have more fans than freaks. WTF is wrong with you people?
    44. Re:MMORPG's not a good example by Lemmy+Caution · · Score: 1

      That's the problem with using a beta as a focus group. Are the sort of hard-core dedicated gamers that are going to scratch and claw their way into the beta going to be the same as the bulk of the market they are trying to reach? I really don't think so. So, they end up being goaded into making a game that competes with all the other time-sink MMORPGs, instead of something that could actually appeal to a different demographic. This sort of thing is exactly what a marketing department is supposed to look out for.

    45. Re:MMORPG's not a good example by Lord_Dweomer · · Score: 1
      It may encourage "fun now" design, but what you would ultimately see in the game is players who follow a strict walkthrough guide on how to get the best whatever in the least amount of time. And it would also mean that unless your character follows these steps, you will NEVER compare to someone who does for the same amount of time, and since there is a finite time limit, it adds an element of "i need the best character in this amount of time" which you normally don't have for MMORPGs.

      Now, of course some players won't play that way, and will play to enjoy the game, but personally, I would never play a game with a finite number of turns or whatever for my character because for me, the game would become a game about using those turns in the best way possible to put my character as far ahead as possible, even if it means I have less fun.

      For a perfect example of this check out Kingdom of Loathing which gives you a finite number of turns per day. And while they refresh at the end of the day, the gameplay has evolved such that everybodies actions once they start getting into the game revolves around getting the most bang for their turns, and figuring out how to get more turns.

      --
      Buy Steampunk Clothing Online!
    46. Re:MMORPG's not a good example by Colazar · · Score: 1
      *Shudders*

      That's right, I'd repressed that. And our city wasn't even that big before they fixed that.

      What I remember is trying to clear out the shops ahead of a seige, when you could only remove one item at a (laggy) time. I never had to deal with thieves around while I was doing that, but I know others did.

      --
      He decided to just watch the government, and kind of scale it down to size, and run his life that way. --Laurie Anderson
    47. Re:MMORPG's not a good example by ninjaz · · Score: 1
      You're right, I did miss the rest system debate. However, that sort of rest system isn't what I had in mind. A rest system such as that will have the effect you mentioned: just serve to annoy the "powergamers".

      My idea is to segregate server classes, so you'd have both a time limited server and an unlimited server. That way, the wage slaves could use the time-limited server and the "powergamers" could have at it on the unlimited server, unhobbled by attempts to balance the game against them.

      This would have the added benefit of allowing the gameplay to be tailored to the amounts of time spent in the game. i.e., if you're only spending 2 hours per day on the game, the levels and monsters' stats could be adjusted so it doesn't take 10 hours of play to obtain any goal.

      As it stands, it looks mostly like superman vs. fodder, where the casual gamers all have the distinction of being fodder.

      I think we would be better off separate the leagues, like in baseball. After all, we don't pit little leaguers against major leaguers and tell the little leaguers to find a game other than baseball.

    48. Re:MMORPG's not a good example by ninjaz · · Score: 1
      You're talking about Legend of the Red Dragon, right? I remember playing LoRD and have vague recollections of using a game with a time bank, but couldn't connect these games together.
      Yeah, LoRD was one of turn-limited BBS games. I never came across a BBS game with a time (or turn) bank. The reason I brought up the time bank feature was to draw on another BBS concept which could be used to help translate this into the context of the current MMORPG environment.

      The point being that you would have a real limit of 2 hours per day, but be able to withdraw some extra for those 1-2 days per week when you have more free time. Oppose that to no limits, but character degradation until you rest.

      Of course, the time bank concept isn't the crucial aspect. I was just trying to come up with something that would fit more with a work schedule while not requiring a set schedule (eg., unlimited weekends, which would punish people with alternate schedules... or screw you if you had to work Saturday but got a Tuesday off in return)

    49. Re:MMORPG's not a good example by hyphz · · Score: 1

      > It may encourage "fun now" design, but what
      > you would ultimately see in the game is
      > players who follow a strict walkthrough guide
      > on how to get the best whatever in the least
      > amount of time.

      If you keep the world changing dynamically, a walkthrough becomes impossible.

    50. Re:MMORPG's not a good example by Lonewolf666 · · Score: 1

      I've noticed THAT when trying Project Entropia. But I do not see why this would be inevitable.
      Considering that I usually had less than a total of 30 mobs/NPCs/other players in visible range, but I DID have a ASDL connection with 1000 kbit/s downstream, I would have expected at least the same performance as when playing Counterstrike over a modem.
      PE, however, had significantly more lag. Maybe their servers are too slow for the workload, but I don't see why it is impossible to get good performance from an MMORPG.

      --
      C - the footgun of programming languages
    51. Re:MMORPG's not a good example by hurfy · · Score: 1

      Most mmorpg have well over 1000 (only 600 on AC, does play like CS most times) per world which is usually a handful of boxes. Say 100-300 ppl (population vary widely) per box it has to track plus NPCs and monsters. They also have to track things like moving you inventory in a pack or adjusting character stats and usually have more complicated 'dice' rolls for damage. FPS usually have 10-40 people per server and little else that moves.

  19. Really simple solution by Thinkit4 · · Score: 1

    Fixed saves are very important for pacing. An easy way to keep them is to having the ability to save anywhere but load that save only once. FF tactics advance does this.

    --
    -I am an elective eunuch.
  20. Why do some games NOT allow in-game saves? by xylix · · Score: 5, Interesting
    This article summed up exactly what I have been thinking lately. I picked up Tom Clancy's Raven Shield recently since I really enjoyed the previous installment in the series. Some people get off on spending hours PREPARING for these missions, setting way points etc. I am not one of those, nor do I have the time. I really wish a game included - in very large letters - on the packaging that:

    THIS GAME DOES NOT ALLOW SAVES!!

    So instead you have to spend 20, 30, 40 ... 90 minutes working your way though the game only to have one of your guys take a bullet and make it all one big WASTE OF TIME.

    1. Re:Why do some games NOT allow in-game saves? by Lord+Bitman · · Score: 1

      Not all games are designed for you.

      --
      -- 'The' Lord and Master Bitman On High, Master Of All
    2. Re:Why do some games NOT allow in-game saves? by Phleg · · Score: 4, Insightful

      This isn't as much of a problem with the game as it is your perception of the game. Raven Shield is not Quake or Doom. It is not Half-Life. The *point* of Raven Shield is the tactical setup of your assault--assigning members, gear, waypoints, and having everyone work synchronously towards the same goal. The missions themselves are simply where you get to see whether or not your plan worked.

      --
      No comment.
    3. Re:Why do some games NOT allow in-game saves? by Anonymous Coward · · Score: 0

      This isn't as much of a problem with the game as it is your perception of the game. Raven Shield is not Quake or Doom. It is not Half-Life. The *point* of Raven Shield is the tactical setup of your assault--assigning members, gear, waypoints, and having everyone work synchronously towards the same goal. The missions themselves are simply where you get to see whether or not your plan worked.

      Sounds like a better cure for insomnia than a lecture on the mathematics of quantum neutrino fields.

    4. Re:Why do some games NOT allow in-game saves? by entrigant · · Score: 1

      You missed the point. He wants to be able to save in the middle of "assigning members, gear, waypoints, and having everyone work synchronously towards the same goal" so that when he has to leave he can come back and pick up where he left off. The point of the original post was about games not allowing you to save at any time.

    5. Re:Why do some games NOT allow in-game saves? by Threni · · Score: 1

      > THIS GAME DOES NOT ALLOW SAVES!!

      I agree, although wouldn't any half-decent review mention this? Or are most games nowadays reviewed from a reviewers point of view - ie. no complaints if the game is expensive, or easily completed as they didn't pay for it and so don't have to get their money's worth?

    6. Re:Why do some games NOT allow in-game saves? by Anonymous Coward · · Score: 0

      This isn't as much of a problem with the game as it is your perception of the game.
      Try eating shit, asshole. My gaming dollar is worth just as much as yours, but I'm not some pasty-faced little loser with an inordinate amount of time to waste. The original poster had it spot-on; there are plenty of people like him (and me) who'd jump at a game that isn't made for little geeks with no social lives and no full-time jobs.

      If they want our money, they'll have to build the games to our specifications. The vast majority of dollars spent on games come from people OVER the age of 25, not kiddies with little in the way of real-life responsibilities. It's time for the gaming industry to wake up and smell the coffee.

  21. Certain things I want in games... by humberthumbert · · Score: 5, Interesting

    ..now that I can't sit on my ass all day playing games anymore due to having a job:

    1. A proper save game system whenever possible. None
    of that "save point" bullshit, which is the main reason I don't play console games, btw. It's insane to have to waste my time playing through the same level again when I just want to carry on with a game after I get home from work.

    2. Cut down on aggravating shit. Like, the weapons
    wearing out in System Shock 2. I mean, WTF?! They have FTL travel in that game but I can't get a gun that will fire more than 20 rounds without seriously degrading? I mean, shit, even my old hand me down M16 in the army worked mostly fine after pumping out a few dozen rounds in a row at the range.

    3. Fuck mazes.

    1. Re:Certain things I want in games... by lu004202 · · Score: 2, Funny

      Certain things I want in games...

      3. Fuck mazes.


      I don't know what they are, but I want fuck mazes in video games, too.

    2. Re:Certain things I want in games... by wolssiloa · · Score: 1

      Looking Glass removed the gun degradation in a patch for System Shock 2.

    3. Re:Certain things I want in games... by ic3p1ck · · Score: 1

      You forgot:

      4) fuck jumping puzzles

    4. Re:Certain things I want in games... by miskatonic+alumnus · · Score: 1

      This probably comes under aggravating shit, but fuck endurance tests. FFX comes to mind: dodging lightning bolts for an hour. Or playing the crummy 8-bit video games in the arcade in FFVII. What is it with this crap!?!

    5. Re:Certain things I want in games... by EvilIdler · · Score: 1

      To the third point, I want to add:
      Fuck scenery so badly designed it effectively
      turns a straight-forward cave level into a maze!

    6. Re:Certain things I want in games... by CronoCloud · · Score: 1

      I hate those bleeping lightning bolts, I STILL don't have Onion Knight upgraded.

      I hated the chocobo racing thing in FFX too.

      The FFVII chocobo racing I liked, and Battle square.

  22. How to get people to RTFA by nmoog · · Score: 4, Insightful

    This article was one guys opinion on whats wrong with games today. And no slashdotters have been giving him any shit for his views? Whats going on?

    Ill tells ya whats going on - he only pointed out and praised games that did things right, without spouting on about why Halo gives him the shits (for example).

    It really made this article a good read. Maybe a good tip for you journos out there!

  23. Cut Scenes by CMiYC · · Score: 4, Insightful

    Since all of today's games seem to require a story I have one additional request... All cut scenes need to offer Pause, Replay, and Skip.

    The most annoying thing about MGS and MGS2 was when the phone rang during a 10 minute cut scene.

    1. Re:Cut Scenes by fastdecade · · Score: 1

      Likewise for DVD menus and copyright sequences. I immediately thought of this when I read about the article. OK, DVDs aren't games, but don't insult full-time workers off by making them sit through a fancy sequence for the seventh time.

      Time is critical, there are dishes to wash.

    2. Re:Cut Scenes by andy_fish · · Score: 1

      MGS2 was a great game, but I think you misunderstood it: you're not suppossed to actually watch the cut scenes!

      --
      & I wish I knew the password to your heart . . . &
    3. Re:Cut Scenes by masterQba · · Score: 1

      the max payne series is a good example of this

      --
      xb0x
    4. Re:Cut Scenes by Anonymous Coward · · Score: 0

      I think MGS 1 & 2 deserve credit here. The saved game also showed a small story of the plot so far. I found this really useful when I dropped gaming for a month, and then came back to it. It helped jog my memory, and I was straight back into the game. I tried picking up my Final Fantasy VIII game, and spent more than an hour figuring out where I had already been.

    5. Re:Cut Scenes by NaugaHunter · · Score: 1

      A modern marvel that might help next time.

      --
      R: That voice. Where have I heard that voice before? B: In about 365 other episodes. But I don't know who it is either.
    6. Re:Cut Scenes by Dragoon412 · · Score: 1

      Better yet, they should just get rid of cutscenes. They're a huge time and money sink in development, and are only worth watching once or twice. Do away with them, charge a couple bucks less for the game, and find a more creative and entertaining way to create the same effect.

    7. Re:Cut Scenes by xenoandroid · · Score: 1

      Except some people actually like cut-scenes. You can't really create the same effect in Metal Gear Solid without having them, the game is meant to have a cinematic feel to it. You can't have a cinematic feel to it if the camera angles are all optimized for game-play and all the music is loop music. If you don't like it than don't play it, the game designers are targeting the people who do like it, and obviously a lot of people do like it.

  24. My gamer-friendly idea by fpga_guy · · Score: 4, Interesting
    This may exist already, not sure, but what I'd like is an auto-pause - so I can just get up and walk away from a game, and it will figure out that since I'm not moving the controls any more, I'm probably not playing any more either.

    You could use a sort of time dilation effect - game time starts to slow as the time since last control movement increases.

    Maybe not so good for multiplayer, or at least require some tweaking.

    Here's another benefit - anyone who's been a kid (or dealt with kids) and trying to distract their attention away from a game, the excuse is always "I can't pause now" or "hang on, just a minute". If you have a game that you can literally drop and walk away from, it changes the way you interact with it.

    1. Re:My gamer-friendly idea by gredman · · Score: 0

      Or you could just press the Start button.

    2. Re:My gamer-friendly idea by fpga_guy · · Score: 3, Interesting
      Or you could just press the Start button.

      Yes, but wasn't really my point. I want a game that is less demanding of my attention - I want to engage with it on my terms.

      If I'm playing a game, and someone walks into the room to talk to me, I don't have to scrabble for the pause button, or whatever, I just drop the joystick, release the mouse, hands off the keyboard, whatever, turn and talk to them.

      Incidentally the same ideas are cropping up in devices that detect when a driver falls asleep. During normal driving, you make many tiny corrections on the wheel every second - someone who drifts off to sleep, or is overly distracted, stops making those movements, and it can be detected.

      Of course then the problem is how to do a graceful automated shutdown of a vehicle travelling at 100km/h, but you gotta start somewhere!

    3. Re:My gamer-friendly idea by dhakbar · · Score: 0

      If that is what you want, there are plenty of games that can be set down instantly... look to Infocom, friend.

    4. Re:My gamer-friendly idea by Anonymous Coward · · Score: 5, Funny

      This may exist already, not sure, but what I'd like is an auto-pause - so I can just get up and walk away from a game, and it will figure out that since I'm not moving the controls any more, I'm probably not playing any more either.

      Nethack does this. If you don't press any keys, the game pauses.

      You could use a sort of time dilation effect - game time starts to slow as the time since last control movement increases.

      Nethack does this too! The faster you press the keys, the faster time in the game passes.

    5. Re:My gamer-friendly idea by AndroidCat · · Score: 1

      I want a pause that will kill all sound including the background music/sound. A "STFU I'm on the phone!" button.

      --
      One line blog. I hear that they're called Twitters now.
    6. Re:My gamer-friendly idea by wastingtape · · Score: 1

      The very first video game i ever played was Super Mario Brothers (the original on the 8-bit NES). I remember after getting it my dad hooked it up to our family TV then spent a few minutes reading the manual and aquanting himself with the system. After a few moments of him playing, he taught me how it all worked, and how to set it up on the TV and such. However, i distinctly remember him pointing out to me the "start" button which paused the game, and making sure that i completely understood that whenever they were calling me i could stop the game and answer them. That's a random memory that is of little consequence. Now that i'm much older and spend time in multi-player games, i've noticed a lack of patience overall when online. Starcraft is one of the few games in my mind that sticks out as having a "Pause" feature. It was always a peculiar feature and i actually saw it used on a few occasions. Of course people would love to dink with it and do that classic pause-unpause-pause-unpause-pause-unpause sequence whenever they were bored and/or loosing.

    7. Re:My gamer-friendly idea by Anonymous Coward · · Score: 0

      Or how about a pulse sensitive controller that measures your heartbeat through your hand(s)? If your heartbeat suddenly drops, you've probably let go of the controller. If your heartbeat slows by more than ten percent, you've probably gone to sleep. If your heartbeat rises sharply, you are probably having a heart attack.

    8. Re:My gamer-friendly idea by Anonymous Coward · · Score: 0

      I guess it'll just have to wake the driver up. Hopefully that won't lead to sudden swerves as he/she figures out what's going on.

    9. Re:My gamer-friendly idea by Anonymous Coward · · Score: 2, Funny

      So, if it detected a suddent rise in heart rate, followed by no heartbeat, followed by being dropped on the floor, it could cause an ambulance.

      Of course, the same thing would occur if you were in an extremely intense area of the game, and lost, then threw the controller across the room.

      A paramedic would arrive, bust in the door, and say "What happened, did somebody have a heart attack?", and you would respond "No, I just failed this mission for the 10th time, though.".

      Oh dear, I need coffee.

    10. Re:My gamer-friendly idea by Negatyfus · · Score: 1

      Of course this will never work for certain types of games. Imagine you're playing a game and find yourself in an intense gunfight. Your friend comes walking in and starts talking about how he accidentally put the curtains on fire. You put down your controls, but half a second later you receive 20 bullets in the chest-- well before the game has any reasonably chance to detect that you have become idle.

      I don't see anything wrong with an easily reachable pause button that instantly pauses the game.

    11. Re:My gamer-friendly idea by Mant · · Score: 2, Insightful

      If I'm playing a game, and someone walks into the room to talk to me, I don't have to scrabble for the pause button, or whatever, I just drop the joystick, release the mouse, hands off the keyboard, whatever, turn and talk to them.

      I guess I can't see how 'scrabling' for the pause button is a big deal. On most PC games it's 'pause', you just reach out and hit it. It takes a second. No scrabling involved, very quick and easy.

      Those may be your terms, but frankly I think they are pretty unworkable for most games, and unreasonably too. I suppose you could have a dead man's switch on the mouse, but really it's total overkill (and will probably hurt you hand afer a while) for a total non-issue to the vast majority of gamers.

    12. Re:My gamer-friendly idea by KDR_11k · · Score: 1

      Erm, wasn't Starcraft one of those games that gave every player a limited number of times they could pause (3 times, IIRC) the game to prevent the while(true){pause();unpause();} stuff?

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    13. Re:My gamer-friendly idea by Anonymous Coward · · Score: 0

      I want a pause that will kill all sound including the background music/sound. A "STFU I'm on the phone!" button.
      Heh. Sorta like the one on your speakers?

    14. Re:My gamer-friendly idea by thrash242 · · Score: 1

      Must have been playing Far Cry, huh?

    15. Re:My gamer-friendly idea by Anonymous Coward · · Score: 0

      It can be detected instantly, if the controller is made for it. For example, some force feedback joysticks instantly detect when you release the stick, by using an IR light beam that is always blocked when holding it the normal way.

      It's easy to test: just try using that joystick while covering as little of it as possible, and you might be able to mode it around easily with one finger. Then you can inspect the stick for holes with an IR led. At least in some MS sticks, it's below the trigger on the front of the stick.

      Non force feedback sticks don't have those detectors because there's no need for them, but there's no reason why they couldn't be added for things like autopausing functions.

    16. Re:My gamer-friendly idea by AndroidCat · · Score: 1

      Bad assumption: No button on my speakers. (Do you design games?) Besides, I'm using the keyboard and mouse and about to reach for the phone. Don't complicate my life.

      --
      One line blog. I hear that they're called Twitters now.
    17. Re:My gamer-friendly idea by TheLetterPsy · · Score: 1

      Well, one way would be to hack the HardCano 12 fan control unit from my box to monitor that stuff. The alarm on that thing is so fscking annoying it would wake any driver instantly.

      But then you'd probably have to deal with a lot more instances of road rage . . .

    18. Re:My gamer-friendly idea by PhoenxHwk · · Score: 1

      I've been playing Final Fantasy X the last week or two. The battle system is less "active" than in previous incarnations of the game. If you're in combat, the game will stop on your turn and wait as long as necessary for you to come back. You might miss a bad-guy turn or two leading up to your turn, but you can easily enough figure out what happened based on who in your party is still alive :)

      If you're in the middle of a talking sequence, you'll still have to hit the pause button.

    19. Re:My gamer-friendly idea by Moraelin · · Score: 4, Insightful

      "Here's another benefit - anyone who's been a kid (or dealt with kids) and trying to distract their attention away from a game, the excuse is always "I can't pause now" or "hang on, just a minute". If you have a game that you can literally drop and walk away from, it changes the way you interact with it."

      Good to see I'm not the only one who's been wondering if game companies are shooting themselves in the foot with that.

      There's a lot of anti-gaming resentment among some parents, and a lot of it doesn't come from "it'll teach them to be violent" ideas. Probably most of it is along the lines of "but he cares about that console more than about me! Every time I tell him to come do something, he's like 'can't pause now'! And half an hour later he's still at it! He's addicted!"

      And I've been playing games myself where I have to replay a whole huge map from the beginning, if I quit in the wrong place. Or even one which made me play 10 hours straight before I found a save point.

      Now adult or kid, noone wants to lose half an hour of their work. Tell some non-gamer to turn the computer off _now_ without saving, when they're writing a long email or post. No, no touching that "save" or "send" button. Turn it off _now_! They won't be happy. They won't want to.

      So I'm guessing that a lot of the "addiction" that some parents see, is actually just idiotic game design.

      Just for the record, I do think that games are mildly addictive. But there's mild addiction and there's major addiction. Even an alcohol addict can take a 5 minute break from drinking. Even a chain-smoker can take a short break from smoking.

      When they can't, that's when you get worried. And that's what those parents mistakenly think they see there: someone who absolutely can't take a break from playing with that console. No matter how often you tell him to come here, that damn kid is like glued there to the controller, and seemingly can't take a break. When in reality, the poor bugger is just feverishly looking for a save point, 'cause he'd rather not have to redo the whole last hour.

      Makes it look like a far worse addiction than it really is. In some cases, it makes it look bad enough that a stupid parent and a luddite physician put that kid on drugs, to "save" him from those evil games.

      I'm thinking that if designers stopped doing that, they'd have a lot less bad press and a lot less worried parents on their case.

      --
      A polar bear is a cartesian bear after a coordinate transform.
    20. Re:My gamer-friendly idea by Pendersempai · · Score: 1

      Of course then the problem is how to do a graceful automated shutdown of a vehicle travelling at 100km/h, but you gotta start somewhere! No way, man -- all you gotta do is wake the driver up again. Blast a klaxon in his ear.

    21. Re:My gamer-friendly idea by Anonymous Coward · · Score: 0

      While some games out there don't allow you to pause for whatever reason, sometimes you can get away with forcing it by yanking your controller out of your Xbox, Gamecube, or PS2.

      For example, in multiplayer Halo, you'll always have some jackass who will start to play when everyone agrees not to do anything until you come back from whatever because simply hitting Start to "pause" really doesn't stop the gameplay. Yanking your controller out does.

      (Just remember to be graceful about it; I'm not responsible if you screw up your connectors!)

    22. Re:My gamer-friendly idea by Stanza · · Score: 1


      I think part of the strategy of restricting save points is to up the difficulty and the addictiveness of the game. Once you hit a save point, if you keep going, then you find yourself in another point where you have to keep going to get to the next save point. Hence you only have small windows of time in which to put the game down, which for anyone mildly addicted, causes more all night long addictions.

      And people will try games if they see thier friends playing them all night long.

  25. You're crazy. by cbreaker · · Score: 2, Insightful

    There were no middle-aged computer gamers in the last generation. We're the first big generation of kids that's grown up on video games.

    Some people get tired of video games, but I'm 26, and I don't think I will ever stop playing them. It's good entertainment. I enjoy playing them, so why would I stop? I'll naturally gravitate away from games saturated with younger kids that I can't relate to, but as we grow older so will the theme of a lot of games.

    So.. we're older now. We have money to burn. We like playing video games and we'll pay for them and the hardware to play them on. What's not lucrative about it?

    --
    - It's not the Macs I hate. It's Digg users. -
    1. Re:You're crazy. by BexGu · · Score: 1
      See, that is why I love my generation. By the time we get retirement age, we will still probably be playing video games. And then when that happens, look out MMRPGS. You think a college student has some free time? He has to go to class. I just have to remember to wake up in the morning.

      And there are the grandkids. He/she may have the speed and reflex's, but lets see that compared to my 40+ years of experience. "Mommmm, tell grandpa to killing my guys"

    2. Re:You're crazy. by ucblockhead · · Score: 1
      Yup. I'm 39 and you can find often me playing Onslaught on the UT2k4 servers.

      Things do change. I might get called to change a pooper diaper at an instant or to "celebrate" someone's naptime, so INGAME SAVES ARE REQUIRED for any game I play.

      I have the funds to buy pretty much any game I want. I avoid MMORPGs because I simply do not have the time. I'm sure I'd like them, but if I'm lucky, I might get a good hour to game in a given day.

      I do have some wishes. One wish would be for there to be game servers were no one under 25 was allowed. Call me an age-bigot, but I suspect that'd get rid of most of the trash-talkers, cheaters and other morons.

      --
      The cake is a pie
    3. Re:You're crazy. by EvilIdler · · Score: 1

      Phew. I'm happy to see I'm not the only one who
      listened to "I don't wanna grow up" one time too
      many!

    4. Re:You're crazy. by Anonymous Coward · · Score: 0

      I think that that's a bit limiting. Old farts can be assholes, too.

      How about servers where no one with under 100 IQ is allowed?

      Then you only have arrogant bastards (like me!)

  26. Jak II by HarveyBirdman · · Score: 3, Interesting
    Jak II had this problem. Pointless wandering across a crowded city where if you so much as brushed another vehucle, you'd get the security forces swooping in on you. It also had some of the most vindictive restart points I have EVER seen in a platformer. I got to 60% or so and just gave up on it. There was an area where you had to battle about 40 enemies, jump overs lasers with random movement (no learnable pattern), and then a tricky platform jump area over the "bottomless pit" where one error kills you. Mess up, and you are sent all the way back to do the whole 10 minute ordeal over. Fuck that.

    Almost as bad as the quadruple fire pillar jump in the first Tomb Raider. A very tricky area- probably hardest in the game. One error, and you got sent back to, like, the previous continent and had to run all the way back, and by the time you got there, you forgot what you needed to do differently. I finally did it after about 30 tries, but it wasn't a sense of accomplishment I felt.

    --
    --- Ban humanity.
    1. Re:Jak II by Anonymous Coward · · Score: 0

      I definitely agree about Jak 2. I rented it one weekend and beat it after 37 hours of play. I hit the "I give up" point when I couldn't defeat the hellcat cruisers. I looked it up on the internet and then slept. They were a lot easier in the morning. Later in the game (towards the end), there was an insane sequence that required you to get past a ton of guards and do 3 tricky grinds. It took me over an hour to get past that... oh yeah, and then there was the final boss, which took me at least 2 hours (I actually didn't realize it was the final boss until after I beat the game).

      Anyway, what I really dislike about Jak2 is the fact that it essentially forces you to do everything perfectly. You can't get past a stage unless you master the jumps. There are several places where you literally cannot even stop and try another quest. And in most cases, you can't go back and do the fun parts after you've beat them. Thus, there's no replay value within the game, and starting over isn't an option because you end up dreading having to beat the choke points again.

    2. Re:Jak II by Monkelectric · · Score: 1

      The Metroid title for GC is like that as well ... Save points are *20* minutes apart, enemies are insanely hard, and worst of all the map is *HUGE*. I gave up when I needed to go some place in the game -- that I had been BEFORE, but could not figure out a course that would get me there, even with the help of the built in map (there were all these transports that were 15 minutes of gameplay apart, I couldn't figure out a series of transports that would take me where I needed to go).

      --

      Religion is a gateway psychosis. -- Dave Foley

    3. Re:Jak II by Bwerf · · Score: 1

      What? judging from your sig I assume your american and you may be interested to know that the enemies in the european version was made _harder_ because the american version was judged to easy. I don't think I tried a single area or boss more than twice before getting to the two last bosses (I played the european version and I'm not the kind to usually beat games easily).

      I agree with you that there is a quite some way between savepoints and the way can be confusing, but it's definately not that hard getting to them once you figure out the way.

      --
      If noone rtfa, then what's the slashdot effect?
    4. Re:Jak II by Monkelectric · · Score: 1

      Well its true the last videogame I played through was Jak and Daxter (200?), and Before that Grim Fandango (1998)... but the game just wasn't *FUN* after awhile. That stupid ice boss in the phenandra region? I did that like 15 times before I got it right. Maybe europeans have better hand eye coordination :)

      --

      Religion is a gateway psychosis. -- Dave Foley

    5. Re:Jak II by EulerX07 · · Score: 1

      What? judging from your sig I assume your american and you may be interested to know that the enemies in the european version was made _harder_ because the american version was judged to easy. I don't think I tried a single area or boss more than twice before getting to the two last bosses (I played the european version and I'm not the kind to usually beat games easily).

      We will be sending you your Ivan Drago "I beat you puny americans mwahaha!" trophy in the mail.

    6. Re:Jak II by Bwerf · · Score: 1

      Hmm...I don't know who Ivan Drago is, but thank you, it was just a very unusual complaint that the american version had hard enemies, since the common thought was the opposite.

      --
      If noone rtfa, then what's the slashdot effect?
    7. Re:Jak II by EulerX07 · · Score: 1

      You've never seen Rocky IV? Ivan Drago is the russian boxing machine that comes and kills Apollo Creed in the ring and then Rocky has to face him. He's very much a stereotypical cold-war russian indestructible uber-soldat (yes, I know that's german, not russian, it's just fitting).

      Your comment just made me think of him telling the americans he would destroy them because he's so much stronger.

  27. Design is out, repetition is in by OOO0000OO0O0 · · Score: 4, Insightful

    I'm a working gamer myself, before I go next fall to the real-life Doom 3 that is Caltech. In the time I get to play games, I want to receive varied, enriching experiences: I recently bought a Geforce 6800, quite an upgrade from the 5200 I had earlier (pretty much 10x draw rate). The card came with Far Cry, so I checked it out.

    Damn, what a drag. Far Cry's checkpoint system is a Console Evil, designed for 5 year olds with literally too much time on their hands. I spent 30 minutes sneaking through a level, making sure to pay every place a visit, when right near the end I am ungloriously gunned down and forced to replay that entire 30 minutes. I ended up playing the thing over Rambo style, taking a jeep and making a beeline for the place I last died, which took 10 minutes and was 1/10 as engaging as my last play. I've pretty much summed up the gameplay in Far Cry:

    n = 1;
    1. Walk.
    2. Turn on nightvision.
    3. Walk.
    4. Turn on nightvision. See heat signature.
    5. Go prone.
    6. Unload all munitions at heat signature.
    7. ???
    8. Profit!
    9. Find out you didn't really profit because 1 second later, one of those giant mutated bullet (and rocket propelled grenade) tampons walked up behind you and blasted you to hell.
    10. n++; GOTO 1;

    There you have it, the design document for the ULTIMATE FAR CRY SINGLEPLAYER BOT. Yes, that's who you and I are when we're playing games like that: bots. I have a hunch that it would work just as well in multiplayer.

    Yes, I know developers and publishers want you to spend time on their games. But stuff like checkpoints and repetitive gameplay like in Far Cry destroy goodwill and create dollars for other, more creative developers. Sure, I know they implemented a quicksave--but that was after the entire populace, awash with rage, found the emperor naked, so to speak. This stuff doesn't have to be taught by hard PR lessons; it should be in the basic rulebook of game design, where it belongs.

    All games should have:
    An autosave that activates when you quit.
    A restore in case of a computer crash.
    Robust netcode.
    Programmers that have more than the customary two-neuron-one-of-which-is-inhibitory brain.

    Simply put, the PC game industry would be so much better if there wasn't as much sexing between the PC and console developers.

    1. Re:Design is out, repetition is in by Anonymous Coward · · Score: 0

      Farcry does allow you to save at any point - hit the tilda key "`"

      and type "\save_game"

      Bingo game saved!

    2. Re:Design is out, repetition is in by OOO0000OO0O0 · · Score: 1

      *** Wow, maybe 5 patches later it might make it into the main menu! *** Having that in the console, or in some obscure spot in the menu structure, is inexcusable. It's not so much the lack of a quiksave--it's that they CAN implement a quicksave, with the appropriate menus and everything--but they are lame enough not to do a complete job.

    3. Re:Design is out, repetition is in by obeythefist · · Score: 1

      The rationale, and I'm not trying to make excuses for Crytek (I'm a working gamer myself, I used that quick save "feature"), is gameplay.

      The developers thought it would be more enjoyable if the luxury of a quicksave wasn't present. This in turn places a higher "cost" in unskilled gameplay - play more carefully, play smarter, play better, and you will succeed.

      The downside of this approach: It's not a lot of fun repeating levels and getting killed by the same guys over and over again.

      The upside of this approach: You become much better at the game, the game is more challenging, and when you defeat the game at last, when you master it, the sense of accomplishment is much greater. Someone else has already mentioned that this can be taken to extremes - very true! Trying 30 times in a row is exhausting and not rewarding at all.

      What it's about to a small and abstract degree is realism. In real life, failure has significant penalties. In a game, the designer has to decide if there will be a penalty for failure. Anyone can win a game if you can save the game once every meter you move. Some developers go this way, others don't. Look at flight simulators - they're all about realism! PC games are traditionally much more about "keeping it real" than console games, which are all eye candy and cute characters and not about realistic simulations at all.

      --
      I am government man, come from the government. The government has sent me. -- G.I.R.
    4. Re:Design is out, repetition is in by Demonix · · Score: 1

      ...and when you are pressed for time, you look on the net for god mode cheats because they made some REALLY crappy design decisions in the end...like the horde of trigens in the hallway with the rocket trigen...which even if you beat, you know have to contend with 5 mercs who were hiding like scared little rabbits before you even get to a health pack, which you will need.

      AND THEN MORE TRIGENS!?!?!

      Fuck that. god mode to the next save point then turn it off. I bought the game, let me play it how I want.

      --
      when all is said and done, all a man has left are his blades and his honor.
    5. Re:Design is out, repetition is in by maxpublic · · Score: 1

      The upside of this approach: You become much better at the game, the game is more challenging, and when you defeat the game at last, when you master it, the sense of accomplishment is much greater.

      For you, perhaps. I sure as hell don't want to play the same damned level over and over again. Two, perhaps three times - PERHAPS. I might have an hour, late at night to play, and the last thing I want out of a game before I switch it off is "fuck, I accomplished nothing and have to play through that shit-hole level again next time."

      A game that does this goes into the trash bin. I won't bother donating it to Goodwill because I don't want to inflict it on some other poor unsuspecting motherfucker. And I make a note of the company that produced it so I can avoid their products in the future.

      Max

      --
      My god carries a hammer. Your god died nailed to a tree. Any questions?
    6. Re:Design is out, repetition is in by Mant · · Score: 1

      I rather liked it :) I like the original AvP's lack of save points too, both for me, created tension.

      Sure, it got kinda frustrating at times, like the bit where you come out the ship and the helicopter is above you. These bits were basically puzzles, you couldn't just barge through, so you had to figure out another way. If you kept getting killed, you were probably doing something wrong.

      You wouldn't get far with your suugested 'bot' approach, as the game rewarded having a think about how to handle each bit. Sneak past, leg it, snipe some guys, make raids from the undergrowth. In many FPS with quick save you can just kill one guy, quick save, kill the next, quick save, and so on. You don't need much thought or skill.

      It's a trade off of accessabilty and challenge, and not everyone will like it. The best choice I think it to offer both, easy mode with quicksave, normal with checkpoints.

    7. Re:Design is out, repetition is in by thrash242 · · Score: 1

      I agree for the most part. I curse the lack of quicksaving in FarCry at times, but most of the time it works. I just wish the save points came more often. There are certain parts where they're just too far apart. Mafia was another game with save points that pissed me off all to hell because of its difficulty and the lack of saving anywhere.

      Come to think of it...I wonder if this is a common characteristic of European games? Mafia was made by a Czech Studio and FarCry by a German one. I realize that that's a very small sample size, but I've seen very few (if any) North American PC games with this lack of saving, so I wonder if it's common among other European games--similar to how Japanese games have their own style. Anyone know? I'm probably looking too far into it, as it could very well just be a coincidence.

      One game that I definately think not being able to save is a good idea is Rainbow Six 3. It would ruin the tactical aspect if you could just save after every room and just keep using rambo tactics until you happen clear a room. The point of the game is to make a detailed plan and then execute the plan as well as possible, making tactical decisions as things go wrong. If you can save-reload so that things never go wrong and you never lose team members, you miss a lot of the tactical aspect. Plus, if the character you're controlling dies, you can take over another one, so it's a little more forgiving in that respect.

      For most games, however, I think it's kind of a pain, but it does make you play more seriously and try harder. Just don't make us go through 30 minutes of crap to get to the next save point. There's no excuse for not saving frequently in FC, since you can always go back to a previous save if the last save catches you in a bad situation or with no health.

    8. Re:Design is out, repetition is in by X_Bones · · Score: 1

      I'm a working gamer myself, before I go next fall to the real-life Doom 3 that is Caltech

      who cares?

      I recently bought a Geforce 6800, quite an upgrade from the 5200 I had earlier (pretty much 10x draw rate).

      Again, who cares?

      ...designed for 5 year olds with literally too much time on their hands.

      Good thing you're going to Caltech, because you'd make a crappy English major. You can't "literally" have time on your hands. You do realize that, right?

      7. ???
      8. Profit!
      9. Find out you didn't really profit because 1 second later, one of those giant mutated bullet (and rocket propelled grenade) tampons walked up behind you and blasted you to hell.


      Ooh, clever. I like how you combined the tired South Park cliche with the "tampon" namecalling. Real biting.

      But stuff like checkpoints and repetitive gameplay like in Far Cry destroy goodwill and create dollars for other, more creative developers.

      Ahh, finally something relevant. But I don't see how buying a game with a terrible save system translates into money for other developers. You already paid for the product; where else would your money go? In addition, the fact that two games from the same developer don't necessarily have the same *anything,* never mind the saving system, means that whatever you hated in the game you bought is different in the next game from the studio. And finally, who decides to purchase (or not) a game based on something like that?

      Sure, I know they implemented a quicksave--but that was after the entire populace, awash with rage, found the emperor naked, so to speak.

      Do you even know what that means? "The Emperor has no clothes" refers to a fable where everyone swallows a line of bullshit so they don't appear to be stupid in front of everyone else. Completely irrelevant here. Perhaps you're thinking about "closing the barn door after the horses got out," or some such.

      All games should have: An autosave that activates when you quit.

      Easier said than done.

      A restore in case of a computer crash.

      Easier said than done.

      Robust netcode.

      Easier said than done.

      Programmers that have more than the customary two-neuron-one-of-which-is-inhibitory brain.

      Very funny. You insult game developers, but I bet you'd give your left nut to get a job as one.

      Thank God for the foelist.

    9. Re:Design is out, repetition is in by OOO0000OO0O0 · · Score: 1

      Your insightful corrections to my idiomatic usages are rigorous, well-researched, and...amazing! You rule dude, thx.

      However, I must object to some of your more heated flames:

      An auto-quicksave can be something as simple as the autosaving feature in 3d studio max, where a timer varaiable counts down to zero, executes the autosave, and resets the timer and gets it going again. Easier said than done? If I just keep on "saying" it, "done" is a trivial matter. I think these solutions would be obvious to non-hardcore-programmer people like me, it it just bullshit that developers don't take the time to do these things. It's not a lack of expertise, it is a lack of caring; and that autosave mechanism would certainly help in case of a crash. Robust netcode is easily done, because the nontrivial things have been done already (Quake 2). Follow their model, or improve on their model. "Easier said than done" would be more like reinventing something.

      I have to say though, your commentary on my horribly incorrect usage was useful, irrelevant as it was. I am tempted to invoke my own array of "who cares," but I believe you get the idea now.

  28. There's some good ones by HarveyBirdman · · Score: 2, Insightful
    If you like platformers, try the Ratchet & Clank games. YOU control the camera, as the good Lord intended. ;-)

    Did you try Super Mario Sunshine? Again, you have complete camera control. Very challenging game when you get into it.

    Tactical RPGs are usually good, too, for the working gamer. You can fight a single battle and save.

    --
    --- Ban humanity.
    1. Re:There's some good ones by YOU+LIKEWISE+FAIL+IT · · Score: 1

      I agree with the TRPG point here ( also made by a few other posters ) - these games are complex enough to be engrossing, but you can snap through a level and then turn them off, so there's no huge commitment in time.

      I don't play many games on the computer these days, although I seem to keep buying them ( because I'm an idiot ) - the ones I keep coming back to are ones I can turn off at a moments notice, and go away from for days or weeks at a time, or just leave them running in a detached screen: things like Angband, Final Fantasy Tactics, Advance Wars II and boardgames like Scrabble.

      --
      One god, one market, one truth, one consumer.
    2. Re:There's some good ones by Kris_J · · Score: 1
      I'm not a huge fan of platformers, but I liked the first PoP, and I very much enjoyed Super Metroid. I currently have Sonic on my N-Gage. The Super Mario Brothers leaves me cold though.

      Tactical RPG or real-time strategy stuff doesn't do much for me. I'm a Diablo II fan myself, also enjoying Neverwinter Nights, Dungeon Siege and most recently Sacred. I also had great fun with Lord of the Rings: Two Towers and Return of the King on the GBA.

    3. Re:There's some good ones by Osty · · Score: 1

      I'm not a huge fan of platformers, but I liked the first PoP, and I very much enjoyed Super Metroid.

      You should pick up Metroid: Zero Mission and Metroid Fusion for the GBA if you liked Super Metroid. Everything that's good about Metroid (well, Fusion is a little linear in places, and seems rushed since you have actual objectives in the game, but you can still take time to explore if you like), and none of the bullshit from Metroid Prime (*cough*control scheme*cough*). It makes me sad to see that the currently-planned Nintendo DS Metroid game is using Prime's first-person perspective rather than the classic 2D play that made Metroid great.

    4. Re:There's some good ones by Kris_J · · Score: 1
      I tried Fusion, but the grabbing hold of the ledge thing really ruined the pace for me.

      It's cool. I play a few hours of Diablo II on a LAN with friends each week, but other than that I've got almost two seasons of Babylon 5 that I've never seen to watch. I won't even need to think about a new game for months. And when that time rolls around, there are classes in Sacred that I haven't even tried yet.

    5. Re:There's some good ones by Zixia · · Score: 1

      Did you try Super Mario Sunshine? Again, you have complete camera control.

      First, you are being a bit misleading as the camera still moves around Mario without the player's input. As an example, when Mario climbs the road leading up to the windmill the camera suddenly decides at some point to start winding around Mario as Mario winds his way around the road, and then the camera stops doing this near the top. It is a little disorientating because it doesn't feel natural when the camera makes the switches.

      This sort of thing happens in many other places, indicating that there is a general algorithm for camera movement that is overridden by specific movements when certain areas are reached. I spent many frustrating moments fighting with the camera in Super Mario Sunshine because of this.

      Second, I'm not sure that having 'complete camera control' is a selling point, as that implies that the camera's position cannot be trusted and has to be 'tweaked' far too often. I want to enjoy playing the game, not moving a camera around so that I can see where I want to jump.

      In contrast, I thought the camera in Super Mario 64 was excellent, in that it was pretty much where I wanted it to be nearly all of the time and didn't make any sudden changes of attitude that made me fall off a ledge, or whatever. The player didn't have full control of the camera in this game, and it really wasn't needed. How Nintendo managed to make the camera in SMS so bad after SM64 is beyond me.

    6. Re:There's some good ones by Ziffy · · Score: 1

      It's not that the camera is worse, it's that the levels are more complex. There's buildings to jump on, catwalks above the buildings, fencing to climb on or under, hover jumps or rocket jumps or yoshi jumps... SM64 didn't have nearly as many things in one place. Because of this complexity, the game has no way of knowing if it should zoom in the camera so you can jump on an enemy, or if it should zoom out the camera so you can rocket to that ledge way up there, or if it should do something else entirely. So it gives you control of the camera.

      Now, I've heard your complaint from several of people. But I also know a lot of people, myself included, had no problem with the camera. It would seem that some people don't find it natural to control the camera as much as you ought to.

      I had a lot of trouble controlling Mario in 3D when I first got SM64. I couldn't cross even wide bridges any anything near full speed. But I kept practicing and got over it. If you can't or won't learn to control the camera in Sunshine... well, too bad for you.

    7. Re:There's some good ones by Zixia · · Score: 1

      I had a lot of trouble controlling Mario in 3D when I first got SM64. I couldn't cross even wide bridges any anything near full speed. But I kept practicing and got over it. If you can't or won't learn to control the camera in Sunshine... well, too bad for you.

      That's funny, as I had little trouble adjusting to 3D Mario in SM64. I'll agree that there is more going on in SMS than in the previous Mario game but could there not be a way to have the camera show this information more smoothly? Most of the trouble I have is when the camera switches to a new position too quickly and I have to readjust my movement controls or stop and let things settle down.

      This is particularly annoying when the camera moves in mid-jump, as I can end up somewhere else. How can I stop this, because when I release control of the camera it moves by itself again. I just want to play the game, not fight with the controls.

      I would also have liked it if the user-set camera position was remembered from moment to moment, as I liked to pull back a little to show more of what was around Mario. But whenever the camera zoomed off to show the result of a blue coin appearing, or whatever, the camera was back in the default position. This was frustrating and showed, to me, a lack of attention to detail.

      Also, thanks for assuming that I didn't want to persevere with the game because of the camera. I did, but it still pissed me off.

  29. Missing option by Treeluvinhippy · · Score: 1

    I'm unemployed and have plenty of time for video games you insensitive clod!

    --
    >
  30. Great Game by captain1010 · · Score: 1
    The original Devil May Cry was absolutely brilliant for this type of gaming- frequent saves, intense and virtually constant action, a world that was frequently new without being disjoint, and play control that was extremely tight and therefore far more given to complex control than long learning times.

    Saddly, the sequel appears to have faired more poorly, but the original is absolutely worth checking out.

    DMC1 reviews 97% positive
    DMC2 reviews 20% positive

  31. a casual gamer community - if you're good, go away by cslarson · · Score: 2, Insightful

    I had a conversation with a friend about this topic and we thought there might be a market for a gaming community based around it. something only for casual gamers. We didn't figure out exactly how it might work but it should be able to exclude people that become too good at a particular game, or spend over a certain number of hours per month or something. I really enjoy playing games online against other people, but it sucks if you have to invest x amount of hours to either get good enough, or build up a certain character to a decent level. I realize that some mechanisms are in place for this sort of thing, like ranking, etc, but i think that they are often inadequate.

  32. Broken clocks by LostCluster · · Score: 1

    One interesting thing that I notice in most sports games is that since the beginning of time, a "game clock" in a sports game has always ticked faster than real time, sometimes blazingly faster.

    That's always bothered me a bit. I've got a pretty good feeling for how long a second and minute are, and it desturbs me to see 10 minutes just flash off a video game clock in a blink of an eye. I guess it's out of nessessity... a to-scale simulation of pro sports would take 3 hours on average to play, and overtime could take it longer. I guess nobody has that attention span.

    Still, I wish a game with hyped-up offense to get realistic scores and a faster-than-normal clock would at least have a cheat code so that the clock shows 5 minutes "real time" instead of 15 minutes of "game time"...

    1. Re:Broken clocks by king-manic · · Score: 1

      Still, I wish a game with hyped-up offense to get realistic scores and a faster-than-normal clock would at least have a cheat code so that the clock shows 5 minutes "real time" instead of 15 minutes of "game time"...

      Look at hockey, it's growth has stopped. . Why? Because defence and the trap have taken over the game. Baseball has had it audience decline so has football. Oddly basketball hasn't diminished, but has grown in popularity because it's stresses flash and offence. Those sell the game to todays audience.

      on a side note: Wanna see 10 min vanish like 10s, start playing Counter Strike. I swaer A quiet 1/2 hour of the game is really 4h in real time.

      --
      "There are more things in heaven and earth, Horatio, than are dreamt of in your philosophy."
    2. Re:Broken clocks by Anonymous Coward · · Score: 0

      Cricket is one game that has never stopped growing, it is more popular now than ever, with an audience of billions and a player-base of hundreds of thousands of clubs. However, it doesn't rely on offence or flashy innovations, it thrives on simply being a great sport.

    3. Re:Broken clocks by pdxmac · · Score: 1

      Still, I wish a game with hyped-up offense to get realistic scores and a faster-than-normal clock would at least have a cheat code so that the clock shows 5 minutes "real time" instead of 15 minutes of "game time"...

      Don't the current round of (American) football games do this by default? I never played them as a kid, but Madden 2004 and ESPN NFL 2k5 both default to 5 min. quarters and take me almost exactly an hour to play. One-third the game time, one-third the real time...

    4. Re:Broken clocks by Politburo · · Score: 1

      Until the scaled speed-up clock, one thing that was always odd in hockey games was penalties. If I'm playing with 5 minute periods, and my guy takes a penalty, he's in the box for 2 minutes. Thats 40% of the period! A minor penalty is only meant to be 10% of the period. The current trend in hockey games (EA at least) has been to always make the periods 20 minutes and do not change the penalties. Instead, the time scale is changed. If you play on 5 minute periods, the clock ticks 4 times as fast as normal, etc. I suppose they could also have adjusted the penalties to match the period length, but the newer EA games, IIRC, allow you to set many different period lengths. It would suck to have to think about a 42 second penalty if I happened to be playing on 7 minute periods.

      That aside, most sports games have always ticked fast. I think this had to do with programming on lower systems such as the NES, where it was not worth the time to come up with a clock algorithm that was exact.

  33. not very convincing by muyuubyou · · Score: 3, Insightful

    This guy has preconceived some game in his mind. What he's saying makes little sense to me.

    If you're so busy you can't dedicate one daily hour to a game, you shouldn't even try playing adventures. Instead of playing stupidly simple games, one would rather go to a web design company sitemap and start pointing and clicking while watching the multimedia. The whole point of adventure games is the challenge.

    I've been quite busy myself for some years now and I only play adventures when I'm on vacation. Best games for busy people are multiplayer games with short rounds. I don't really need the latest and greatest. There are many oldies that never get really old. Tekken 3 for instance allows for several rounds in 30 minutes. SNES Mario Kart, or N64 Diddy Kong Racing in multiplayer mode are also great options if you have someone around. You can also look for adversaries online: Bomberman Online for DC is just great, so is soldat for PC (give it a download). Crazy Taxi or Jet Set Radio allow for short sessions. Short deadmatches of your FPS of choice are also very adequate.

    This guy probably doesn't know what he's talking about by experience. I don't need a stupidly simple adventure game babysitting me to the end. If you want that, just try the lowest difficulty level and for many games you're set.

    Trial and error is just fine. R-type and Ikaruga come to mind. There should be enough save points so you don't have to repeat the same level a ridiculous number of times. In other words: arcades so easy you don't even need to retry are silly (this only applies to arcades).

    I agree in a couple of things, though: being lost is not fun (busy or not) and stupid long animations you need to see must die. Busy or not, I don't like wasting my time watching long animations. Most Final Fantasies are excessive, but FF X is just unbearable. Games are not movies, and Square sucks at making movies anyway. Let me play. Shenmues are much better in this respect. They don't bore the shit out of you every minute with a long animation: animations are short, to the point, instructive and often interactive. It also takes you notes so you can easily retake the game after long breaks.

    1. Re:not very convincing by tekunokurato · · Score: 4, Insightful

      If you're so busy you can't dedicate one daily hour to a game, you shouldn't even try playing adventures.

      I'm sorry, fuck you. If I want to play an adventure game with little time on my hands, I'll do just that. What the author is saying is that there's a very addressable market of people like him (and myself, a recently out of college investment banker with an interest but a short attention span and erratic schedule) who want to spend money on the right product. For you to say "don't bother" is idiotic; we're telling you "we enjoy this, so consider making it and you can make good money if you do it right."

    2. Re:not very convincing by ff3j · · Score: 1

      If you want super short rounds in a game that doesn't even have to be fullscreen try tetrinet. I'll sit and play and when I lose quickly, I can chat with people or work on something while waiting for the next round to start. It's harder to multi-task with a fullscreen game...I lose patience alt-tabbing between things.

    3. Re:not very convincing by Anonymous Coward · · Score: 0

      Google for "adventures for morons." It's the only adventure subgenre you can play in 5 minute intervals without missing the plot (because they're idiotic) or getting into dead-ends (because they're click-and-continue). Try browsing through some site maps.

    4. Re:not very convincing by maxpublic · · Score: 4, Insightful

      If you're so busy you can't dedicate one daily hour to a game, you shouldn't even try playing adventures

      Try eating shit, asshole. My gaming dollar is worth just as much as yours, but I'm not some pasty-faced little loser with an inordinate amount of time to waste. The article writer had it spot-on; there are plenty of people like him (and me) who'd jump at a game that isn't made for little geeks with no social lives and no full-time jobs.

      If they want our money, they'll have to build the games to our specifications. The vast majority of dollars spent on games come from people OVER the age of 25, not kiddies with little in the way of real-life responsibilities. It's time for the gaming industry to wake up and smell the coffee.

      Max

      --
      My god carries a hammer. Your god died nailed to a tree. Any questions?
    5. Re:not very convincing by pla · · Score: 1

      For you to say "don't bother" is idiotic; we're telling you "we enjoy this, so consider making it and you can make good money if you do it right."

      Wow, relax! I think you took his point FAR more harshly than he meant it...

      Yes, games tend to have a few features that universally waste time, which we would all like eliminated. He mentioned that (the long FMVs in FFX, as the example).

      But playing an RPG requires time. The entire point involves basically playing out a book, with the best ones allowing you to define the plot. If you reduce that "book" to "Dick & Jane", sure, you can commit less time to it and still follow the plot, but doing so would eliminate what you enjoy about the genre.

      Perhaps you really do want to play the game equivalent of "See Spot Run", with no attention span required and some stupid little fairy (Death to Navi!!!) telling you what to do every few seconds. Cool, your choice, but games like that already exist (hint: look for "ages 3 and up" on the box). But if you want to enjoy more complex plots, harder gameplay, and an actual challenge (y'know, the very reason we play games in the first place, to challenge ourselves?), don't complain when a game does exactly that.


      Perhaps a better way to make the point... Pick a hard game you loved from the classic console days (SNES era). Now, download it and an emulator, and use every cheat code you can find. Do you find the game anywhere near as fun when you can stroll through even the hardest parts with nothing more than repetitively pressing the fire/attack/do/whatever button, and occasionally needing to press the control pad to guide the character in a particular direction?

    6. Re:not very convincing by Anonymous Coward · · Score: 0

      I'm a fan of the Final Fantasy series and started playing FF-X years ago. Initially I had no problems putting in a couple hours a night during the week and eight hours on Saturdays and Sundays. I managed to rack up about fifty hours of gameplay; then work started demanding more time, I had to change apartments, etc.

      After a couple months of not playing the game, I've completely lost track of what's going on in the story, what the next goal is, etc. I almost feel like I should start over, but after putting in so many hours I just can't stand the thought of doing fifty hours of tasks over again. The addition of a simple in-game log/journal and the ability to replay any cinematic sequences would prevent this sort of problem.

      I should also probably mention that I've got so many games at this point (nearly 200 and more than a dozen that have been played either never or once), it's very easy to go months without playing a particular title. It would be nice if I could casually play games from the collection instead of having to devote this month to title A, next month to title B, etc.

    7. Re:not very convincing by EulerX07 · · Score: 2, Insightful

      Right-on max. I also think the money I pay for FFXI is worth just as much as the money that the people with no jobs/lives. I play with 2 other RL friends that also work full time jobs and have lives (babies, hobbies, etc).

      We're kinda pissed right now that we have to farm money for ~100 hours to be able to buy our high level equipment, and that levelling past the point we're at will take us dozens and dozens of hours (killing the monsters ourselves is impossible at the level you can use the equipment). If they made a server where you couldn't play more then 20 hours a week but everything was way faster (money, experience, downtimes), I'd be on there in a second and never look back.

      Never mind that having 10 000 guys like me that will play 1-2 nights and hopefully one day on the weekend makes your server much easier to maintain then having 5000 people that play 60 hours a week, so my money is actually worth more.

    8. Re:not very convincing by azzl · · Score: 1

      Overreact much?

      I wanted to point out the idiocy of your .sig to you. Lose and loose are homonyms, fishbulb. Nose and noose are not.

    9. Re:not very convincing by Anonymous Coward · · Score: 0
      > Try eating shit, asshole.

      Hey, I know you're mad at him, but don't make him play SWG.

    10. Re:not very convincing by Anonymous Coward · · Score: 0

      Try eating shit, asshole. My gaming dollar is worth just as much as yours

      Now Max, try telling us how you REALLY feel... ;)

    11. Re:not very convincing by WNight · · Score: 1

      Look at Morrowind for an (admittedly imperfect) example of the plot reminder. It journals all your conversations, keeps quest notes, and provides a map that NPCs mark when describing an area.

      The plot is quite complex, but you have enough reminders when coming back that you can read the summary (recent conversations, quest goals, etc) and pick up where you left off. It's as if you could download a summary for the first 161 pages of _The Hunt for Red October_ so you could continue reading it a year later.

      As for the cheat issue, which I think you mean to be one of difficulty, I think having cheats does expand the playability of a game. When I played Doom2 excessively I'd warp to a favorite level, give myself all the guns (and use whatever I wanted to that day - often less than I'd have had access to with a save-game) and start playing. If I wanted to explore after playing I could go into god mode and noclip. In GTA3 now I use cheats to summon the vehicle I want without walking the streets to find it - sure it'd have made some missions easy, but I'm an adult, I can choose not to use the cheats if it would ruin something. Having them for the missions I can't get through means that I'll play the rest of the game though (and buy the next edition).

    12. Re:not very convincing by Idarubicin · · Score: 1
      Lose and loose are homonyms, fishbulb.

      Eh?

      To be homonyms, words must be pronounced in the same way. The 's' sounds are very different in those two words. See also the pronunciation keys for loose and lose. Remember the following two phrases, observe the difference:

      You snooze, you lose.

      Loose as a goose.

      If we were seeing 'lose' and 'loos' (plural of loo) substituted, that would make sense. Those two are homonyms.

      --
      ~Idarubicin
    13. Re:not very convincing by idontgno · · Score: 1
      I wanted to point out the idiocy of your .sig to you. Lose and loose are homonyms, fishbulb. Nose and noose are not.

      No, they're not. They're homophones, albeit only approximately. Other than that, they're simply words that often get misspelled for each other, and I'm not aware of any "homo" word predefined for that relationship.

      And "fishbulb" appears to be a nonce word. Like "assclown". And unlike "troll".

      --
      Welcome to the Panopticon. Used to be a prison, now it's your home.
  34. Cheats - Playing games when I don't have the time by jmcnamera · · Score: 3, Interesting

    I rarely play computer games anymore, and haven't for years. However, I have get one sometimes to see the "state of the art".

    When I do this, I know I don't have time to get good at the game or see everything. So I do the scummy move of using cheats to let me play beyond my skill with the game.

    I'd rather my kids not do it, and I'm not proud, but it makes sense. I can see far more of the game and enjoy the art etc better.

    I wouldn't use cheats with a multi-player game since it really harms the others.

    Except of course if it were playing against my kids and then it would be "play to win" :-) Well, once they are old enough, and by then I'll be left in their dust...

    --
    this is not a sig
  35. Levelling characters in RPG's by Ritontor · · Score: 2, Interesting

    This has got to be the most annoying way to stretch out the playing time of a game - forcing the player to go through random battle after random battle in order to reach a sufficient level to tackle the next meaningful target. Quality games like SW:KOTOR never force you to do this, it was wonderfully balanced, there were no boring parts, and by the end, you were exactly powerful enough to defeat the big bad guy. It fills the above mentioned niche exactly, and i suppose in part the game's success can be attributed to these design features.

    --
    Perhaps the answer to the problem of teenagers dropping bricks from motorway and railway bridges is to sue Tetris.
    1. Re:Levelling characters in RPG's by Anonymous Coward · · Score: 0

      Yeah... although the only way I could beat the big bad guy was probably hardly in keeping with George Lucas's high & mighty ideals. It was more like a game of Kiss & Go Chasey with lightsaber throwing added.

  36. Re:a casual gamer community - if you're good, go a by Lord+Bitman · · Score: 1

    dont base it on hours.. I do nothing but play games all day and I still suck at everything :(

    --
    -- 'The' Lord and Master Bitman On High, Master Of All
  37. Whatever happened to teletype and VT100 games? by msblack · · Score: 1

    My favorite game of all time hands down is Dungeon a.k.a. Zork, the great underground adventure (the DECUS shareware version, not the one marketed by Infocom). It presented dozens of challengins puzzles that took a very long time to solve unless someone gave you their map or solutions.

    I also recall a VT100 game for VMS where you explored islands to establish new bases. Sure those games were primitive compared to the current stuff. But the shoot 'em up MUD games where you win by memorizing the nuances of some 3-D map. That's not fun--it's obsession.

    I guess it comes down to whether you prefer games that require thoughtful problem solving (e.g., Zork or Indiana Jones) or precise manual dexterity and knowing the exact moment to perform an action gained only through repeated playing. I preferred pinball to video games because you got more value for your dime (or quarter).

    --
    signature pending slashdot approval
    1. Re:Whatever happened to teletype and VT100 games? by fuzzybunny · · Score: 1

      Angband/Moria/Omega are very much alive and kicking. Do a bit of googling for them; I love playing Angband on my laptop occasionally, when I want something more engrossing than solitaire, maybe with a bit of continuity.

      They're also great if you're stuck with a VT in a server room somewhere, waiting for some backups or installs to finish restoring. And as for memorizing stuff, the maps are random :)

      --
      Cole's Law: Thinly sliced cabbage
  38. Not entirely true by cbreaker · · Score: 2, Interesting

    See, the thing is, they tried to make SWG more casual gamer friendly. Every mission is accessable to every player all the time. Generic quests are the theme of the day. You can get items for tradeskills while you are logged off. Skills are very easy to obtain.

    It all sounds great for the casual player, but it all gets extremely boring at the same time. So what if you have some really cool weapons or armor - so does everyone else, no matter how much you play.

    The game was a great success when it first hit the shelves, but it has nowhere near the continued subscription rate of Everquest.

    The very things that many people dislike about Everquest (hard to get items, slow leveling, very difficult quests, etc) are the very things that actually end up making it successful. No pain no gain?

    And comparing a MMORPG with a game like Doom 3 isn't a valid comparison. You can't just give everyone the best stuff in an MMORPG right away, or give them the same level of fighting abilities right away, and expect people to stay interested and paying.

    It's a pickle, there's no doubt about that. Finding the right balance between boredom and redundant. Somewhere in there is entertaining and exciting.

    --
    - It's not the Macs I hate. It's Digg users. -
    1. Re:Not entirely true by Gooba42 · · Score: 5, Interesting

      Part of what is killing (or has killed?) SWG is that the Developers have lost sight of so much of the original concept and mismanaged what they *have* produced. It was initially announced as a game that casual gamers and power gamers could play together.

      The problem that resulted was that because their testing was so woefully inadequate players were able to very quickly "cap out" their characters in unanticipated ways. Their testing hadn't included bounds checking so when good resources showed up on the servers armor, weapons and medicine were suddenly far, *far* beyond what their testing environment had been set up to handle.

      Now the powergamers had uber-weapons, armor, buffs and abilities and were burning through the existing content much too fast. What had been intended to keep the players busy for at least a year had been played out inside of 3-6 months. Then the Holocrons and the Jedi were introduced to maintain powergamer interest while the casual gamers were still trying to maintain a roleplay friendly and social environment.

      The casual gamers began to catch up to the powergamers and gave in to the lure of the Holocrons and Jedi-dom and abandoned their roleplay and social play which had previously "kept them busy", enough so that they didn't notice how little content was in the game. Now that most of the players had adopted a power gaming attitude there simply wasn't enough content in the game. The fixes necessary to make a sustainable game took a back seat to the content needed to keep an entire community of powergamers busy.

      Now they even had a hand in the acceleration of the community turning into powergamers who tore through content and they had to make the game more difficult somehow. They turned to rebalancing combat, which was necessary in its own right, but about that time management said "We need at least half of your manpower to be diverted into the Space Expansion".

      Now there's an unfinished Combat Rebalance already partially implemented, broken professions, broken content and hundreds and thousands of disappointed players who have now done all of the available content, done all the professions they care to do and see nothing worthwhile being patched out until at least 4 months from now. The social play has been decimated by the Hologrind which turned everyone into an AFK zombie or a powergamer who consumed all the available content in far less time than the team anticipated.

      New content to keep the powergamers busy? That's a neverending treadmill.

      New content to keep the social gamers busy? That's a development nightmare. Social gamers are finicky and given the right environment tend to make their own content, given the wrong environment they blow you off altogether.

      Stop the hologrind and unleash the AFK hordes upon a galaxy already short of spawns and content? That's a revenue bomb.

      --
      I just found out there's no such thing as the real world. It's just a lie you've got to rise above. - John Mayer
    2. Re:Not entirely true by mikaelhg · · Score: 1

      Part of what is killing (or has killed?) SWG is that the Developers have lost sight of so much of the original concept and mismanaged what they *have* produced.

      So true. The worst of the SOE mismanagements I've seen so far are just on their way, however.

      Check out this thread on their message boards where the customers express their thoughts: http://forums.station.sony.com/swg/board/message?b oard.id=Developers&message.id=39804

    3. Re:Not entirely true by Tackhead · · Score: 4, Interesting
      > New content to keep the powergamers busy? That's a neverending treadmill.
      > New content to keep the social gamers busy? That's a development nightmare. Social gamers are finicky and given the right environment tend to make their own content, given the wrong environment they blow you off altogether.
      > Stop the hologrind and unleash the AFK hordes upon a galaxy already short of spawns and content? That's a revenue bomb.

      The key is that given the right environment, social gamers can create their own content. SWG with user-supplied story arcs (a'la NWN) subject to balance constraints might have been fun, as social gamers can usually spell "you" and "your", by using "y" and "o". (And I could have simply chosen not to do player quests that start out with "ur quest is 2 whak u self 10 foozlz of d00m" :)

      But SWG didn't offer any ability to create content. Putting that ability in would have been a tough call to keep player-generated quests from turning into XP and loot farms. So they can't be faulted for that.

      That leaves the "new content to keep the powergamers busy" option. Which is a treadmill, but it's a cheap treadmill!

      Grok: with 100,000 subscribers (and probably more like 200,000), SOE was pulling in $1.5M-3M a month in revenue. Let's call it $20M/year revenue.

      Are you seriously telling me that with 20,000,000 per year in revenues, profit margins on running a MMORPG are so slim that they couldn't have hired ONE GUY at $100,000 a year ($50K salary, $50K benefits/bonus/cubiclespace/overhead) to write quests?

      I'm not talking about an art team to develop custom assets for every quest (though maybe he gets an allocation of 10 artist hours per month). (SWG started with a "monthly" story arc that degenerated into a "quarterly" story arc. Each segment had custom art that cost a small fortune to develop. Compounding the problem, they *removed* the early arc segments from the game, so that new players couldn't even play through prior parts of the story. Who the fuck thought that up? Gee, let's spend a fortune to make custom assets for two hours of content every three months, and blow away the old stuff while we're at it, so that there's never more than two hours of content in the game! :)

      I'm talking about a guy who can place a building, an NPC, and when you find the building and do what the NPC asks you to do, you get a shiny and a text message. And you use the text message and the shiny to play a little game-on-rails for a month.

      Look at KOTOR: Go to 4 planets. Solve 4 puzzles. Find 4 shinies. What made it work was that as you progressed through the storyline, you unlocked progressively more information about your fellow (NPC) characters and the history of the world around you. In the space of 10-20 hours, you went from "WTF am I doing on this starship?" to a pretty good basic understanding of the Jedi/Sith ideologies and the ancient pre-history of Star Wars early universe.

      You can't code KOTOR in a month, but MMORPGs are just graphical wrappers around text-based MUDs. You could code (the text and triggering events, and don't creat any new art) a similar set of quests into SWG in a month. With $20,000,000 a year of cash coming in, could SOE not have hired one goddamn Star Wars Geek to write quests that actually taught the players about the universe in which they lived?

      As a simple example, consider the trivia 'bot in the SWG Theed Palace -- if you don't know the answer, you just click at random until you get it right. (So you don't even need to shell out to Google the answer!) Why not have the answers to the 'bot's questions be discoverable by the players in the game through in-game actions? Solve the walkthrough/cheatsheet problem by having the game not ask a question until it knows that the player's avatar has discovered the answer.

      Look at Morrowind - possibly t

    4. Re:Not entirely true by Anonymous Coward · · Score: 0

      No pain no gain?

      And there lies the central issue.

      To swipe a quote from Starship Troopers (the book). If I give you a medal that says "1st prize for winning the 10km race" because you ran the race and actually came in first place, it has worth to you. OTOH, if you didn't run the race, but still get the 1st place medal... what is it's worth to you? Probably about as much as the materials are worth. There's zero emotional investment in it, you didn't spend the time training up to win it.

      Yet people in games constantly complain that a task is too hard and it should be made easier so that anyone can get the reward. It's jealousy combined with laziness, but they'll hide behind words like "unfair", "discriminates against casual players", etc.

      Most things in life worth having require investments of time, effort, or skill.

      As a very trite example, examine the travel system in EverQuest. Prior to the Shadows of Luclin expansion, travel from one end of the game to the other was hard, difficult, and time consuming. Your options were either to run (time investment), level up a self-porting class (effort investment), pay for a port (monetary investment) or join a guild / group of friends that you could depend on (social investment). The end result was that different areas in the game developed different character, users were spread out across the game world, and often people would travel simply for the sake of travel. Or they would stay in an area for a week and explore alternate hunting spots. Not to mention the lively port-for-pay business that sprung up, with a very entrepreneurial spirit.

      Fast-foward a year or so after the SoL and PoP expansions (SoL added free ports between a nexus zone and 5 other zones, PoP added free port stones between another central zone and every city in the game).

      The port-for-pay business is gone. To the extent that they recently were forced to add more in-game port stones to places which were still only served by user porting classes. Everything is great, until you want to go someplace where you need a porter to get to. Then you'll either have to play a porting class or belong to a guild with dedicated porters. (Because there won't be anyone around who happens to be selling ports when you need it.)

      Nobody playes in any zone other then the ones that provide the most loot or the highest experience per hour. All of the other zones are abandoned because it's so easy to pickup and move to another zone, 4 times an hour if you want. Nobody is willing to grab a player that happens to be LFG in the zone if they can get a friend to come from another spot 5 zones away. After all, travel is free, so why go to the effort of getting to know someone new.

      There are better examples of where SOE has continuously lowered the bar and "dumbed down" things in EverQuest.

    5. Re:Not entirely true by cbreaker · · Score: 1

      I agree to a large extent of what you've said.

      Everquest has certainly changed a lot. But, it's an old game. They musn't be getting a lot of new players these days. In order to keep the players they do have (which is still significant) they've been doing things just to keep people happy. The teleport systems will get you anywhere and it does take away a lot of things, but it makes it easier for old friends in the game to play together easier. It's a lot easier for raids to assemble quickly.

      I was dissapointed with SWG. But, I do have some hopes for Everquest II. I just hope it's not SWG with magic instead of lightsabers.

      --
      - It's not the Macs I hate. It's Digg users. -
  39. He missed a category of games by Daetrin · · Score: 1
    He mentioned RTS, but didn't touch on turn-based strategy at all. Games such as Civilization and Master of Orion have a lto of the key features he was talking about. You can save at just about any point, and if the game is well designed most of the information you need is presented in the game itself. I remember when i was a poor jr. high school student and i *ahem* "found" a copy of the original Civilization. I was able to figure out the entire game just from the Civlopedia. Of course there's still the risk of "death," but if that worries you excesively you can just play on the easy levels, and set optional challenges for yourself instead. Like, "can i actually build every single Wonder myself?" or "can i achieve spaceflight by 0 AD," etc. Of course you have to have the willpower to resist the one-more-turn syndrome :)

    And incidentally, i've just started playing FF10-2 recently, and noticed that they seem to "follow" a couple of his suggestions. You have the airship right at the begining, allowing you to go anywhere and do whatever you want, lots of no hassle exploration. And like FF10, there are quite a number of save spheres, and you can use any of them to go back to the airship. Also like FF10 it has pretty good maps, often with arrows superimposed showing you where you're supposed to go. It has a jump command and some platform puzzles, but if you miss a jump your character just kind of staggers at the edge of the pit for a second and then lets you try again. No horrible punishments for failure, which makes it a lot more fun. You can still get killed in combat, quite easily if you wander into the wrong areas, and it still sends you back to the main menu of the game. An option to quick load back to the last save would have been convenient there.

    --
    This Space Intentionally Left Blank
    1. Re:He missed a category of games by imadork · · Score: 1
      I remember when i was a poor jr. high school student and i *ahem* "found" a copy of the original Civilization. I was able to figure out the entire game just from the Civlopedia.

      I was introduced to Civ in the exact same manner. When I think about all the Civ games I've bought since, I think Sid forgives me for "finding" my first copy.

      My high school was down the road from a big Barnes and Noble, and I remember camping out there for ten to twenty minutes at a time after school, reading the "Rome on 640k a day" strategy guide cover to cover before I finally bought it. Those were the days...

    2. Re:He missed a category of games by Prior+Restraint · · Score: 1

      I remember when i was a poor jr. high school student and i *ahem* "found" a copy of the original Civilization. I was able to figure out the entire game just from the Civlopedia.

      How did you deal with the usurper (Civ's copy protection)? There were a lot of times when I couldn't put the symbol to the advance, and needed the manual.

      I loved Civilization. It was the last game I could play on my Tandy 1000 HX (640K RAM, no HD, PCjr graphics, 3-voice sound). The only drawback was the startup: the Tandy ran at 7MHz, so randomly generating a new world took most of a day (ran while I slept).

  40. http://www.guildwars.com by Don+Tobin · · Score: 1

    I believe Guild Wars is targetting this area pretty well. Unlike the archetypal mmporg where you have to camp for days - you can log in check your buddy list and grab your friends (or team with strangers if you like) then load up a mission. Characters are persistent and you can go do pvp in an arena of sorts if that's your thing. Alternatively you can explore the wilderness; the point is you won't have to sit on your ass and pay to wait so you can have a chance to kill some lame mob for guildmate #294. The classes and professions seem robust and the monthly fee is 0. The E3 world alpha was pretty successful. Just food for thought, after playing masochistic games like EQ, SWG, AC, UO, AO, among others, I find a game where I can log in for a half hour and not feel guilty for logging out refreshing.

  41. Peasant's Quest by what+the+dumple+is · · Score: 5, Funny

    This game looks promising.

    1. Re:Peasant's Quest by Tomster · · Score: 1

      *Wipes tear away* Ahh, how fondly I remember the days of 4- and 16-color graphics, and PC speaker music.

      [rant mode] You young'uns nowadays don't know how hard we had it back then. Pretending a PC speaker is a symphonic orchestra playing Beethoven or Tchaikovsky; trying to figure out if the 16-pixel blob facing your hero is attacking you with a mace or a wand; not even having a "save game" capability most of the time. Yeah, you kids have it easy now, with your 3d surround sound speakers, 32-bit alpha channel 128K textured real-time shaded fully lighted 1600x1200 graphics, your 32-player networked game mode. Bah. A pox on you all, I'm perfectly happy with BEEP BOO-BEEEEEP BZZZT when my character dies and you should be too! [/rant mode]

    2. Re:Peasant's Quest by what+the+dumple+is · · Score: 1

      Thank goodness for Sarien.

      Haha, 3D and 1600x1200 graphics are what we dreamed of ages ago with all those migs and megs... and now that we have it all I want to do is play Cosmic Relief, Zak McCracken, Cliff Hanger, Below the Root, Realms of Impossibility, Killed Until Dead, and the like.

      Trouble is, having so many classic games to choose from I end up not playing any one game for more than 30 seconds.

      Still, it is nice to just look at the amazing graphics. I <3 big blocky pixels.

  42. Games for Wage Slaves by Vskye · · Score: 1

    I normally play games like Xmame, (old arcade games) sopwith, cards, chess, etc. I remember the old Airwarriers, Mechwars and such.. way cool. Another good game that's out and has been around forever is Subspace, windows only, and the only reason I'd even install it again. Starting out back when Compute magazine was "the" rag and sitting up for hours copying code and then getting a failure, debugging and finally getting the damn thing running.. cool.. and then the power goes out... ahhhh! Lost everthing. Didn't want the tape drive, and just couldnt afford the 10MB hd for $600+.

    --
    Life was hell, then I discovered Linux...
  43. Metal Gear Solid... by Crackez · · Score: 1

    ... is a great game that describes most of what you seem to be asking for. Well, except for the long cut scenes... but you can skip through them if you want. You get all of the info you need to complete the game, in the game...

    Except for that really dumb torture session, the game is pretty good. I just dug it out after not playing more than once back when i had a modded psx and a burn of it... I found a copy in the bargain bin at the mall the other day, and I am about to beat it... I'm at the final boss right now... It is kinda cheesy, designed for those not quite technically affluent, but it's a fun game none the less.

    Well hey, it was worth $8...

  44. Regarding games... by Greg_D · · Score: 1

    I find very few that are very engrossing for me anymore. The last adventure game I really enjoyed (if you could even call it that) was Metroid Prime, which I suspect has as much to do with the nostalgia factor as the gameplay. I have an inkling to play Prince of Persia, but almost no desire to play another RPG simply because the stories are not engrossing and MMORPGs for the same reason.

    Even my desire to play sports games is somewhat limited. I prefer arcade games over simulation in almost all isntances. For example, I like NFL Street over Madden simply because it's easy to pick up and play.

    I play fighting games somewhat, but am not willing to dedicate the time to master all the movesets and characters.... certainly not enough for 3d games, anyway. I prefer the 2D Capcom and SNK games.

    MAME and the rest of the emulators are wonderful in the regard that there are a ton of great games out there which you can grab a quick game or two. Money Puzzle Exchanger, Puzzle Bobble, Tetris Attack, Windjammers, NBA Jam, Punchout, Ping Pong, etc.... all of them are great for short term entertainment.

    I'd even go so far as to say that if you can't make a good game that requires short time spans to play, you have no business whatsoever trying to design large, complex games.

  45. I like this guy's style by Scum+Puppy · · Score: 4, Interesting
    He highlights a lot of problems I see in games today (especially MMORPGS... a genre I love but whose games are a bit lacking sometimes).

    What he didn't hit on, though, is something disturbing I've seen in recent games: games that diss on you when you lose. The one that comes to my mind the most is Civilization 3. For those who haven't played the game, it can take a lot of work to master a difficulty level, and often times the downfall of any civ (a computer controlled one or yours) is when every in the world gangs up on it and crushes it. Okay, bad things happen sometimes. But do I have to see the enemies spew juvenile trash talk at me when I lose? Things like:

    Gimme an 'L!' Gimme an 'O!' Whatever... LOSER!
    Don't worry "champ," you'll get 'em next time.
    Go back to chieftain! (Ed note: Cheiftain is the lowest difficulty level in Civ 3... imagine getting this while trying to learn how to play!)
    Aww... was that your last city? Maybe we should give it back...

    and so on. Really, if I wanted to listen to stuff like this, I'd go play some random game on a public forum, like Warcraft 3 (the ladder actually isn't as bad as I thought it was going to be, though) or an FPS. And I'm pretty sure there's been other games in the recent past like this, either by way of insulting you or over heavily punshing you...

    It's funny that this guy picks Grand Theft Auto 3 as an example. I loved its sequel, Vice City, but I hated GTA 3. Why the big difference? Well, let's consider:
    • Cars had ridiculously low health. I was afraid of driving through Mafia-controlled territory, because a lot of them carried shotguns. 2 shotgun shots = instantly destroyed car. Maybe this is realistic, but it sucks to fail a mission because of one slight mistake causing you to die before you know what's going on. In Vice City, however, cars could take some punishment, AND they could catch on fire before they exploded (letting you bail out before that happened and you died).
    • By the end of the gang, EVERY gang in the game (except the Yakuzas) puts you on their KoS (kill on sight) list. So you're pretty much safe nowhere, and exploring the game is no fun at all. Compare this to Vice City, where only one gang, who controlled a small territory you could often avoid, attacked you on sight.
    • Many missions had very low timers to do things. One, for instance, required you bust up 9 espresso stands (fronts of drugs :P) in 8 minutes. And they spanned all of the game. GTA3's map was BIG. You really had to plan very carefully your route, and then don't fuck up at all or else you have to do the mission over again. I ended up doing some missions several times because of badly thought out mechanics. Vice City's story missions were much better in this regard.
    • Missions you couldn't appear to do again. There's a class of missions called "rampages" where if you died or ran out of time completing, they didn't respawn so you could try again. And you didn't get credit for completing them. Not the case in Vice City.
    • Insulting failure messages. I think Vice City had a couple of these here and there, but GTA3 had worse ones, like "You didn't win the race. LOSER!" As with Civ 3, why? I lost because I couldn't find a fucking sports car to race the other sports cars with (very rare in the first part of the game), not because I don't know what I'm doing.

    And there's more. GTA3 seems to very strongly embody the faults he highlights in his article, so it seemed an unusual choice. I wouldn't be surprised if he only played Vice City, because he makes references to things from that game not in GTA3 (like robbing stores). Or maybe he's just better than I am at GTA3 :P. Either way, Rockstar seems to have realized these problems and corrected them. We shall see what they change in GTA: San Andreas; hopefully more for the better!

    Still, he makes excellent points all around. Often asked is "What happened to the fun in game designs?" particularly when MMORPGs are concerned.
    1. Re:I like this guy's style by Nameles · · Score: 2, Informative

      Vice City had some killer story missions though... remember rescuing Lance?

      And the Banshee was availible from the begining in GTA3, go down to where the car crusher is, by where you can get 8ball for a mission and it's in the showroom.

  46. Games for the wage slave? by Anonymous Coward · · Score: 1, Funny

    If they're designing games for the wage slave then how about bringing back the boss key feature so I can look like I'm working on something when my boss happens to roll by.

  47. game designers continually forget... by quetzalc0atl · · Score: 1

    ...a basic tenet of gaming: games are meant to be fun to play.

    all of the high-end graphics and convoluted plots in the world will not carry a game. nor will the pretty animation cuts.

    games must be fun to play in an addictive fashion, period. remember tetris, pong, bust-a-move? occasionally a FPS like Quake or Counter-strike will also have addictive qualities (but with a substantially greater learning curve) but graphics alone will never carry a game.

    Having said that, I can't wait for Doom 3 :)

  48. one step further: ditch lame copy protection by Anonymous Coward · · Score: 0

    what reason is there to keep dumping us out of the game we bought with our hard earned cash?

    What reason is there to keep us from getting into the game in the first place? (i.e. Safedisc, Securom, ProtectCD, yadayadayada). Apparently game manufacturers didn't learn anything from the failure of radical copy protection schemes during the Apple ][ / Commodore 64 days.

    Hint #1: I'm middle aged, I don't want broken "CD"s that make my drive barf trying to read them and lock up my system half the time. Hint #2: I buy my games (I'm middle-aged: I can afford them). Hint #3: I can get a crack off the web the same day your stupid game releases a new patch. But the point is that I shouldn't have to.

    Game companies need to stop wasting money paying these copy-protection companies (and by extension: wasting MY money since the cost is of course passed on to the consumer).

  49. Not time? by Anonymous Coward · · Score: 0
    "I can afford to buy any game I like; but I rarely have the opportunity to play them."

    Oh yeah? Just wait until Duke Nukem Forever comes out...

  50. Good ideas, but I'd add a few more... by Anonymous Coward · · Score: 0

    --Problems should have multiple solutions. Doing the same sequence over and over trying to guess what the programmers wanted is annoying, and not everyone solves problems in the same way.

    --If you can perform an action, it should do something on the screen. Back in the depths of time, one of the cool thing about Duke Nukem 3D was the bullet holes that it would leave in the wall after the fight. Sadly, many games have only limited actions that seem to do anything.

    --If you are going to kill characters, try to make it funny (like Leisure Suit Larry), dramatic, or interesting. Making every death the same is boring.

    --Don't make puzzles a pixel hunt. Those just suck.

    --There should be multiple ways to explore the game, not just a single linear path.

    --There should be at least one difficulty level where you can save your progress at any conceivable instant. Having to reach a "save station" or the like ranges from annoying to infuriating.

    --Put plenty of incredibly obscure "easter egg" puzzles in the game -- ones not needed for the plot and which might only be found by a handful of people on their own, but which are fun to get. Secret rooms are okay, but things that require cleverness rather than exhaustive searching are more fun.

    / enough for now, I have anime to watch :)

  51. problem solved by binarybum · · Score: 1

    no worries,

    gaming will soon be revolutionized by the release of Peasant's Revenge which will probably be free.

    --
    ôó
  52. Contrast by nick_davison · · Score: 4, Insightful

    "Constant death was a necessity in the days of video arcades... Now, in the comfort of our lounges or offices, what reason is there to keep dumping us out of the game we bought with our hard earned cash?"

    Riding a bicycle down-hill is enjoyable for most people. If you never had to ride a bike up-hill in the first place though, it'd get pretty boring pretty fast. You need to know what up-hill means for down-hill to have any value.

    If you want, wait a week or so after just about any game is released, search the web and find the God Mode cheats. Frequent deaths are instantly solved. Sure, you get to take a quick tour of all of the games set pieces and pretty graphics but it will barely be a fraction as rewarding as it would have been had you actually had to work for it. My guess is you'll resent the $50 you had to spend far more than if you'd actually earned your way through it.

    The lazy option is there. My experience has been that when I've taken it, I've got far less out of the games than when my achievements have actually meant something.

    Going back to the bike analogy... Imagine having an engine that powers you up and down hills regardless. Oh, wait, I have one... I call it my car. Yet I've never had a fraction of the fun driving down a hill that I used to get after working to get my bike to the top of a hill and feeling the exhilaration on the way down the far side. Sure, I see more hills now, in less time - which suits my busier adult lifestyle - but each hill means a fraction of what they used to. That's why grown men take time out to go mountain biking and why others find the time to play games without cheating.

    1. Re:Contrast by Zakabog · · Score: 1

      Going back to the bike analogy... Imagine having an engine that powers you up and down hills regardless. Oh, wait, I have one... I call it my car. Yet I've never had a fraction of the fun driving down a hill that I used to get after working to get my bike to the top of a hill and feeling the exhilaration on the way down the far side. Sure, I see more hills now, in less time - which suits my busier adult lifestyle - but each hill means a fraction of what they used to. That's why grown men take time out to go mountain biking and why others find the time to play games without cheating.

      I dunno I'd rather drive down a twisty hill in a car than on a bike, a twisty hill on a bike is fun, but it will never be as fun as flying down a twisty hill carving the apex thru each turn, and then there's the uphill aspect too, well it's a lot of fun going up short hills, if you've ever driven thru California's twisty hills you'll know what I'm talking about heh. Anyway, I see your point about cheating, except people make a sport out of driving, I don't think anyone makes a sport out of cheating.

    2. Re:Contrast by maxpublic · · Score: 1

      The lazy option is there. My experience has been that when I've taken it, I've got far less out of the games than when my achievements have actually meant something.

      If I want endless frustration, inane and nonsensical puzzle-solving, or boring repetition, I'll go to work. I don't need that crap from my games.

      Max

      --
      My god carries a hammer. Your god died nailed to a tree. Any questions?
    3. Re:Contrast by Anonymous Coward · · Score: 0

      >Imagine having an engine that powers you up and down hills regardless. Oh, wait, I have one... I call it my car. Yet I've never had a fraction of the fun driving down a hill that I used to get after working to get my bike to the top of a hill and feeling the exhilaration on the way down the far side.

      BBZZTT. Try a motorcycle, always exhilarating.

    4. Re:Contrast by pogle · · Score: 1

      "I don't think anyone makes a sport out of cheating"

      You've never played computer games online before, have you?

      In my experience, there is a very large segment of online gamers who make a sport out of cheating, both in exploiting game bugs and using hacks, codes, etc; this is done not to make the game easier for them, but rather to annoy the other players in the game. They derive their pleasure not from the game itself, but from the reactions they generate as they unfairly ruin the game for others. Much the same as many /. trolls, I imagine.

      Thats one point he didn't quite cover in the article, but since he was being more general than just multiplayer gaming its understandable. It'd be nice to have games with tighter, more effective cheat controls/ways to eliminate cheaters. I know its tough as anything to do, of course, but one could hope?

      --
      http://thechubbyferret.net - Ferret pictures and informative links.
    5. Re:Contrast by Tarkadot · · Score: 1
      "Riding a bicycle down-hill is enjoyable for most people. If you never had to ride a bike up-hill in the first place though, it'd get pretty boring pretty fast. You need to know what up-hill means for down-hill to have any value."

      Strange, I never see anyone skiing up any slopes. But somehow, people still seem to value downhill skiing.

    6. Re:Contrast by Unregistered · · Score: 1

      Yet I've never had a fraction of the fun driving down a hill that I used to get after working to get my bike to the top of a hill and feeling the exhilaration on the way down the far side.

      Try going faster. Also, look for curvy hills. Those are more fun in a car.

    7. Re:Contrast by pete-classic · · Score: 1
      If I want endless frustration, inane and nonsensical puzzle-solving, or boring repetition, I'll go to work.


      And if you build up a tolerance to work, you can always get married.

      -Peter
    8. Re:Contrast by pete-classic · · Score: 1

      Dodging death is a pretty un-rewarding gameplay element to my taste. A game that uses this as its main challenge would be boring in "god mode."

      It isn't the only trick in the book. Ever played Myst? Or Monkey Island? No death. Fun and challenging. And no bullshit, waste of time "ha, ha, you fell down this hole for the 37th time because only a speed-freak can hit the button at the exact instant necessary, now you have to play for 45 minutes to get back to this hole from the last save point."

      Death can be a legitimate element to a game, but it is often a prop to a shoddy design.

      -Peter

    9. Re:Contrast by vanDerGraaf · · Score: 1

      I agree with your concept, but cannot agree with Myst (and the others of that type). Even after figuring out the puzzle, quite often I was made to cover large distances to perform tasks. Having to repeatedly click through multiple "scenes" to go and return quickly became mind-numbing.

      Of course, YMMV

      --
      We're all awash in a sea of blood and the least we can do is wave to each other -- Peter Hammill
    10. Re:Contrast by Anonymous Coward · · Score: 0

      > ... My guess is you'll resent the $50 you had to spend ...

      Spend? 50 dollars? for a PC Game?

      You mean... there are people who STILL don't get all their gamez from suprnova.org ??

  53. Muliplayer FPS... by Vireo · · Score: 3, Insightful

    Multiplayer FPS was mentionned briefly in the article (Unreal Tournament in particular). However, for me at least, this kind of game really does the job well. When I want brief periods of intense fun, I join a Quake3 Deathmatch or Capture The Flag server, and with matches set with timelimits of 20 min, fraglimits of 30 and capturelimits of 10, they're over in 10 to 20 minutes. Didn't get enough? Stay in for the next match.

    I don't worry about savegames, mazes, game over, etc. Got killed? Respawn instantly. Lost your weapons? Get the rocket launcher next to you. Really it's perfect.

    However, as Q3 is now dying in favor of more recent offerings (which is a shame since in my opinion, no other game has the pace, precision and fluidity of Q3), the servers which are still active are now either empty or filled with very skilled players. Not a good time to learn multiplayer deathmatch! Also, finding a copy of Q3 is almost impossible nowadays.

    1. Re:Muliplayer FPS... by RyLaN · · Score: 1

      Ironically enough, Quake III costs 10 cents more than both Enter the Matrix, and the Ultimate Doom Collection at Wal-Mart. I was wandering around after a bathroom break the other day, and saw that not only did they have Quake III, but they a Linux version. Go them! While you're over there, you might try picking up a copy of UT 2004, it also has a native Linux client.

      --
      At least the war on the environment is going well
    2. Re:Muliplayer FPS... by RyLaN · · Score: 1

      Oh yeah, Quake III and Doom set you back ~10 each, while UT 2004 is around 40. Go support the Linux gaming scene!

      --
      At least the war on the environment is going well
    3. Re:Muliplayer FPS... by kingLatency · · Score: 1

      I would argue that games like this actually aren't good for casual gaming. Although you can set yourself up to play short games, if you only play for half an hour at a time, a couple times per week, you aren't "good enough" to play against most people playing online. Often, the opponents are are so far out of the casual player's league, that it's not fun at all. At least, it would take several months to get to a competitive skill level. It's actually kind of like the issue with MMORPG: there are so many people who play for hours a day that the casual people are out of luck.

      --
      "I've got to stop masturbating! It makes me too lazy! Stop it, Albert. Stop it." -- Albert Einstein
    4. Re:Muliplayer FPS... by ChefBork · · Score: 1

      Then play against the bots until you're good enough to take on the big boys...

    5. Re:Muliplayer FPS... by XnR'rn · · Score: 1

      Hmm. Try Tribes or Tribes 2. They are the MMO of the FPS. ;) And real fun. %) And there's Tribes Vengance comming out sometime soonish (if not already). Beleive me, if you have enough people, Tribes have pace and fluidity, that is maybe even superior to Quake1/2/3 (or whatever). :)

  54. Re:My Advertisement by Anonymous Coward · · Score: 0

    At least you took out the blatant footer advertisement, but can you PLEASE stop hawking your stupid company here?

    Someone please mod this guy down.

  55. My personal favorites by zapp · · Score: 2, Insightful

    Executive summary:
    I'm 23, and I have pretty much stopped gaming. I still play a few games now and then.

    Things that seem to make a game enjoyable for me:
    - Good for parties/friends
    - fun to watch someone play
    - fun to play together
    - small time commitment (15 minute session vs several hours)
    - Smooth flow
    - Very little searching for items, large travel times - things that make me feel like I'm wasting time

    For example: Max Payne 2 and Metroid Prime. Both are excellent games, but Max just didn't keep my attention well enough for me to finish it, or took too long. Metroid was too much of "oh I forgot this item, I have to go look for it over there -- a 15 minute travel. Ooops, I need this to get over there, which is back where I came from"

    a couple games I DO enjoy and why:
    Super Monkey Ball (and #2) - packed full of fun mini games. You can play for 15 minutes and quit -- no huge time commitment. Great for mini parties.
    Mario Kart 64 - same as SMB.

    --
    no comment
  56. 2-D & isometric game renaissance by Miamicanes · · Score: 3, Informative

    While we're at it... how 'bout some games that just kind of pretend the 3D arms race never happened and start making non-immersive-non-first-person-perspective games again?

    Dear god, did I just say that?

    Sigh. My desktop PC (dual Opterons, AIW 9600) and company laptop (Dell D600) have gaming capabilities I would have sold my parents to Saddam Hussein for less than a decade ago. Hell, so does my Gamecube attached to my 61" DLP TV. And what REALLY SUCKS is the fact that I can't play 3D games on ANY of them because they ALL give me vertigo (the Gamecube on the 61" DLP being the absolute worst... too late, I learned the hard way that playing on a bigger TV and making the experience even more immersive makes things WAY worse).

    At first I thought it was just old age (I'm 31), but then I found out that lots of teenage guys have problems with vertigo too.

    Bring on the 720p PacMania, Jumpman, Pogo Joe, and Super Giana Sisters :-)

    1. Re:2-D & isometric game renaissance by Anonymous Coward · · Score: 0

      My favorite games at the moment: Secrets of Mana (emulated snes), and Alpha Centauri. I just got a new computer that can handle more "intensive" games, but these seeme to be satisfying me at the moment. It's strange. The hardware required to run these games probably costs 5 dollars now.

    2. Re:2-D & isometric game renaissance by Anonymous Coward · · Score: 0

      Yeah this drives me nuts, a lot of the games I buy for consoles these days make me so sick to my stomach I can't play them. I have less of a problem with computer games (probably because my computer screen isn't anywhere near as big as my tv) but it still isn't great for me.

      I like nice graphics, but to me gameplay is key. I'd rather have non-fancy graphics that look polished than choppy fancy graphics which are likely to make me sick to my stomach.

    3. Re:2-D & isometric game renaissance by sparrow_hawk · · Score: 1

      I agree that 3D is over-used. It doesn't *have* to be used to create fun games -- all of these play on Linux, and most (maybe all?) play on Windows and other platforms as well.

      SuperTux is a Mario Brothers "clone" that's really quite nice. Apparently it was the Linux Game Tome Game of the Month for March 2004, which is like Extreme Makeover for Linux games. OpenGL acceleration is nice (gives me about 30fps extra on my AMD64 3200+ with nVidia FX5900XT card), but it runs pretty decently without it. You should note that to make Tux run or shoot fireballs in the game, you need to hold down the left Control key... I didn't know that and ended up cheating with the level editor. I finally discovered the key-mappings, and I'm currently slightly addicted to it... :)

      Pingus is a cool, open-source, penguin-themed (of course :) Lemmings-like game that doesn't require any kind of acceleration, just a decent system. There aren't many levels available yet, but it's a good-looking game and fun to play around with.

      Project: Starfighter is also pretty good, although I find the levels a little too hard for my liking. Hardware acceleration is pretty much required, unfortunately.

      And there's always the venerable and *highly* addictive Frozen Bubble... that game has wasted so much of my time... and I've enjoyed every minute!

      I've been really impressed -- there seems to be an explosion of good, free games for Linux lately, though it could just be that I'm finally finding out about them. Although I don't have too much of a problem with 3D, I knew Neverball was getting to me when I started dreaming about it...

    4. Re:2-D & isometric game renaissance by Anonymous Coward · · Score: 0

      I just bought Activisions greatests hits and some Namco stuff for my PS2. I don't have time to lavel up to a state that will make playing fun with most of the stuff I could play.

    5. Re:2-D & isometric game renaissance by blancolioni · · Score: 1

      At first I thought it was just old age (I'm 31), but then I found out that lots of teenage guys have problems with vertigo too.

      Half Life gave me extreme vertigo, and I couldn't get much past the introduction (yes, the non-interactive movie bit). The consequence of that is that I have no idea what all the fuss is about.

    6. Re:2-D & isometric game renaissance by Anonymous Coward · · Score: 0

      Oh, you are one of those sorry kids that couldn't/weren't-allowed-to go to amusement parks ?

      Spend some time in kick-ass roller coasters till you vomit. Rinse and repeat. Your vertigo will wear off.

    7. Re:2-D & isometric game renaissance by Ziffy · · Score: 1

      Frozen Bubble? The screenshots look almost exactly like Bust-A-Move. I have to wonder just how bad the Linux gaming scene is if the best it has to offer is an unlicensed copy of an old console series.

    8. Re:2-D & isometric game renaissance by Pendersempai · · Score: 1
      You've got a gamecube; buy a Gameboy Advance Player for it and play GBA games on your 61" TV.

      I'm serious. They are 2D gaming at the peak of modernity.

      If that's not enough, consider buying a modded xbox (I got mine here for $300) and emulate NES/SNES/GBA games till the cows come home. They're just as entertaining as today's games, plus there are many more of them since they cost less to make than 3D.

    9. Re:2-D & isometric game renaissance by JCholewa · · Score: 1

      > Frozen Bubble? The screenshots look almost exactly like Bust-A-Move. I have to wonder just how bad the
      > Linux gaming scene is if the best it has to offer is an unlicensed copy of an old console series.

      Bah, in '02 or '03, one of the most popular games for Windows was Snood, which was also a rip-off of Bust-A-Move. It just happens to be a fantastic puzzle game, and almost any adaptation of it is fantastic. Frozen Bubble is very artfully done, though.

      Me? I like Gweled and Crack-Attack on the puzzle side. On the 3D side, you'll often find me playing gl-117, a fighter-pilot game. Flightgear is pretty cool, as well, though it's a simulator and not a game. I don't play too many games, though. I'm more of the type to take my pleasure from writing programs (I'd write games, but I suffer from ADD and depression, so I usually make a great start then drop it, cold turkey). Of course, I haven't owned a computer joystick since the 1980s, so this probably influences my lack of enjoyment of some types of games.

      --
      -JC
      http://www.jc-news.com/coding/freedom/

  57. Movie mode by KalvinB · · Score: 1

    I finally played Oni after having bought it several years ago. I put it on movie mode (unlimited health, no other cheats) and it still took 10 hours to finish.

    All games have cheat codes. Adventure games have walk-thrus.

    With walk-thrus, just because you know the answers doesn't mean you have to follow them right away. When you know the answers you can waste as much time as you want because you can. Not because you're lost.

    With shoot em ups and what not, generally the only annoyance is dying. So you put it on movie-mode and the annoyance of dying goes away so you can just enjoy the game of killing things and whatever storyline the game has.

    Ben

  58. I don't select "hard" mode anymore by Doppler00 · · Score: 4, Insightful

    Given a choice of easy, medium, hard in most video games I used to choose hard to start with. Of course now that I work, I no longer have the patience to replay a level dozens of times just for the challenge of beating a game on the hardest level. Heck, I even beat Quake 3 on nightmare mode (seriously, it's possible but very difficult), but I probably won't consider doing that when Doom 3 comes out. To me, video games now are more like a substitute for going to a movie. If I'm frustrating because I'm reloading a save every minute, it's no longer enjoyable anymore.

  59. Why not just make it so everyones a winner? by clownshoes · · Score: 1, Insightful

    ("Make every moment count. I don't play games to punish myself. I play them to be entertained, rewarded, and challenged"), 'Curiosity Killed The Cat...' ("Constant death was a necessity in the days of video arcades... Now, in the comfort of our lounges or offices, what reason is there to keep dumping us out of the game we bought with our hard earned cash?") Difficulty and death are in games for a reason. A game just isnt fun if "every moment counts". Without a little punishment from a videogame it doesnt really feel like youre even accomplishing anything - because anyone else would be able to accomplish the same thing easily. No one wants to sit down and play http://www.progressquest.com/ Challenges and a little "S&M" often make a game more interesting.

  60. It's about the atmosphere of the game by RWerp · · Score: 1

    This 'fluff' is boring, when the game is boring. Remember Fallout? The action was only part of the fun, I still remember the dialogues with NPCs...

    --
    "Long run is a misleading guide to current affairs. In the long run we are all dead." (John Maynard Keynes)
    1. Re:It's about the atmosphere of the game by Anonymous Coward · · Score: 0
      Remember Fallout?

      You said it brother! Fallout 2 sucked tho.

      If you don't mind a little retro in your soup, go find an emulator and play Wasteland. Also a great game, written in the same universe.

  61. MOD PARENT UP!!! by Anonymous Coward · · Score: 0

    It is both relevant, and it mentions Nethack. That's 2/2.

  62. I thought it was about not having time for gaming. by Ghostgate · · Score: 3, Insightful

    But the author himself points out how certain styles of games, like RTS and FPS, are great for when you don't have a lot of time. They make it easy to find a game (either against the computer or against real players online), play, and then go do something else. This line of reasoning seems to defeat the original premise of the article. The funny thing is, I was thinking the same thing. When I don't have a lot of time, I might load up Age of Mythology, or UT2004. On the other hand, when I have the time to really get involved in a game, I'll turn to something like Morrowind.

    My point is that there is already a huge variety of games, some that you can jump right in and play a few quick games, and some that are much more involved and require some time to really get into and discover everything. Both niches are already filled. Then again, when the guy is saying, "I recently moved into a new apartment. This has literally left me with only a few minutes of gaming per day," I don't know what he expects anyone to tell him. Wait until you have settled in to your new place, I guess. For most, gaming is a hobby like any other. If you can only spare a few minutes out of your day for a hobby, then you're either seriously overworked, mismanaging your time, or have way too many hobbies in the first place.

  63. Note by geekoid · · Score: 2

    Crush them hard, and when you doubt your ability to do so, stop playing and find thing to do in the garage. You got to keep that Kick ass old gamer reputation as long as possible.

    --
    The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    1. Re:Note by ChefBork · · Score: 1

      Give them the S L O W computer, reduce their bandwidth so their timing is off, run sub-processes in the background to slow response, etc.

      Remember, old age and treachery will get them every time!

      On the plus side (or just a very good excuse to the spousal unit) is that they're learning to spot somebody doing that to them in real life...

  64. I might have to play vice city by Chuck+Chunder · · Score: 1

    I bought the double back for the XBox a while ago but got bored of trolling around in a van trying to pick up pornos and failing in GTA 3 so just stopped playing. I was intending to go back to it some time but it sounds like skipping straight to Vice City might be more up my alley.

    I'm sure giving up in the first area of the game is "lame" but I just play for amusement. I just want to take part in a story or have some relatively mindless fun.

    --
    Boffoonery - downloadable Comedy Benefit for Bletchley Park
  65. This reminds me of my first two rules... by Anonymous Coward · · Score: 0

    ... of video games:

    1) Don't piss me off
    2) Really, don't piss me off

    I love video games, but I don't consider them a big enough part of my life to devote my spare time playing some level over and over.

  66. ProgressQuest? by Anonymous Coward · · Score: 0

    IMHO ProgressQuest does a beautiful job at taking all the tedium out of this style games.
    They have all the coolest monsters/quests/etc. but fortunatelly they automate the boring parts so well, you can even play while doing other stuff.

  67. Scriptable Interfaces by SphereOfDestiny · · Score: 1
    I've personally encountered this issue before, and what would make the differnce for me would be scriptable interfaces. If once I solved a problem, I could write a script to do it the next time i encountered it, it would take the monotany out of hitting the same keystroke sequence over and over again.

    I'll elaborate with a example. When i played one of the phantasy star games (long time ago), i started the game fighting the chirpers (little birds with practially 1 hit point) that would attack me as i walked around. Later I went to new places that had more difficult monsters which matched my improved guys. But later on, i got ran into a dead end (i needed to sole how to get through), and had to travel back from the planet i was on, and traverse across the entire surface of the planet i started on, to go look for clues. This would have been ok, if i hadn't been attacked by chirpers every 20 feet. I would kill them in one hit, but it would take over 200 button presses (attack button) to walk from one place to another. Now i really didn't even care about the battle strategy, I just didn't want to have to get involved unless the guys i was fighting were above a certain power.

    The end of the story is that I gave up on phantasy star and never went back to it.

    Same problem goes for Final Fantasy X, but there i care about battle strategy... it's just the same strategy *20* times as i battle the exact same configuration of monsters throught the level. oh joy! just want i wanted to do, hit the same button sequence i hit the previous 19 times! (sourcasm:)

    Anyway, the scriptable interfaces could eliminate a majority of the burden, wihtout reducing the intelectual challenge of the game.

  68. Middle Aged Gamers and the New Generation by Shihar · · Score: 4, Interesting

    I think the thing that people miss is that middle aged (and by that I mean gamers with jobs) gamers are becoming more and more common. True, the kids are the ones who really got into gaming, but now a generation of gaming kids are becoming adults and getting jobs. They are running into the frustration of not being able to game any more because they can't blow 40 hours a week on a game. This problem is no more evident then in MMORPGs.

    MMORPGs are designed around time sinks. EVERYTHING in MMORPGs these days revolves squarely around time. The equation is simple, time = power = fun. For this reason many gamers with a job are giving up on such games and going to things like Unreal.

    For me personally, I am a great gamer. I pop into a FPS and generally rock the hell out of it after playing it a couple of rounds. This means that when Unreal 2004 came out I could jump in and start having fun right off the bat. The game design was fun and it didn't require anything other then skill to play. I didn't have to sit in a field killing rats before I could play it. The same thing would be true if you dumped me into an MMORPG with a level 50 character. Learning the ins and out is not a problem. It might take some time, but not much in the grand scheme of things. The big problem is that I simply don't have the time to be level 50. If I play an MMORPG I am pretty much relegated to running around in a field by myself killing rats. Oh joy.

    MMORPGs need to take a clue from FPS and RTS games. Make the game based upon player skill, not time. This does not wreck the fundamental formula of an RPG. It just changes the nature of the game. Imagine for a moment SWG done in this style. If you wanted to smuggle, you would play the game like it was a space simulator and occasionally perhaps play the game like it was Thief. If you wanted to go explore you would jump on your land vehicle of choice, ride around, jump off, and the game would play like Jedi Knight or Dark Forces. If you wanted to be a Jedi the game would be more of a social game with elements from a Tail in the Desert combined with combat elements from Jedi Knight.

    The real important thing to do is to be sure that any reward that increases someone's power is balanced. A n00b with skill should be able to kill the most jacked out person in the game. So perhaps it takes a little work to be a Jedi Knight, a total newbie with a blaster should still be able to cap you in the back of the head or stab you in the back killing you.

    MMORPGs are obsessed with steep power curves, and nothing - absolutely nothing, is going to drive away a gamer with limited time more then that. Nothing pisses me off more then logging into an MMORPG and knowing that there will always be people I can never, under any circumstance kill, not because they are so skilled, but simply because I can't spend the 10 hours a day to actually gain the power to inflict any harm. In most MMORPGs a newbie could attack someone who is high leveled and AFK and still not be able to kill them. This is wrong.

    1. Re:Middle Aged Gamers and the New Generation by rhetoric · · Score: 1

      and this is why people people buy accounts on MMORPGs. the people who sit around all day playing the game need SOME money, or at least it's nice, and the people who work dont have time to sit around all day leveling a character to the point where it's alot of fun. too bad MMORPG sweatshops exist :(

      --

      "where words meet intent, lies rhetoric's lament"
    2. Re:Middle Aged Gamers and the New Generation by tehcyder · · Score: 1
      middle aged (and by that I mean gamers with jobs)
      I think the word you wanted was "adult".

      --
      To have a right to do a thing is not at all the same as to be right in doing it
    3. Re:Middle Aged Gamers and the New Generation by sugus · · Score: 3, Interesting

      A n00b with skill should be able to kill the most jacked out person in the game.

      What about people that have no skill? If they played an FPS or RTS they would lose continually and repeatedly. Obviously there is a market for this type of game (MMORPG). As much as you or I may dislike it, perhaps there are people that enjoy playing a game that does not require skill. Popping bubble wrap can be fun - and that doesn't require much skill.

      This is wrong.

      Who's to say what's right and wrong? If people enjoy it enough to pay money for it, then the developers must be doing something right.

      MMORPG is a bad example anyway. If you don't have much time to play games and you choose to play an MMORPG, then it is your own choice. It's like not being able to eat spicy food, but going into a restaurant and ordering the spiciest thing on the menu.

    4. Re:Middle Aged Gamers and the New Generation by ooze · · Score: 2, Interesting

      After all, why is it neccessary to be a high level character to have fun in an MMORPG? I mean, it is essential to an RPG that higher level characters can do things low level characters cannot do. But who put up the rule that all a newbie could do is "killing rats on a field" and wait for some fun? Maybe you could be able to become a squire or a disciple to a higher level character who teaches you the ropes and improves your survival chances as well. Of course, for this a squire needs to offer something as well...

      --
      Just because I can imagine doing a hippopotamus, doesn't mean I'd like to do it.
    5. Re:Middle Aged Gamers and the New Generation by Tackhead · · Score: 1
      > They are running into the frustration of not being able to game any more because they can't blow 40 hours a week on a game. This problem is no more evident then in MMORPGs.

      Preach, brother. The other thing is that the time sinks in MMORPGs are about as specfuckingtacularly un-fun as it's possible for something to be.

      > So perhaps it takes a little work to be a Jedi Knight,

      And while we're at it - talk about a time sink.

      For those that didn't try SWG, you had to master 25-32 out of 32 professions. Several of these professions were crafting professions. You were supposed to (I'm not making this up!) craft items by clicking on the same screen locations repeatedly, pause for a second, hit ENTER, pause for a second, hit ENTER again, and start clicking again. No macro system in-game for this. Using third-party automation tools was deemed a violation of the EULA. No skill, no puzzles to solve, no gameplay process of "building" things a'la Tetris, just "Click the box. Click the box. Click the box until you've made forty thousand items, about 200,000 mouse clicks, or 30-40 hours of pure carpal-tunnel-inducing boredom. (Or fuck the EULA, intstall a third-party macro program, and let your computer "play" for two or three days straight). When you'd mastered your profession, you dropped it and went on to the next one. Some of the professions were faster than others, requiring only 10-20000 items.

      If you imagine manually renaming, from within a GUI filemanager (i.e. no scripting!), 100,000 "h0tgr1tz12345.jpeg" files to "h0tgr1tz12345.jpg", you've got the right idea.

      All told, to become a Jedi required about a 100-150 hours of this dreck. Plus another 100-200 hours of similar mindless auto-attacking mobs, which wasn't quite as easily accelerated, and at least you could choose to take over from the computer and play an unbalanced shooting game in god-mode for a couple of hours a day.)

      (+1, Funny): Someone actually expected players to pay $15/month for this.
      (-1, Sad): They found 100,000-200,000 people dumb enough to take them up on that offer.

      Star Wars Galaxies: The perfect wage slavery game. (Oh, wait, I just RTFA. It's about designing games for wage slaves, not designing games about roleplaying what it's like to be a wage slave. Nevermind.)

    6. Re:Middle Aged Gamers and the New Generation by ediron2 · · Score: 1
      In most MMORPGs a newbie could attack someone who is high leveled and AFK and still not be able to kill them. This is wrong.
      Showing my age: googled AFK mmorpg and got 'Away From Keyboard'. In case that helps anyone else with the above line.

      If gaming's marketing wonks are reading this, I've got 2 kids, a six-figure lifestyle and income and used to game a lot before college (a generation ago... I can talk you thru everything from 1977 to the mid 80's). I even did some game coding, but nothing famous. I spend $1000 a month on entertainment, between nights out, weekend trips, and tv/video/internet fun.

      That said, I have spent 5-10 hours on Myst, 2 hours on Riven, and have 2 Laura Croft games that are still unopened. I play xbox with my nephews fairly often. I'm quick to die in Quake Arena, but I like it. I bought a copy with the tin box from Loki to support Linux gaming (along with a couple other Loki items). I occasionally kick open netrek for an hour's play. And I play games on my palm IIIc regularly (and will upgrade to a pair of treo 600's or similar hardware this year). Total spent of my grand a month on computer games is near zero. Total I'd spend if MMO*G's (Massively Multiplayer [insert anything] Games) were a fun way to interact and explore without the newbie-punishing that's so prevalent in them: a helluva lot more. I wouldn't think twice of spending five or ten bucks an HOUR if the game was compelling. God knows I used to feed arcade games like that. So far, you're not looking at me, so I'm not buying.

      What I'd like echoes a lot of other postings here: Easy too learn, easy to play at 80% optimum, and tough to master. If I'm exploring, I'd like to not be killed just to garner someone else a few points. I'd like decent puzzles, I'd like interaction with people, but I'd like the same level of communication thinning I get with IM: friends know I'm online and strangers can't see or talk to me out of the blue. I'd like to be able to watch accomplished players at their best in competition, both from 'overhead' and eavesdropping on their game screens and messages (just put in a 5-second delay to keep this from damaging a competitive advantage for the player). Make a community out of it, and give me non-game reasons to connect regularly, like news, events, and forums.

      Given the several hundred thousand people that descend on anything slashdot publicizes, I'd imagine there's enough of a market here. Given the billion people using IM, you can grow a long way if you focus on simplifying the interface beyond my level to Tetris or Bejewelled or Freecell, or (shudder) minesweeper and Solitaire. But so far, I'm not your demographic. And so far, you're getting zip from me. Or any of the other 5 billion people that didn't pay you anything last year.

    7. Re:Middle Aged Gamers and the New Generation by yandros · · Score: 1

      If you're bothered by time == power == fun, then try City of Heroes. They've done an beautiful job of making the game play for for various levels, making it possible to play in groups of wildly mixed levels, etc. There are things that you'll miss if you only play at the lower levels (basically, some of the bad guy groups only appear at minimum levels), but they're pretty minor. I've been playing for a few months, and I keep starting new characters to try out the variations in the game; I don't miss the `high level' play at all. Most people I know have at least 2 alts, often more.

      The downside? They've simplified gameplay to hell and back to accomplish this. You'll either like it or you won't. There is some variation in game play (attack or support, group or solo), but it's pretty much all the same. There's no crafting, and very little equipment or economy.

      The final result, though, is really very good. I came to CoH from SWG (Star Wars Galaxies), where I played a Doctor/Bio-Engineer, a pure support/crafting/economy style of play. I do miss the crafting sometimes (once you got past the grind, it could be fun), but I'm really enjoying City of Heroes, even with the different style of play.

    8. Re:Middle Aged Gamers and the New Generation by Anonymous Coward · · Score: 0

      The other thing MMORPGs can do is make it entertaining at all levels, not just 50. Make the game so fun that no matter what level you are at you'll enjoy playing at that level... and if you never make it to 50, who cares, it will still be fun.

      Alternatively, eliminate the whole character level concept all together. This would probably work best for a non combat game. Make an online world where players create puzzles or adventure type quest zones for each other to enjoy. And the way to gain status is have people vote that your zone was very good. The higher you status level the more zones (or larger zones) you could have on the server.

    9. Re:Middle Aged Gamers and the New Generation by Shihar · · Score: 1

      I don't see why you are weary of eliminating levels all together. I personally think that is a dead on solution. Just replace levels with various player skill based activities. The most obvious way would be to make combat more like a FPS and crafting more like a puzzle (like puzzle pirates), but that certainly is not the only solution.

      If you want to keep skills, you could make it so that everyone has the same number of skill points to spend on whatever they want within race/class/whatever restriction. Of course, if you go that rout you actually have to make combat fun because there is no longer a skill/exp reward for it.

      Another solution would be to create more tactical game play. If anyone played the Wheel of Time FPS back in the day multiplayer, that was a perfect example of very tactical combat. There was very little twitch to it. Often times two mages would just basically stand still and launch various attacks and defenses. There was a great deal of tactical skill to it. MMORPGs could take this more tactical approach - which means that they would have to get off their asses and make combat complex and balanced.

      Whatever the case, I think that there a LOT of options that all MMORPG makers seem to be afraid to try. Instead they all look roughly the same in terms of combat with only different window dressing. I am not terribly worried though. A few more MMORPGs are going to get shoved out the door and either fail or meet a luke warm reception. At some point a developer will get a clue and try and change the formula. If anything, the MMORPGs today remind me a lot of the days just after Doom was released. There were a horde of Doom clones that took the Doom formula and a couple more features, changed the window dressing. There were many Doom clone failures until Quake fundamentally changed the way we though about mods and multiplayer, and before Counter Strike blew us away by changing the death match formula.

      Someone is going to grow some balls and try something new, and they are going to be remembered as the Quake, Half-Life, or Counter Strike of MMORPGs - oh, almost forgot, they are also going to make a wad of cash in the process.

  69. A game is a game by Chuck+Chunder · · Score: 1

    For me at least "achievements" happen in the real world. If I'm going to expend real levels of effort or practice it's going to be on something that has real world value, not on something that is ultimatly pointless outside it's own artificial existance.

    I play games in my downtime and the last thing I want is to end my downtime feeling frustrated. I want to have been entertained not tested.

    --
    Boffoonery - downloadable Comedy Benefit for Bletchley Park
    1. Re:A game is a game by festers · · Score: 1

      How are the achievements of a game any less real than any other activity you can participate in? When I exercise my mind solving a puzzle in a game, I've gained "real world" value.

      If you finding yourself constantly frustrated, maybe you are trying to play a poorly designed game? Or maybe games just aren't your thing? In any case, when you use cheats to bypass a game's challenges, you are really just shortchanging yourself from a good experience.

      --


      -------
      "Every artist is a cannibal, every poet is a thief."
  70. near the bottom by rhetoric · · Score: 1
    --

    "where words meet intent, lies rhetoric's lament"
  71. Dreamers Realm in Buffy by Chuck+Chunder · · Score: 1

    Entertaining beat-em-up suddenly changes into annoying platformer.

    Bollocks to finishing that.

    --
    Boffoonery - downloadable Comedy Benefit for Bletchley Park
  72. What's so bad about beige? by novakreo · · Score: 0, Offtopic

    FEAR THE DAMNED ELDER GOD FOR ITS BEIGE OF THE END TIMES CONSUMES YOUR SOUL

    Mod me up or down, whatever, but I have to know:
    Am I honestly the only person here who likes the new beige colours?

    --
    O frabjous day! Callooh! Callay!
    1. Re:What's so bad about beige? by NemosomeN · · Score: 0, Offtopic

      And me. In case I'm not included. Down with beige.

      --
      I hate grammar Nazi's.
  73. Yes, my MGS2 story by SuperKendall · · Score: 1

    I was playing MGS2 with a friend (we'd trade ff controller between cutscenes) and we were just about to wrap things up as he had to get back home for dinner and I had to meet my girlfried somewhere.

    Well, we finished one last sequence (shortly after we got the big tank area) and then a cutscene began... anbd went on and on and on!!

    I was thirty minutes late meeting my girlfriend, and have not played the game since.

    --
    "There is more worth loving than we have strength to love." - Brian Jay Stanley
  74. Actually, I kind of liked that in SS2... by SuperKendall · · Score: 1

    I kind of liked that feature in SS2 but that was probably about the last game where I seriously enjoyed spending the time it took to beat even the tougher enemies using just a crowbar. A less extreme version of that could still be fun even for the impatient.

    Didn't they have a weapon later kind of like the bee weapon in Half Life that lasted just about forever though?

    --
    "There is more worth loving than we have strength to love." - Brian Jay Stanley
  75. Puzzle games by mwvdlee · · Score: 4, Insightful

    For those that like to spit on ideas such as those presented in the article; take a look at the world around you!

    The most often played game is probably Freecell or Minesweeper? Why? Because you can play it for a few minutes whilst waiting for something else or just to while away half an hour or so. Puzzle games answer all the needs the author describes in the article, now if only other types of games would.

    I agree with the article in many ways. Especially the part about having to restart. I cheat. Yes. I confess I cheat in games.

    I don't like it when a racing game requires me to study it's mechanisms for multiple hours only to require me many hours of training more just to have a minuscule chance at unlocking a new car or course. I don't like to have to play a single course a hundred times just to enable an even more difficult course. I just want to switch on the machine and race a few laps with my extremely customized ultimate racing car in whatever landscape I feel like driving in that day. And perhaps even knock a few other cars around.

    I don't like being kicked the crap out of by weirdo muscular freaks and freakettes, I experienced that enough in school! I want to take revenge; slaughter that big guy with the suit who looks just like my boss, kick the crap out of the that irritating muscleboy and I want to do it with the panache of Bruce Lee. And god knows I just want to see those cute girls wrestle it out on the beach!

    I really (really, really) liked Jak & Dexter until one challenge which I just couldn't figure out. Since I had to do this particular challenge to continue I just gave up on the game.
    Same goes for LOTR2 where somewhere in level 10 or so I couldn't even cheat through due to an enemy which would kill you with one touch if you were distracted for just a second.
    Most games have such problems, please, please, PLEASE allow us casual gamers the ability to skip the parts of your games we don't like or just can't get past. Sure, it's cheating, but so what if it makes our experience better?

    What the author is saying is that he just wants to have fun gameplay, not to wade through levels designed to be nearly unbeatable or challenge some artificial intelligence who knows more special combos than I'm willing to learn or worse; a hardcore gamer who's just intend on satisfying his ego.

    This isn't just about older people though. The casual gaming market has been mostly neglected in favour of the "quick-and-easy-profit" hardcore market. Some noticeable exceptions such as Sims and (my own favourite) Roller Coaster Tycoon prove it can be different though.

    Currently I'm putting all my hope on that new Playboy game, looks like Sims for men. ;)

    --
    Slashdot social media options: AIM, ICQ, Yahoo, Jabber and Mobile Text. Why no MySpace?
    1. Re:Puzzle games by disntrstd · · Score: 0

      I will never understand how people recieve gratification from cheating. Playing games are predominantely about competition, about the visceral thrill of victory after putting lots of effort into it. The only problem today is that gaming has become far too mainstream. People view videogames like they view movies, they just want to sit back and beat it in 2 hours. Frankly, videogames make horrible movies . If your a true gamer, then I would expect you to embrace the challenge and put up with the fusteration of loss. You mention the game Gran Turismo I believe. You know, one of my most rewarding game moments was winning a 200-lap race. The feeling of just knowing that at any momement an hours worth of time could be lost in matter of seconds from a slip of the hand is what makes winning games all-the-more rewarding. Ideally, its nicer to have time friendly challenging games, but in all respects, cheating completely illigitimizes the entire reason for playing the game in the first place: the challenge.

    2. Re:Puzzle games by mwvdlee · · Score: 1

      I mostly use cheating to get beyond the area's in a game which just aren't fun for me anymore, such as impossible heroes. I don't care if it makes me less capable in the views of others, I'm not pretending those gameplaying skills have any significance in real-life so I'm just playing for the fun of it. If an area of a game isn't fun, I just skip that area and move on to another part of the game which is fun.

      This is probably the reason why open ended games such as Sims/Sim City/RC Tycoon/etc. have such a large userbase in the casual market; they don't force you to do anything, you can choose how you go about "winning" the game and you can just ignore all the stuff you don't like.

      If you read the article, you'll notice it isn't about gamers who have ours of time to spend on a 200-lap race. The article is about people who WANT to treat videogames like movies; they just want to relax and enjoy it without having to constantly be on the edge, they just want to start the game and be able to stop it again when their attention is needed in real life.

      The hardcore and casual gamer markets are completely different and currently, practically all games are geared towards the hardcore gamer. Being a hardcore gamer you probably don't like Sims or the likes.

      As for challenges; I like challenges but they have to be fair challenges; losing due to some mistake I make just makes me want to push on, losing due to a designer getting off on creating nearly unbeatable levels. I don't have the time to learn levels and enemy pattern, I don't even want to learn them.

      To summarize; you might enjoy such challenges but other people may like their challenges differently. Claiming that games are about the type of challenge you like is like claiming all music should be polka.

      As a general defense for cheating; if you don't enjoy a particular type of challenge, then by all means skip past it. Afterall; you paid for the game, so you might as well enjoy it. It's not for the publisher to decide that I have to take the bad with the good. It's not for the publisher to decide why I should play a game.

      P.S. I was talking about NFS: Hot Pursuit 2 on PS2 which I managed to complete about 70/80% until I could get no further, then just unlocked as much as possible so I could race the big cars with my friends.

      --
      Slashdot social media options: AIM, ICQ, Yahoo, Jabber and Mobile Text. Why no MySpace?
    3. Re:Puzzle games by Da+VinMan · · Score: 1

      I agree with you, but you're still completely wrong.

      What you're missing here is that different people play games for different reasons. Your statement applies to folks who play games for the challenge and resulting rewards. I like to be challenged too, but the limited amount of time I have to spend on games means I can only put up with a limited amount of in-game setbacks. After about the 20th time of attempting a mission/segment/save point where each attempt takes probably at least 20 minutes, I'm done. That sucker is going to be cheated on, or it's going in the waste bin.

      Once you have more limited time to put into gaming, the rewards you seek from gaming change. So, it's still somewhat about the challenge for me, but I'm primarily looking to be entertained. Sometimes I get really lucky, and I'll find a game that also educates me. If I can find a game that entertains me, helps me to grow as a person, AND gives me some challenge and reward; I'm in hog heaven. BTW - There aren't too many games that can do all that. Actually, I can't think of any off hand.

      --
      Please mod this post only if you think others should/n't read this. I have enough ego^H^H^Hkarma. Thanks!
  76. Second that by SuperKendall · · Score: 1

    I think Rachet and Clank has already achieved the balance that the main story sought. You could play for jus a little bit, and it really had veyr few frustrations. You could skip just about any video, and almost never die needlessly. I don't recall any parts that were overly tedious either (though you could make them tedious if you liked if you grew faatical about weapons upgrades!).

    I tried the demo for Prince of Persia but it really turned me off. It reminded me of the quote from Galaxy Quest - "Why would anyone put all these crushy chompy things in the middle of a ship? It makes no sense!". Simialrily swinging around poles and stupid random saws high up on ledges lost my interest just about right after Tomb Raider (the original).

    So, try out either of the R&C games - both of them are great fun.

    --
    "There is more worth loving than we have strength to love." - Brian Jay Stanley
  77. DMC3 looks better by SuperKendall · · Score: 1

    I skipped DMC2 myself, but from previews I think DMC 3 may be fixed and as much fun as the first DMC. Not entirely sure though.

    Still waiting for Nico though!!! Ico was worth spending some time with.

    --
    "There is more worth loving than we have strength to love." - Brian Jay Stanley
  78. one thing I'd like... by maxpublic · · Score: 1

    ...is an open-ended, long-term germ that I could back to over and over again with the same character/player/whatever.

    An example: a revised version of Privateer. There's the main story, which you can rip through right away if you're a 15-year-old adrenalin addict. Or you can put the main story 'on hold' and do countless other merchant or combat missions, improving your ship *very* slowly over time, or even buying newer, better ships. Make the galaxy freakin' huge with unique planets, a real economic system, random but distinct quests (most kosher, some not), other doable quest lines that are interesting but don't intertwine with the main story, etc.

    Make the challenge of the main quest dependent on your ship and loadout and it won't matter how long you take to get there; it'll never be a cakewalk.

    But for an older gamer like myself I get two things: a) my gaming dollar stretches out for quite possibly months, or longer, and b) I can do a simple, quick mission here and there when I have the time, or go back and complete an involved mission for the main quest when I get a few hours in succession to play.

    If a game like this game out and was entertaining, I'd definitely buy it - AND the inevitable expansions that add to gameplay.

    Max

    --
    My god carries a hammer. Your god died nailed to a tree. Any questions?
    1. Re:one thing I'd like... by Mant · · Score: 1

      You looked at Freelance and X2? Sound a lot like what you want.

  79. Thoughts from a "wage slave" by Anonymous Coward · · Score: 3, Insightful

    I guess I'm the demographic the article's about. I spent a lot of time playing games during my youth and while I was a student, but since starting a 9-to-5 job last year (with a 90 minute journey at either end of the day), I've had to be a bit more careful in how I use my gaming time.

    That said, I disagree with a lot of the conclusions of the article. I don't particularly mind time-sinks. I play a MMORPG (FFXI) and, despite the fact that you spend a fair bit of time grinding, I don't mind that, because much of the fun in a MMORPG comes from the social interactions and from the thrills you do get when you explore a new area or fight a major boss. I also play a lot of offline RPGs, both console and PC, where levelling up your characters is a major factor in the game.

    Making all of the necessary information available within the game isn't a bad idea, but I'd hardly consider it a vital factor. I don't mind referring to a manual. My normal practice when playing a new game is to read any "plot" sections of the manual and check how the controls work before I play. I'll then refer to the manual as I go along, whenever I bump into something I don't understand. I recently started playing Disgaea (superb game, play if it you haven't already) and this worked well there; reading the entire manual before I started wouldn't have helped, as many of the concepts would have seemed bizarre if I hadn't already played the game, but going into it with no grounding at all would have been hard.

    For me, far and away the biggest issue relates to saving progress. One thing I absolutely loathe and despise is having to go back and do something I've already done. I'm not talking about grinding in FFXI here; that changes as you level up, so there's a sense of progress. I'm talking about having to replay a 15 minute game section because I died right at the end and had no option to save my game. In my mind, there is *no* excuse for not implementing a quicksave function in PC (and perhaps Xbox) games or not having ample opportunities to save in a console game. I own and use all three of the current-generation consoles, but I've a particular dislike for the Gamecube, because so many of its games have ridiculous save policies. I'm drawn to games which let me feel I've made progress at the end of each session; MMORPGs are obviously a good example here, as are RPGs such as Disgaea or KOTOR. Conversely, I'm much less likely now to play "simple" shoot-em-ups. I recently bought R-Type Final in a fit of nostalgia. However, despite the fact that it was a good shooter, I found the fact that I was expected to go back to level 1 every time I loaded up to be far too dispiriting.

    1. Re:Thoughts from a "wage slave" by TiggsPanther · · Score: 4, Interesting
      One thing I absolutely loathe and despise is having to go back and do something I've already done. I'm not talking about grinding in FFXI here; that changes as you level up, so there's a sense of progress. I'm talking about having to replay a 15 minute game section because I died right at the end and had no option to save my game. In my mind, there is *no* excuse for not implementing a quicksave function in PC (and perhaps Xbox) games or not having ample opportunities to save in a console game. I own and use all three of the current-generation consoles, but I've a particular dislike for the Gamecube, because so many of its games have ridiculous save policies.

      Oh yes. That irritates on so many levels. It's also worse when combined with two of the major uses of Plot in RPGs.
      Not that I don't like plot. I love it. But still...

      Exposition followed by no Save Option:
      You go into a new level, boss fight, or whatever. There then follows a segment of plot. The first time you go through it it's fine, but you often have no chance to save before going into the action. So if you die (and with Boss-fights it can take a few goes to get right...) you've got to sit through the exposition again. It's not as bad when you can skip these segments, but in some games you can't.

      Post-battle Story Mode: After several hours of attempts, a long battle, and a good helping of pure luck you finally win a Boss Battle. Geek-instincts scream "Save now, before you do anything else." Instead you're treated to a 5-minute unskippable section of Story Mode. (The Final Fantasy games are notorious for this)
      Usually this would have the bad timing to occur when I'm already running late for something. Meaning I either had to be more late, or just power-off and hope I could still win the next time. (I was reluctant to leave the console running when I went out after an incident with a SNES, a loose power-connection, and a kick-on-return induced reset)

      I just wish that after major battles the first thing you were treated to was a save-point and not a plot segment.

      I have to say that I like the feature in recent Square-Enix games where you can save-quit during a battle, and re-enter it later. (Albeit you can only load it once) It means that at least you don't have to lose progress in an important battle if you have to leave.

      --
      Tiggs
      "120 chars should be enough for everyone..."
  80. I think it's something they could have fixed by Sycraft-fu · · Score: 1

    By fixed, I mean done some better and additonal design to make it appeak to both varities. I have similar feelings about Raven Shield. See I like the action part of a game like that. I like sneaking around, I like working with teams, I like 1-hit kill type shooters. PRobably why I played ACtion Quake 2 for so long, though that had not nearly enough sneaking around.

    I do NOT like planning the missions. I like to make minor tweaks based on preference, but I really don't want to have to watch 25 run througs just to get a plan that actually works. That's just not fun to me. I like the tactical, not the strategic part of the game (Civ is more my strategic kind of game).

    Well, the solution, I think, would be to have a difficulty setting that influenced plans:

    On easiest, it gives you the perfect plan, that the bots will exectue with no lossess. So you could literally just watch them run all the missions. You could only fail or loose someone by you screwing up.

    On easy, it gives you a very good plan. It's not good enough for the bots to exectue perfectly by themselves, they need you to command one team (it would note which) to execute as is without lossess. Basically give you a pre-made plan, but more challenge in tactical mode. Not only do you have to not mess up, you have to be a little better than the bots.

    On normal it gives you the plans as they are now pretty much. They are good enough to succede in the mission, but not without incurring lossess. You'll need to do some redesign to make it a perfect mission, no amount of tactics alone can save you, better strategy is required.

    On hard it gives you a badly flawed plan, probably not even good enough to complete the mission. You need to make major repairs to make it workable, much less a stunning success.

    On hardest you get NO plan. It's up to you to do all strategic formulation from scratch.

    Problem is, as it shipped, the game only has normal and hardest options for strategic planning. That's great, if the planning is you thing, but for those of us that just want to get our shoot-on, it's frustrating. I don't want a shooter like Quake or such, I want the realism and style, I just want the game to have a good plan for me, and then leave it up to me to execute it properly. I think this is kind of what the author is talking about. Do some extra design work to help out casual gamers.

    What I propose here would not at all change the operation of the game, and would not at all dampen the experience for the strategic gamers. However it would make it much more accessable to the more casual gamer. I do think it's something designers need to consider. Not throwing out the expereince for hardcore gamers, but doing some additonal work to make it as easy as possible for casual gamers to also enjoy.

    A good example of a game that got it very right was Hitman 2. It had a good deal of varibility in difficulty, and gameplay. For settings, you could change a simple thing like saves. Set it to a high number to make it easy, so you could more or less creap and save, or if oyu were hardcore set it to 0 and have no room for error. It also just had good variability in methods to complete your mission. If you wanted, just running in and killing everyone was quite a valid, and fairly easy tactic. If, however, you were ahrdcore and wanted to challenge yourself, you could try and complete the mission only firing one shot, and killing only the target.

    It's just more thought like that which should be given by developers. I'm not saying it's always possible, I really don't think Civ 3 can be made easier for casual play and still keep what makes it a great strategic game, however in many cases something CAN be done. Developers just need to think about this, if for profit reasons alone.

    1. Re:I think it's something they could have fixed by Junior+J.+Junior+III · · Score: 1

      I haven't played the game, but what you describe seems silly to me. You *can't* plan a military operation flawlessly to completion. There will always be surprises and developments that are beyond your control. How you deal with THOSE is where I would think the challenge would be found.

      --
      You see? You see? Your stupid minds! Stupid! Stupid!
    2. Re:I think it's something they could have fixed by tepples · · Score: 1

      You *can't* plan a military operation flawlessly to completion.

      Not everybody wants to play a strict military simulation. Some people just want to "get their shoot on" and then save the increased difficulty for the next run-through.

    3. Re:I think it's something they could have fixed by Sycraft-fu · · Score: 1

      That's somewhat beyond current bot logic. The bots follow a plan, and do some limited reaction and improvisation. That's just the limits of game AI today. These are bots based on the Unreal Engine too, so some of the best around.

      There IS some variability. One mission I was trying for some reason one of my bots fucked something up and the targets noticed them before the breaching charge was set off and the firfight started before all teams were in position. didn't happen the second runthrough.

      What you sak for, a real freeform unpredictble game, isn't attainable with current technology. It takes mtuli-player to get that. What I was suggesting was a way to improve the casual playibility of an existing game. In Raven Shield, the plans ARE flawed and you WILL loose men, unless you modify them. It would be nice if you had the option to get ones that were better.

  81. why play games? by Anonymous Coward · · Score: 0

    Hi,

    I used to spend hours in front of my 486..
    from the prince of persia, monkey
    island I and II, Duke Nukem and Doom. Hours trying
    figure out a new way to win Civilisation,
    or understand the objectives of simcity2000. I had
    to upgraded to a Pentium II
    to play Driver and I must have
    spent weeks trying to be proficient at Falcon 4.

    Then one day something weird happen.. I did not
    grow up or get a career (eventually I did get
    one but that was much later).. a girl said Hi.. flirting, teasing, nibbling, dancing, talking over
    coffee.. there wasn't just one girl.. there were
    everywhere.. it was so much rewarding and
    fun than any game I ever played..still to
    this day.. it changes daily and it is
    never dull and the rewards are so stimulating..
    I have never again touched a video game...
    I always think I had sunk enough time.

    Just my own experience.
    Cheers,
    A.

  82. The ultimate game for the wage slave! by Anonymous Coward · · Score: 0

    By far, the best game for the wage slave is STRANGE ADVENTURES IN INFINITE SPACE. It's a space exploration game that never takes more than 20 minutes to play (usually less) and has random levels so it's always different. Great to come home, play a few games, and do whatever else you have to do.

    (And, no, I don't work for them - I just really dig the game.)

  83. PlanetSide by Anonymous Coward · · Score: 0

    > MMORPGs need to take a clue from FPS and RTS games

    Done. Its called PlanetSide.

    FPS: You are a soldier.
    MMORPG: In an army of thousands.
    RTS: To conquer the world.

    http://en.wikipedia.org/wiki/PlanetSide

  84. How about non MMORPG ? by ExKoopaTroopa · · Score: 1

    I've been playing vg's since my dad brought back a C64 with games on tape. I must admit that in the last few years work and other realities have prevented me investing the time I used to in gaming. The problem I find is that many games require investing too many consecutive hours. Games that force me to play 70 hours plus (Planescape Torment, Final Fantasy X) just to finish them, to unlock all levels (Timesplitters 2) to l are getting a bit tedious (not even counting the time spent on the web reading about how to get to upgrade my charachter properly,...). And don't even bother trying loading a saved game you haven't played for 6 months, because you've forgotten about the quests , ... As for MMORPG's I have many friends involved in them, but I just can't imagine paying a monthly subscription for a game I probably won't play more than 6-8 hours/month (and that would be in the first months), not even counting the fact that I probably wouldn't get much further than the fishing and chopping wood levels !

    --
    Don't Tell Me What I Can't Do!
  85. Noooo! by AmiMoJo · · Score: 1
    "Constant death was a necessity in the days of video arcades... Now, in the comfort of our lounges or offices, what reason is there to keep dumping us out of the game we bought with our hard earned cash?"


    For years now, western and particularly American games have been very, very easy. In games like Red Dead Revolver, you have infinite lives/credits and there is a save point every few minutes. It's more like an interactive movie than a game, since there is very little challenge.


    I'm not saying games need to be really, really hard - sure, there are people who are just not that good or who don't want to invest the time. But Red Dead doesn't even have a difficulty setting, and there is zero replay value. Games can be both easy enough for casual gamers to progress in, and hard enough (by way of side tasks such as chaining in Ikaruga or fork-lift truck racing in Shenmue) to keep the rest of us entertained. It's like the action film with enough of a plot to keep you thinking.

    --
    const int one = 65536; (Silvermoon, Texture.cs)
    SJW, n: "Someone I don't like, and by the way I'm a fuckwit" - AC
  86. id Software's games by Anonymous Coward · · Score: 0

    That is why I love them. I am now replaying Quake2 and it is the signle most awarding experience (comparable to the old Doom/2 experience). I can sit down, fire up the game in less than a few seconds, run about and shoot things, save, quit. Great single player - monsters to fight, little puzzles which do not take away your time, nothing that stands in the way.

  87. Why I still play CS by yuud · · Score: 1

    To be honest, this is the main reason I still play counter-strike:

    a) No learning curve really, so I just hop in and create carnage.
    b) I rent my own server, so no having to put up with dodgy hackers/raters/whiners/etc.
    c) the game runs at a near constant 100fps, so no having to tinker and tweak the game to run well. And I don't have to constantly upgrade my rig.
    d) Steam's server browser is the best I've ever seen (I've stopped using ASE). I LOVE how it's integrated in and out of the game. I just doubleclick on a full server and use auto-retry option, go and get some drink and voila, I'm in.

  88. Just wait until you have kids! by Anonymous Coward · · Score: 0

    Absolute zero game playing time!

    If your not with the kids your doing all the jobs you can't do when your with the kids.

    If your not doing job your with the wife - because you NEVER spend any time together.

    Maybe, every now and again you get 5-10 mins or so for a quick blast.

    That's why I play sports games - you get a good, satisfying experience in a short time frame.

    PS: I'm not complaining about the kids and the wife - reality Sims beats video games Sims anytime!

  89. you forgot xrick!!! by Anonymous Coward · · Score: 0

    xrick aka rick dangerous http://www.bigorno.net/xrick/

    Remember rick dangerous? either way check it out. this game rules!

  90. Yikes man, think about this a little.. by cbreaker · · Score: 2, Insightful

    The idea of logging off to do tradeskills is sketchy at best. You're basically just saying "Okay, everyone is now a master at " because everyone would just set it and forget it.

    Making tradeskills more fun then EQ would definately be nice (SWG is better with this to varying degrees) but to allow it to be automated takes absolutely *all* the prestige and reward for it.

    The rare spawn thing does suck sometimes - but, think about it. If everyone could just walk up to the cave, say a magic word, and pop here's the monster, what's the challenge? What's the reward?

    As far as "essential character development quests and battles" well, I am not sure how you really classify this. All the quests in EQ end up with some sort of item. Nothing really more then that. Although a character's epic weapon is (okay.. was) really sweet, it wasn't exactly essential to your gameplay - and they used to be so good that if everyone could just bang them out with single groups, then *again* - what's the challenge? What's the real reward there if everyone's got 'em no problem?

    EQ is not perfect but it's the imperfections that people bitch about that actully keep people playing. Sure, it could be better. How? I don't really have an answer for that. When you finally get that mob to spawn, or you finally get that drop, isn't it a great feeling? You have a feeling of accomplishment, a feeling that you've done something that a lot of people have not been able to.

    If you can get that feeling of accomplishment without having to work for it, then bless you. But I can't.

    --
    - It's not the Macs I hate. It's Digg users. -
    1. Re:Yikes man, think about this a little.. by Retric · · Score: 1

      As somone who hit max lvl 65 and then quit the game I would like to point out that the is a content cap for people who don't "raid"

      They just created an expantion where people needed to have a lvl of power only reachable by those who "raided" or where willing to take insane risks to progress. They set it up so you need to pass several tryals to keep going but it does not matter how many times youu finish the last one you can do you can't progress with out finishing up POP/"the plain of time"

      What people forget is limiting the game / content to people who take some action removes any posiblity for progrestion in the game for those who don't take it. If I where to spend 1000hours of game time grinding exp in one of 6 zones (LDoN) I could finaly get the gear / exp to to move up a few zones in (GoD) but as somone who spends 10 hours a week playing we are talking about 2 years of game time just to leave the old zones. Shure the game is fun but as power increased so would bordom.

      The way I see it every 50-150 hours of game time / 3 months of real life time you should be able to visit a new zone or set of zones. One of the clasic EQ methods of slowing things down is needing 30+ people to get one person something. So if everyone want's the item / key then they need to do help kill the mob 30 times. Shure this slows things down but it's BORING. If you cap progrestion in EQ or limit to the point where a non power gamer can't function then what's the point.

      If I could spend 50 hours a week playing EQ there is content to keep me progressing for about 2 years at which point I would have 2 years worth of new content to work though ect. But, like many people I reached the point in progrestion where most people who don't play all that much quit or start over becouse there is no conent so they don't make that content cuz who would be there to play it? The way I see it I finished EQ and it's time to move on. Like most games there is content I did not find but there is no point to doing every quest in an RPG. I hit the max lvl it's time to move on.

    2. Re:Yikes man, think about this a little.. by WNight · · Score: 1

      But what if any yahoo could just sit around for twenty hours and pick up some uber item? You've simply switch from rewarding everyone to rewarding people with a ton of time. Personally, I'd rather "work" for my items by going new places and doing new things. If that ends up with me having the same item as many others, so be it. How about having the challenge be to defeat a monster, which could be fairly easy to find, yet hard to do?

      If you insist on having different items, create them semi-randomly. For any character who goes through this area create an item for them, with the same overall power as other items created there, but with random powers from a list that would suit the player.

      Once you've swalled the idea that everyone can do the same quest and everyone can rescue the same princess from the same ogres, why can't you accept that everyone who does it gets either a +5 longsword, or an item with +5 in something and two powers off of a class-based list?

    3. Re:Yikes man, think about this a little.. by cbreaker · · Score: 1

      There's so much beyond "level 65" in EQ that it's pretty silly to say reaching 65 is anything special. You can do it in a week if you try hard enough.

      EQ is pretty much dedicated to raid parties now. It's true. They've released a lot of content for non-raiders though. And if you're not happy with the rewards for it, then what's the solution? There isn't a good one. Should you lessen the value of items recieved in 60 person raid encounters? Should you increase the value of rewards gotten in single group encounters? What's fair?

      Raids in EQ are fantastic excersizes in teamwork and organization. It takes a lot of work to get a guild good enough to tackle the hard mobs, and I feel as though this should be rewarded accordingly. Raiding in EQ is a whole different dimension to the game.

      --
      - It's not the Macs I hate. It's Digg users. -
    4. Re:Yikes man, think about this a little.. by j_snare · · Score: 1

      I don't know, I sort of like the idea of making the skill aquisition automatic. Just make it really, REALLY slow. Like you want to raise your armor-making skill? Sure, it's going to take 6 months of setting yourself as working on it at night though.

      If everyone could just walk up to the cave, say a magic word, and pop here's the monster, what's the challenge? What's the reward?

      How about being able to actually do something useful? Or maybe being able to kill the creature instead of having it killed constantly?

      The rare spawn thing doesn't just suck, it really, really sucks. It killed the game for me anyway. I played E&B. In fact, it first hit during a good time for me, so I played it a lot. I played it pretty well too. I was picking up jobs *on the way* before 90% of the players on the server even knew that they existed. But I can't stand having to camp places on the off chance the thing will spawn, and then the really off chance it'll give you what you want. I prefer playing nice, actually. So I did. I went around and helped everyone else out, and when a guy was trying to get a spawn, I just buffed him and let him be. I figured there's always time later, right? Well, as my time disappeared, the camping spots got worse and worse. More and more power-gamers wanted to get the stuff, get powerful, and then they'd quit. And since these players had the really powerful equipment, the devs had to buff the creatures even more, to present a challenge. What does that do to people who don't have time to spend doing that? It makes a full 1/2 the game virtually impossible to play without having to spend enormous amounts of time.

      Don't get me wrong, I had fun, but it wasn't because of the final product.

      I've actually been paying pretty close attention to a friend playing FFO, and I'm kinda liking the way they handle "rare spawns", at least as far as I can tell. You have to do all sorts of stuff before you can do it, but you trigger a spawn for *your* group. Anyone can get everything and trigger it. Sure, it does take some time, but it's basically just you go do X and Y, and then you're done. Can't do it again without someone else who has never done it.

    5. Re:Yikes man, think about this a little.. by cbreaker · · Score: 1

      "Personally, I'd rather "work" for my items by going new places and doing new things." .. and that would take *time* and what's the big difference here? Of course, it would take the active player a fraction of the time that it would take you, and they'd have every single quest completed in no time, leaving nothing to do until the next expansion - at which time you'll still have all the old content to run through and you'll get even further left in the dust.

      Your ideas are fine (and pretty much in use now) but they wouldn't change a single thing if they were new ideas.

      --
      - It's not the Macs I hate. It's Digg users. -
    6. Re:Yikes man, think about this a little.. by WNight · · Score: 1

      The big difference is that mmorpgs reward stupid things, like sitting around for hours, or camping something so that someone else can't get it. There's a reason many people find them to be lame games. At least if they rewarded you fighting or exploring the time spent becomes a side effect. People expect things to take time, yet the hate waiting. Nobody would buy EQ if one of the blurbs on the back was "Sit utterly still for hours, waiting for something to happen!"

      What's the difference between a two-hour wait in line to see a movie and watching the two-hour movie?

    7. Re:Yikes man, think about this a little.. by AuMatar · · Score: 1

      Not quite in FFO. Rare spwans occur 3 ways:

      1)Timed spawn. Every x to y minutes it spawns in 1 spot/area. This si good for the ones that spawn ever 15 minutes, but annoying and camped if its a 2 hour or daily occurance

      2)Random spawn. There's a small chance of it spawning every time a certain mob spawns. Kill placeholder til it pops, hope to get there

      3)Triggered spawns. Go to the location, use the item, it spawns. THis is actually the rarest type of spawn, generally only occurs for major quests which everyone does (artifact armor, missions).

      So 90% of the time, its EQ atyle spawns. All the good gear is on EQ style spawns. Just a few are done otherwise.

      --
      I still have more fans than freaks. WTF is wrong with you people?
    8. Re:Yikes man, think about this a little.. by ACPosterChild · · Score: 1

      Making tradeskills more fun then EQ would definately be nice (SWG is better with this to varying degrees) but to allow it to be automated takes absolutely *all* the prestige and reward for it.

      Well, I've paid $75 to Star Wars Online twice now. I haven't had a chance to play the game in a couple months. Instead of my money going down the hole completely, it would be nice if, the next time I logged in, I found that my skills had gone up at 10% or 5% of my average exp/hour while I was logged out. As it is, my char is just where I left him and I feel that I've wasted 2 months of money. I'd feel a LOT less like cancelling my account right now if I knew my char(s) would be more buff when I started playing again, so I could at least explore a little new content.

      If you can get that feeling of accomplishment without having to work for it, then bless you. But I can't.

      The problem is having TIME to do that. If you only get to play an hour or so a week, and nearly all the good items take (multiple?) 5-10 hour large-group quest sessions, then you'll NEVER get any of the cool stuff. So, what's the incentive to hand over your money? Being able to go from level 12 to 13 in 2 months of play time? Shyeah. Now, of course I'm not suggesting that exp and items just be handed to characters. But, there must be a way that they can better attract and retain the casual gamer.

    9. Re:Yikes man, think about this a little.. by j_snare · · Score: 1

      Thanks for the clarification. I had gotten the impression from talking to him that most of the good stuff is from things that you don't have to fight for the spot over.

      Oh well, guess I keep waiting until someone makes a MMORPG worth my money.

    10. Re:Yikes man, think about this a little.. by cbreaker · · Score: 1

      You never have to camp a mob for hours in EQ. EVER. You can have a perfectly great character with the best items in the game and never camp one stupid item. You only do this is you choose to do it.

      I don't know what Everquest you played, but in the one I played, you DID get rewarded for fighting and exploring. Explain to me where you did not?

      You can't say "There's a reason why people find them to be lame games." No, there's a reason for YOU to find it to be lame. Don't speak for "the people." No matter what it is, from cars to sports to video games, there will be people that don't like whatever it is.

      Again, I won't say EQ is perfect, because it sure as hell is not. But they've been trying to remove the things that people like you bitch about so much, and the games aren't being successful.

      --
      - It's not the Macs I hate. It's Digg users. -
    11. Re:Yikes man, think about this a little.. by cbreaker · · Score: 1

      Really, I understand what you're trying to say here, but jesus, you want to be rewarded for simply paying for the game. That's not in the spirit of the game if you ask me.

      If you can't invest the time into the game, then don't play this kind of game. It doesn't matter WHAT kind of MMORPG it is, or how it may be geared to the casual player - you'll never be able to do anything with 1 hour a week. Be realistic!

      --
      - It's not the Macs I hate. It's Digg users. -
    12. Re:Yikes man, think about this a little.. by ACPosterChild · · Score: 1

      OK, 1 hour may be a bit unrealistic :)

      3-5 Hours a week, and a "marathon" session of 4-10 hours on a weekend, if I'm lucky, is more accurate. But, a week with 0 play time really brings down the average.

      City of Heroes has done a decent job of making it easy to play for 1/2 hour at a time, or group for 1-3 hour sessions, or get on a Team Force for ~5 hours. That's probably as good as an RPG type game can get.

      Still, I don't see a problem with a character levelling, say, 1-2 levels per month, in a player's off time. If a person plays for a whole year, that still only gives their main character 24-48 levels. A power gamer can get to 24 in a month (probably a lot less than that), and 48 in a couple, so why not let the people who can only play casually also experience the higher level content, albeit at a much slower rate than a dedicated gamer? I don't see it throwing off any balance, and it will still be the powergamers pushing the content envelope. The recreational gamers simply won't have time to visit all of the areas as they level, but they'll be able to have fun experiencing the high-level skills and whatnot.

    13. Re:Yikes man, think about this a little.. by cbreaker · · Score: 1

      One of the problems with a game like Everquest, for example, is that when you do high level content you need your guild/raid members to be somewhat reliable. Meaning, you need a certian dynamic online or you won't be able to accomplish the task so you need your people online if something should need to be done.

      This doesn't play very well for a very casual player. The only way to make this type of high level content available to everyone is to simply take away raid encounters and replace them with one-group encounters. This isn't something that I'd like to see happen.

      EQ has had such longevity because of raiding. Getting 60 or more people together, all working together to get something done - there's *nothing* else that can match that level of game play right now.

      --
      - It's not the Macs I hate. It's Digg users. -
  91. Well... by cbreaker · · Score: 1

    Okay. I'm assuming we're talking about Everquest here.

    The thing is miyako, people aren't level 1-10 for very long. You know, people tend to level up. And even if you only play a couple hours a day, you'll be a level 40 something in no time. Sure, when the game was initially released, and for the first year or so, it was a lot more difficult to level. But that hasn't been really true for a long time. So, where do you spend your dollars in development?

    I must give Verant/SoE some credit in this respect; they have pretty much consistently added new content for low level characters. But in the end, it hasn't mattered all that much. Players level up, casual or not, and the content is neglected. Especially now in EQ, there's a lot more high level (level 55+) characters then any others. These people want content for their levels and that's what they get.

    I guess I distinguish casual and active players in Everquest based on how much they raid with a guild. If you raid with a decent guild, and do so on a very frequent basis (daily, or close to) you're character advancement is a thousand fold what the casual non-raider can do. There's an enourmous gap between these two classes of people.

    In the end, with Everquest at least, the game isn't really an RPG anymore - it's an adventure game. It's all hack'n'slash and really not much is left.

    --
    - It's not the Macs I hate. It's Digg users. -
    1. Re:Well... by kannibal_klown · · Score: 1

      Yeh, but.

      Part of the problem is getting someone who has very little personal time to get into long-term gaming. While a HS or college student can get to lvl 10 in a couple of days, a hard working person that drags their feet home everyday will take a lot longer.

      If Joe Sixpack comes home from a 10 hour day at work with a new copy of (insert MMORPG game here), how "hooked" is going to get if he has to spend the next week fighting bunnies or rats.

      Again, the average wage-slave doesn't have oodles of time for gaming Monday->Friday. So, at best he'd only be able to put 1-3 hours a night (probably closer to 1.5). MAYBE, Joe will get 10 hours of playing during a week.

      So as far as Joe's concerned, his first week or something is walking around beating rats with a club or something; not very addicting. Chances are he'll move onto a different game or give up on gaming all together.

      What we need is a way to get the user's hooked. Start them off fighting some cooler low-level creatures (like orcs or something) so it's more interesting. Give him some real challenges. I'm not saying put a lvl 2 character against a lvl 30 dragon, but something more than just "kill da wabbit."

      Then, Joe will get into the game.

    2. Re:Well... by cbreaker · · Score: 1

      You're assuming that MMORPG's should tailor to the very casual player. Why? If you can't take the time that's required for these games the answer is pretty simple: don't expect to get very far.

      And this comes from the fact that there's always going to be a lot of players that invest far too much time into the games. A casual player won't be able to keep up because they don't play as much. It's a fact of life.

      And I don't know what MMORPG game you played, but when I started Everquest, it took no time (an hour maybe) to get past the rat killing (which was a *good* experience. I learned how to control the character and how monsters reacted to me.) It wasn't boring and I moved on to more difficult monsters and grouping at level 4. It was addicting and I enjoyed it a lot.

      At level 1, unless you know all about the game already, then there's plenty to learn and do besides killing rats. You'll have to do it eventually but that's not all there is to the game.

      --
      - It's not the Macs I hate. It's Digg users. -
    3. Re:Well... by Anonymous Coward · · Score: 0

      Here's the thing. There's more than one way to excel in a MMORPG. Levels, Equipment, (and to a lesser extent, PVP and Crafting) are all very valued aspects in a MMORPG game. Perhaps what MMORPGs need to do is create more 'aspects' so that powergamers can eat it up, yet not make the casual gamers feel like they're not getting anywhere with their time.

      Real life has this. Maybe MMORPGs should borrow a little more. Lets just hope that they dont forget the main reason I play games. Fun.

    4. Re:Well... by cbreaker · · Score: 1

      I agree, it's for fun. And for the majority of raiding-class players in EQ, it's still great fun. Usually the loud people are the ones that discovered that you have to invest more time into the game if you want to get into even more of the content. People aren't happy if they can't see 100% of the game while investing 2 hours a week.

      It's a very complex situation and I look forward to every release of new MMORPG's to see what the next guy came up with.

      --
      - It's not the Macs I hate. It's Digg users. -
  92. Good old adventure gaming by bhebing · · Score: 1

    I do think that gaming for the wage slave is still possible, you just have to select other games. You could go for a drive with NFS or rebuild civilization with Civ3. Both games can be timeconsuming (esp. Civ3, I know), but you don't have to play that next round. And where is the ol' adventure? Those could be saved any time you pretty much wanted. Strangely, nowadays we don't hear a lot about them, but if someone had the creativity to program a good adventure, I'd be playing!

    1. Re:Good old adventure gaming by phuturephunk · · Score: 1

      There was an article on /. a while back about that wonderful, yet dying, breed of adventure game. There's just not enough money in it anymore. The whole industry has seemingly shifted to all FPS and 3D MMORPG's.
      I do miss the old days of Lucasarts and Sierra though, they just don't make em like that anymore. :( I would also be voting with my wallet for these games if they still were actually on the market.

  93. PlanetSide - Close, but not really by Shihar · · Score: 2, Insightful

    PlanetSide did do it - kinda. The problem with PlanetSide is that it ignores the MMORPG element almost all together. It is not much different then a big version of tribes. Just because the meat of a game is based around skill instead of the old time = power equation doesn't mean that you have to cut out all role playing elements like PlanetSide does. Things like houses, clothing, an economy, and in general the entire social scene of an MMORPG do not need to be cut in order to make the game player skill based and attractive to a casual gamer. PlanetSide doesn't have much more of a social scene then any other FPS. People might bullshit during a fight, but really there is little beyond that. The appeal of an MMORPG is a vast world to play AND socialize in. I am not putting down PlanetSide, but it isn't a new breed of MMORPG, just a sophisticated large scale FPS.

    I personally find the utter lack of imagination in MMORPG developers to be disappointing. They tout features that are just refinements on a bad formula. World of WarCraft is not going to be any sort of holy grail. It is going to be the same old MMORPG done in the refined manner that Blizzard is famous for. Certainly it will be a great MMORPG compared to the rest, but they are not changing the formula. It is still a game where your character's skill means the most, and your character's skill is based purely on the time you can throw at the game.

    I foresee an MMORPG some time in the next five years that is going to break all the rules. Alls it takes is a gutsy developer and some designers who can convince the money men that the casual gamer is the target. They are going to build a world based upon player skill, and it is going to be big. Imagine if you will a world with the size and exploration potentials of any current MMORPG, along with solid role playing and socializing features that we expect in an MMORPG, but with a combat system like that of a FPS. Such a game would be big. It would attract those into FPS, those who like the socialization aspects of MMORPGs, and those who can only play a limited amount each day. Hell, you might even bring in the people who like to play the Sims if you make your socialization features robust enough. The only people getting the shaft in such a system are the people who blow 10 hours a day on a computer game to be the best... but who really gives a shit about them? If you are spending 10 hours a day on a game, chances are you don't have a credit card, and you certainly fall into a very small minority. Attract the people who play Unreal 2004 and/or the people who like the socialization aspect of MMORPGs and you have a massive audience that dwarfs the crazy 15 year olds who can blow half of their day on a video game.

    Hell, just imagine collecting a monthly fee from just the people who play Unreal 2004. Believe me, that number make what MMORPGs bring in now look like pocket change.

    1. Re:PlanetSide - Close, but not really by tprox · · Score: 1

      Neocron is another example of the FPS MMORPG that was pretty good at bringing the genres together. The only issue was that I didn't play at the prime times of the server I was on so socializing was a bit tough.

  94. subspace, aka continuum by circletimessquare · · Score: 1

    subspace, aka continuum seems to meet all of the requirements of the perfect wage slave game

    not least of which because i sereptitiously play it at work all the time ;-)

    the dying part doesn't matter, as you tend to die in about 12 seconds flat every time on a classic zone like trench wars, regardless of skill level, but this is actually part of the fun, so it is indeed beyond the concept of dying

    and there is always somebody cooking up a new and different zone, like the ever-increasingly popular and well done capture the flag zone metal gear ctf

    so the game is different and fun every time, you can play for 2 minutes or 2 hours and it is stil fun, and there is always something new to look out for

    and it's free!

    --
    intellectual property law is philosophically incoherent. it is your moral duty to ignore it or sabotage it
  95. Re:hey loser by thrash242 · · Score: 3, Insightful

    I agree for the most part. Some games I don't even bother starting up unless I have a few free hours at least. I may grab a quick multiplayer round of RTCW or Far Cry or play games on MAME for a short while, but I'm not going to play Silent Hill or something for only 30 minutes. Certain games are not very well suited to very short infrequent playing periods. I find that games with prominent stories and games with strong atmosphere don't work well very short sessions, because by the time you're getting into the mood fo the game, it's time to go to bed or work or school or wherever.

    Why are you people taking this so personally anyway? The original poster made no personal attacks, but you are making plenty against him.

    Play whatever you want, but realize that most adventure or RPG games are generally designed to be played for a little while at a time.

    And for the record, I'm 24, working and going to school and I don't have that much free time either. I just realize that some games need more time than others and plan accordingly. But then, I'm also one of those weirdos that reads manuals in their entirety before playing a new game.

  96. when you get older.... by gadget+junkie · · Score: 1

    .....timeslices gets smaller. I am 42, married, have two adorable kids (both well versed in pokemon gold, i understand 10% of what they say) play golf, play computer games,have a day job......and the biggest "hits" on my hours are:

    1.day job;-)
    2.golf
    3.family activities.

    computer gaming is a group activity, when you have a ten-year old son, and my big problem is to convince HIM to save and come to dinner.

    Frankly, I would need a SAVE/RESUME option for my golf game(..well, also a "REPLAY FROM LAST SAVE" would be grEatly appreciated). A round is four hours, more or less, so it really takes away time from something else.

    On video games,I found out that I now tend to play "no-brainers" like arkanoid, or quick turn based games like Civilisation. things with steep learning curves, I really cannot afford anymore, and that's irrespective of the type of games, console, PC, or even Gameboy. for example, my kids let me (..!!!) play on their pokemon gold on one condition: "...Daddy, DO NOT SAVE ANYTHING"...

    one more thing. I am a compulsive reader (i.e., I've read the whole Pat o'Brian's Jack Aubrey series in a year), but strangely enough reading has the least impact, because I can snatch snippets here and there.

    --
    "If a boss demands loyalty, give him integrity. But if he demands integrity, give him loyalty." (John Boyd, 1927-1997)
  97. Re:just for precision....... by gadget+junkie · · Score: 1

    .."Golf seems like the most pointless waste of time ever. Like i said, i want to have _fun_, not waste large amounts of cash on useless things that unenlightened middle age people think will make them feel younger again. " Golf doesn't make you feel younger. it makes you feel mad.

    --
    "If a boss demands loyalty, give him integrity. But if he demands integrity, give him loyalty." (John Boyd, 1927-1997)
  98. Re:just for precision....... by Daetrin · · Score: 1

    Well yeah, the "think will make them feel younger again" was more refering to the motercycle and the boat and similar stereotypical mid-life crises purchases :)

    --
    This Space Intentionally Left Blank
  99. Ditto DVDs by pattyohayward · · Score: 1
    Let Me In! .. sat through three unskippable splash screens (and let me take this opportunity to scream "I know who you are! I bought a game from you! Now leave me alone and let me play it!")
    I feel the same way about DVDs that make you watch 5 minutes of logos before you can see the feature. I thought the big advantage of disks over tape was the random access, but at least with VHS I can fast-forward past the ads. Especially painful when I just want to slap on a film for the kids and run off to do chores, I have to hover for several minutes before I can hit Play.
    1. Re:Ditto DVDs by Dr.+Manhattan · · Score: 1
      I got a DVD player and loaded up a hacked firmware. I can always hit "menu" or "skip" or "fast forward". Screw that stupid FBI/Interpol warning, I've read it already.

      The other nice thing is disabling Macrovision. I can copy DVDs to VHS; much safer for four-year-olds to handle.

      (No, I don't pirate them, I just want to use what I bought how I want. The same thing with game cracks - forget just once and leave a game disk out, and you wouldn't believe what a two-year-old can do to it. Being able to play the game while the precious install media is safe in its case on a high shelf is wonderful.)

      --
      PHEM - party like it's 1997-2003!
  100. Spiderweb Software's Games by Draconix · · Score: 1

    http://www.spiderwebsoftware.com/

    Sorry to plug so shamelessly, but I've found that not only are their games absolutely amazing storyline and interface-wise, but they also are great for playing when you might easily be interrupted. You can save them at any time, and should you be interrupted in combat, you don't even need to pause. I've been playing Geneforge for quite some time now, and it's never bored me, which is saying a lot, considering how much I dislike most modern games. If you're obsessed with eye-candy, Spiderweb's stuff is not for you, but if 'bad' graphics don't bother, these may just be the right games for the working class.

    --
    By reading this you acknowledge that you have read it.
  101. I think the solution is simple: by fr0dicus · · Score: 1
    Two kinds of save, I think many PC games do this already, but in reverse. Quicksaving waypoints that incrementally add to your major waypoints, but reverse the usual behaviour, so that if you die etc., you restart from the start of the level or an appropriate position, but if you just switch the thing off and come back to it later, you get to start at a much more recent position. It would allow a much more incremental progression through the game without allowing for quicksave cheating.

    Might be a problem with the PS2's dog slow memory cards of course.

  102. Hardwar by MrLaminar · · Score: 1

    Hardwar is what you're probably looking for. It's like WCPRIV in real 3D. The game was pretty much an underdog (you can find it at The Home of the Underdogs), but gives you complete freedom.

    You start off with a ship and you follow the storyline as long as you find it interesting. Then, at any point you can just ignore the key missions and wander around the gamespace (Titan), hunting for bounty, trading stuff, creating your own industries, and what's more, you can save anytime and come back later to evolve the character you play.

    Just my 0.02 EUR. ;-)

  103. an idea to circumvent this issue by Guignol · · Score: 1

    Why not opt for a non character oriented skill building system ?
    Reward those players instead, not with real skill points that will overpower your character, but by getting "fame points".
    The idea would be to choose when you play the game if you want to be some ongoing character (the traditional way with exp points etc.) or a "hero for hire"
    if you play the game the standard way, you'll be hiring at a cost which will be duely retributed as fame points to the hero player.
    When you play a hero for hire, you won't play many time the same character because it will either die, or you'll dump it because you want to try something else ("now that I'm famous enough I can play a troll, great !")
    your fame builts according to how helpful you are to the other player which is the team leader (leading npcs and heroes for hire)
    there would be issues with this of course but I think it would be interesting for both the std player and the casual player who focuses on playing well his emporal characters. first, the hero for hire is always involved in action, that's why he's hired, so no time is lost wandering around. when you connect to the server you get to select from a list of possible characters and make alive a pool of supply and demand (your fame would let you higher priorities or would unlock races, things like that, it would also allow you to slightly modify characteristics of your character in more or less dramatic ways according to the fame you got)
    oh well, regardless, I'm sure there exist ways to offer value to both casual and hardcore gamers, you would just need to address different needs differently and combining them.

  104. True by t_allardyce · · Score: 1

    To true, im sick and tired of games that waste your time, making you complete boring repetitive tasks or sending you back to the very beginning of levels because the only way to complete them is to know before-hand what you're going to come up against. If I want boring repetitive ill go work on a production line, If I want frustration i'll go back to school! The last game I played that did this was Manhunt, I got quite far but then realised it was total crap, I don't play a game to be told to go get a fucking can of petrol and drag it across a map, only to repeat 4 times because i cant get my gun out in time. Games that let you do anything and use your imagination (to complete a general goal or otherwise) instead of following a pre-set path are the way forward. Story lines and games are incompatible because if you stick someone in a level and tell them the only way out is to do this and that then they might as well be watching a film, except films dont stop every 10 minutes to repeat the scene.

    --
    This comment does not represent the views or opinions of the user.
  105. Two Words by clone22 · · Score: 1

    Stock Market

    --
    Ask me about my vow of silence!
  106. Things that annoy me about modern games. by DrStrangeLug · · Score: 1

    1. Splash screens. One of them I could deal with, but one for the publisher, the developers and one for the 3D engine? Enough already, I just want to play the game!

    2. CD Checks . Yes, developers want to protect themselves against piracy, but name me one game where a no-cd executable isn't easily found? All this does is make me keep hunting for game discs when I want to play, taking away precious minutes of playtime. If you have a significant other who "tidies" your home then sometimes you can't even find the disc.

    3. Cut-scenes you can skip. OK, first time you play a game you need to know the plot intro, but the 7th time you don't. Let me skip it.

    4. Invisible forcefields. Things that stop you going where you want. This is especially evident in games where the level design has to look bigger than it actually is. The taller buildings in CityOfHeroes do this. ARGHH!

    5. Stuck in the scenery. We've had home video gaming now for over 20 years and I can't believe I'm still seeing games where you can get stuck in the scenery.

    6. Having to buy the physical disk in a shop. What? Its 2004 ! Why can't I just use my credit card and download a game? Because A: They have to have the easy to defeat cd-checking code and B: The high-street retailers are scared. Planetside, for instance , had a seven day demo which, when expired , required a disk to continue playing. We'll never know how many subscriptions they lost because people couldn't find the CD for sale, or changed their minds when they got to Amazon.

    7. Launch dates. Linked to #6 slighty. For instace Black & White. Why could I not go into a games shop in Guildford UK, (minutes away from the developers offices) and buy when it was for sale in US game stores? Thats one GOOD consequence of game piracy - its reducing transatlantic game release lag (Doom3 is only going to lag by 24 hrs).

    8. In game music formats . When you purchase Need For Speed Underground you've already purchased the music (the copyright effectively notice says so). So why is it not in mp3 so you can listen to the tracks you like outside of the game?

  107. Think not so literally please by Moraelin · · Score: 1

    "If you're so busy you can't dedicate one daily hour to a game, you shouldn't even try playing adventures."

    Sadly adventure games are not the only ones who waste my time. The other canonic example are MMORPGs, but even those are just one genre among many that waste my time.

    E.g.,

    - Mandatory tutorials. You can find them in every single genre. (Don't get me wrong: _Optional_ tutorials rule. Hour-long mandatory tutorials suck.)

    - Idiotic save restrictions to make a short game look longer, by forcing me to replay each map again and again and again. Again, it's not only about arcades or adventures: you can find that idiocy in every single genre, including FPS.

    E.g., the one that rilled me the most was Hitman. That was one shameless waste of my time. (And they lost me as a customer for good.)

    E.g., one console RPG at one point made me play for 10 hours straight before it gave me a save point. Roll it around in your head: TEN HOURS. I mean, geesh. Thank god it was Sunday, but even then it's _not_ funny.

    - Yes, idiotic overuse of cut scene and animations.

    Your FFX example is right on: I've tried to play the game three times so far, and invariably I get bored out of my skull of getting a 5 minute cut scene every 1 minute of playing. It's not a game, it's a bleeding tech-demo.

    - Stupid illogical puzzles where you don't get enough data and feedback to actually solve a problem. You just have to spend hours trying every single button and lever combination, until one mysteriously works. That's not a mental exercise (as a puzzle should be), that's not a challenge, it's just a stupid waste of time. Again, that's being abused in all genres.

    "If you want that, just try the lowest difficulty level and for many games you're set."

    The lowest difficulty level in most games is _not_ easy enough for a casual gamer. Not everyone is a die-hard CS player, who instinctively circle-strafes, bunny-hops and headshots 9 times out of 10.

    So, no, just making enemies kill you in 3 hits instead of 2, does _not_ count as a low enough difficulty for a casual gamer. Making bosses need 100 direct rocket hits to die, instead of 150, doesn't either.

    But the biggest idiocy are games which attempt to basically _punish_ you for playing on a low difficulty. E.g., most adventure games give you half the xp if you're playing on a lower difficulty level.

    The problem? Your character slowly falls behind, to the point where your "turn undead" spells don't turn anyone, and your sword swings never connect, and your healing spells don't even heal the damage an enemy does in one hit. The game actually becomes _more_ difficult for the poor buggers who explicitly requested a _lower_ difficulty. Idiotic game design at its finest.

    Basically: the lowest difficult level in a game should basically be (demi)"god mode". It should be low enough that any non-gamer grandma off the street can beat the game. Low enough that a paraplegic on drugs can finish it. For everyone else, hey, they can choose a higher difficulty.

    Serious Sam got that right. Most others did not.

    "Trial and error is just fine."

    Trial and error is _not_ fine in most games. In arcades, maybe. But what does it really bring to further the story in an RPG or FPS? Other than boredom and repetition, nothing.

    "Best games for busy people are multiplayer games with short rounds. I don't really need the latest and greatest. There are many oldies that never get really old. Tekken 3 for instance allows for several rounds in 30 minutes. SNES Mario Kart, or N64 Diddy Kong Racing in multiplayer mode are also great options if you have someone around. You can also look for adversaries online: Bomberman Online for DC is just great, so is soldat for PC (give it a download). Crazy Taxi or Jet Set Radio allow for short sessions. Short deadmatches of your FPS of choice are also very adequate."

    No offense, but here you're overstepping your prerogatives by a

    --
    A polar bear is a cartesian bear after a coordinate transform.
    1. Re:Think not so literally please by muyuubyou · · Score: 1

      It's all about feasibility. Adventures without plot are almost by definition boring, and if they have a plot, playing in 5 minute episodes will let you barely get into the game. It sucks to have to leave the game when you're barely into it - kills your game "productivity".

      I'm not saying some genres are "forbidden" for busy people (like me - that's why I'm reading this now) but you should leave some genres for when you have the time. It's like no one is banning me from trying to get a third degree in my measly hours of spare time - it's not I wouldn't like it, it's just I realize that's a ticket for frustration. I would waste my time until I finally give up.

      By the way I said lower levels are low enough "for many games" not for most games.

      Again, trial and error is fine with moderation and in adequate genres (no magical recipe for all games here). Not trial or error for the sake of it - just reasonable leveling so you actually notice you're getting better at it.

      I think you just felt like disagreeing with me. Not a thing you stated contradicts what I wrote. No bad feelings, huh?

  108. Grand Theft Auto by Peter+Cooper · · Score: 1

    Best games for busy people are multiplayer games with short rounds.

    Typically, yes, but 'open' games like Grand Theft Auto are really good too. Back when GTA3 was out, I didn't have much time for games, but I could easily jump into GTA3, drive around, pull off some stunts, get chased by some cops, and then turn it off.

    being lost is not fun

    Again, this doesn't relate to GTA3.. being lost in GTA3 and working your way out of somewhere is most of the fun.

    Crap, now I want to go and install GTA again.. :-)

    1. Re:Grand Theft Auto by sqlrob · · Score: 1

      Again, this doesn't relate to GTA3.. being lost in GTA3 and working your way out of somewhere is most of the fun.

      Not when the place you are working your way *to* is the save point.

  109. Play time vs play commitment by Pentomino · · Score: 1

    I'd like to bring up Animal Crossing. A lot of my friends told me how cool it was, and I agree that it can be a lot of fun to watch your town evolve like that. But it seems to ask a lot from you.

    In play time, for example, you can't save for like the first hour, not until you've finished all of Tom Nook's chores. And every time I want to take the train to another town, I have to talk to that stupid cat. In fact, a great deal of the game consists of reading dialogue you've heard before.

    But the real tragedy comes when you realize the commitment level they expect. Suppose you just want to play every Saturday afternoon or so, when you have an afternoon to kill. Well, the game will punish you for having the audacity to have a real life, by filling your town with weeds, and your house with vermin, and everyone you talk to will complain about how long you've been gone.

    Of course, the game comes from Japan, where the norm for a role-playing game is, well, definitely not for the wage slave.

  110. New MMPPORG style game addressing this issue by reeherj · · Score: 0

    Check out www.guildwars.com It is supposed to designed to take into account those of us that love MPPORG's but because of job are lucky to find a hour a day to play. Game play is supposed to be rewarding at all levels of play.

  111. Retro games and their reduced commitment. by cjellibebi · · Score: 1
    One of the problems about modern games is that they take too long to play and you get absorbed by them. They take forever to complete, and in some cases, can't be completed coz they're open ended (eg. Sim-City). MMORPGs like Everquest create a complete virtual community filled with real people, which makes it even more absorbing. Games like Civilisation III just take too long to complete, and even FPSs can be absorbing.

    Back in the early 80's, games were just a quick 15-30 minute affair. A quick blast of Space Invaders, a quick nibble with Pacman. You did not get absorbed by the games, you just played them. This may explain why mobile-phone games are doing well. They are so simple that they require little commitment.

    A video-game is just that - a video game. It's just a toy that's meant to be played with - not an experience that immerses you inside it. You're just meant to play a game, not to commit yourself to it.

    Dispite my rant, I still get addicted to games like Civilisation III, Age of Wonders II, Transport Tycoon Deluxe, etc.... but in my defense, I used to work in the games industry, so there.

  112. Wage Slave?! by Anonymous Coward · · Score: 0

    I resent being called a wage slave. I've worked very hard to get to the place where...oh shit! the boss is coming! Gotta go!

  113. MMORPG's could be OK. (Radical thought) by DoctorNathaniel · · Score: 1

    ..but they'd have to change significantly.

    Here's the brainstorm: don't have character advancement. Throw away the rather unrealistic old D&D idea of 'levels' or 'advancement'. Let people build the character they want right up front.

    What's to keep people playing? Well, I assume that you have quests, storylines. Players play for prestige, for wealth (which can't buy power, only nice things like clothes and property), for dare-I-say-it actual role-playng (the RP in RPG) and just because the game rocks.

    Rather than the characters changing all the time but the world staying static, I would try to build a game where the characters don't advance much, but that the world changes.

    1. Re:MMORPG's could be OK. (Radical thought) by cbreaker · · Score: 1

      Of course, then you're just talking about advancement by other means. Maybe levels and exp could be gone, but then it'll be all about wealth, items, and power. What's the difference? Not much.

      It would be nice to have a game world that changes frequently, but there's a lot of problems with that. Overhead would be huge and the game would be very expensive. Players would feel left out if the world changed and the quests that all their friends did are no longer available. Plus a myriad of other issues.

      --
      - It's not the Macs I hate. It's Digg users. -
  114. Trainers and cheat codes! by ylikone · · Score: 1

    Am I the only person that immediately downloads any trainers and cheat codes that I can find for a new game? I never play games without them... because I would rather play through a game quickly just to see the sights and do crazy stuff without fear of death.

    --
    Meh.
    1. Re:Trainers and cheat codes! by tommeke100 · · Score: 0

      not emmediatly, but what happens is that you have various levels of diculty, and normally when you play on easy, like in a first person shooter, you can run around without getting killed too often. I think that's the difference between the casual player and the die-hard gamer, since (I take the fps again as an example), the die-hard gamer will be very cousious, trying to save every bullet he got and save his game after every enemy killed, while the casual ones will just run around and shoot everything that moves. Besides, playing on easy still allows you to have a nice gaming experience.
      The cheats, well, hmmm, that's like afterwards, like GTA3 for example, where you get the tank and shoot everything :).

  115. Pssht- full time work is a vacation by RevAaron · · Score: 1

    OK, I must be an exception. But going from "college student" to just a "full-time worker" is like a vacation for me. Happens every summer, and hopefully this fall for good. But when I've got my "college student" hat on, it means working 40-50 hours a week and going to school full-time. Honestly, it's a vacation for me to just work full-time- instead of being on campus from 8 am to 10 PM every weekday, I'm only here until 4:30. I mean, jeeze, I get to see day-light! Only happens on the weekend during the winter for me.

    I mean, I can see how having kids could change all this. *shudder* But still... Maybe if I had mommy and daddy paying for school, I'd be singing a different tune.

    --

    Working toward a usable PDA environment in the spirit of Newton OS: Dynapad
    1. Re:Pssht- full time work is a vacation by kingLatency · · Score: 1
      Maybe if I had mommy and daddy paying for school, I'd be singing a different tune.
      You hit the nail on the head. I'm not sure what the statistics are for who pays for kids to go to college, but certainly not everyone had as hard a life as you did during college. A lot of kids are just sitting pretty, not even a work-study job, and don't even have a very heavy school load. Plenty of time for video games there. Interestingly, the rich kids who don't have to pay for college often end up at schools like Harvard, which aren't even especially difficult. Another thing is that the kids who don't have much to do in college might continue to live off their parents for several years after college. No hard work in college and no hard work in the "real world" afterwards. That's what I suspect my brother will be doing soon, him and I are both closer to the "mommy and daddy paying" scenario.
      --
      "I've got to stop masturbating! It makes me too lazy! Stop it, Albert. Stop it." -- Albert Einstein
    2. Re:Pssht- full time work is a vacation by RevAaron · · Score: 1

      Woah, king. Do you know this is rev? I think you do, eh?

      But yeah, it's bunk. I used to get kind of bitter about it, but not really, and not anymore. Who I am is because of what I've experienced, and I'd hate to be one of those assholes. (heh) :)

      --

      Working toward a usable PDA environment in the spirit of Newton OS: Dynapad
  116. Wow... I'm a... demographic?!?! by moorley · · Score: 1

    I thought I was just a bad gamer... Who knew?

    I remember liking games like the Tex Murphy series. Good story line, lots of little gags, and a hint system that would allow me to just stumble through. You lost points when you used the built in hints but you could let the story line continue.

    I remember Grim Fandango. One of the last games I played all the way through. Weird..

    Any other games I should check out?

    --
    "Don't fear death... fear not living..." -me :)
  117. Hi, I can't find the point of the article by BitterAndDrunk · · Score: 1
    The point was there are genres NOT MEANT to be played in 30 minute intervals.

    Hey, get with it and realize the point of the article was for designers to consider making games to those in time-limited situations.

    Studying is not real life, my pasty-faced geek /.er - perhaps when you get a girlfriend you will understand what "time constraints" are.

    --
    You better watch out, there may be dogs about . . .
  118. Re:hey loser by Steve525 · · Score: 1

    Ok, 1000-hour RPG's clearly require shit loads of time. But how about creating an RPG that only takes 40 hours? Yes, such a game would necessarily be different from 1000-hour RPG's, but that doesn't mean it'll suck. (But it will appeal to a different audience).

    Maybe we're just argueing semantics, but we are offended by the idea that we should be excluded from certain game types because we don't have lots of time. Your point is that these games take lots of time, so what do you expect? I guess our point is simply that the existing games in those genres take a lot of time. It doesn't necessarily have to be that way.

  119. Gaming Industry Money = People over 24 or 25 ... by Cutting_Crew · · Score: 1

    ...and people into their early to mid-30s. these are the people that have sustained the gaming industry since its infancy. not the teens nor even new freshmen in college. the same people that have fed billions of dollars into the game industry have grown up. most of us at the LEAST have full time jobs, many of us commuting and also having to be more active so that we dont gain 50 pounds. a lot or most i would think are married with maybe some little ones of their own and couple that with family time + work + getting sleep and staying healthy things have changed...when we were in college or as a youth we could drink a coke or eat a bowl of ice cream in between pac man rounds or fix some nachos after each level of tomb raider was finished after you tried that jump for the 30th time and finally made it. then we could wake up at 10 am, skip breakfast, a shower and clean clothes just so that we could start another level before leaving late for that 11 am computer science class, then come back after that and play some more. nope, we all now have grown up, and the gaming industry needs to keep its fan/player base...or it will lose out in the end.

  120. best definition I heard was ... by Clansman · · Score: 1

    You know you have reached middle age when you ask what is the maximum you are allowed to put into your employer pension per month rather than what is the minimum ...

    1. Re:best definition I heard was ... by Anonymous Coward · · Score: 0

      Really, then I hit middle age at 24....

  121. Re:Cheats - Playing games when I don't have the ti by Pendersempai · · Score: 1
    I'd rather my kids not do it, and I'm not proud, but it makes sense.

    Of course it makes sense -- so why the tone of guilt? Cheating at a game is not a moral offense, since there is no victim. It doesn't encourage you to cheat elsewhere in life since the risks and rewards (and morals) are of a completely different category. And it lets you get a fuller enjoyment out of your investment.

    So what's the problem? Why not let your kids do it? I'm honestly curious.

  122. You can save Civ? by edremy · · Score: 1

    As a long,long,long term gamer of most of the turn-based strategy games, I'm amazed to hear that you can save turns. I mean, I knew it intellectually, but there was always one more tech to research, one more city to take, one more hut to grab, one more...damn, is it 3AM already?

    --
    "Seven Deadly Sins? I thought it was a to-do list!"
  123. Amen to that by Clansman · · Score: 1

    My example is Championship Manager, a football/soccer management game with it's fair share of adicted devotees.

    the grail is developing your own formation that maximises the strengths of your players and this beat the computer run teams.

    Thing is, there is an actual formation that plays on a few design flaws or bugs that means that you just win pretty much all the time. Once you know this you try it and it's true. So you win to yoiu get bored.

    then, you start again vowing not to use this 'cheat'. Thing is you know it's there. You are in the middle of a 6 match losing streak and you know that all you have to do is switch formations.

    takes all the fun out I can tell you.

  124. RPG mechanics and level design by TheBurrito · · Score: 1
    I've generally stuck to RTS games to avoid the time-sink effect of powering up your character in RPGs. Recently though, I tried out the Neverwinter Nights (NWN) single-player campaign and really enjoyed it. For those who haven't played the game, it's your standard D&D RPG that caters to the less hardcore gamer. You can save anywhere, rest and recover anywhere there aren't monsters, and anytime you get into trouble you have a magic item that can teleport you immediately back to the safety of a temple an unlimited number of times. Once there you can rest up, buy/sell items right in the temple, and be teleported right back to where you came from for a small fee.

    Although this might sound very un-l33t to a lot of power gamers, its MY choice to do these things, and it saves a hell of a lot of time as opposed to dying, reloading the old save point, and running a whole dungeon over again. If I wanted to impose some arbitrary set of rules where I never teleported out of combat or never rested in the dungeon, I could do that myself to improve my own play experience. But inevitably, all that does is force me to run away and take more of my time to accomplish the same thing (escaping the bad guys).

    However, I was so entertained by NWN that I purchased one of its expansions, Shadows of Undrentide (SoU), and have been very disappointed due to the mechanics and level design wasting my time. This expansion was not designed in house by Bioware, the makers of the original, and despite all the nifty new things it added, it's an absolute bore to play because it simply wastes your time doing mundane things. I'll start ranting about it now (it's been bothering me for a while, so bear with it), but if you don't want to read, just mod me "-1 Not Hardcore" and know that simple level design flaws can waste TONS of a casual gamer's time.

    To teleport in the original, you click a button to come home, and talk to the guy next to you if you want to go back into the fray. In SoU, your teleport item uses a crystal each time, and its up to you to make more. This requires hunting down a number of common gems, teleporting home, walking upstairs through a level load, walking down the hallway and into a laboratory, opening a crystal making machine, thumbing through your inventory to find and place the gems in it, then taking your crystal back downstairs to be sent back to where you came from. If you run out of crystals or gems to make them, you're SOL because there aren't any more in town. A very common action takes at least ten times as long in SoU as it does in NWN, and accomplishes the exact same thing. Presumably this is because powergamers complained that too many n00bs were relying on their teleport in the original, so now I have to waste a big chunk of my time proving myself to them (in my single player campaign, mind you).

    Furthermore, once you're home and stocked full of loot, you probably want to sell the spare stuff off for cash. This requires you to walk out the door (level load), wander all the way across a very long town to the only merchant (level load), sell your stuff, leave the merchant (level load), then wander all the way back home (yes, four level loads ) before you can teleport back into the action. Again, a very common action that takes ten times as long as it should when the designers could've simply placed a merchant or equivalent in your home. Although I hardly noticed these simple luxuries playing the original, I would give anything to just have a damn easily accessible merchant in the expansion.

    My understanding is that Bioware wasn't supremely thrilled with some of these things, and released an in-house expansion that fixes some problems (for example, you get to carry a small pixie with you that acts as a portable merchant, selling off all that loot that you earned but just can't carry). I'll have to check that out. In the meantime, I wish game designers would understand that all those really cool cutscenes and interesting hidden levels are nice, but you really have to streamline the basic mechanics and level design of the areas that the player will be spending half his time in before worrying about them, or I have no motivation to waste my time getting to that point.

    1. Re:RPG mechanics and level design by JSBiff · · Score: 1

      I kind of had a mixed response to NWN personally. I felt like there was way waaaayy too much dialogue and cut-scenes in the game. Don't get me wrong, I like story as much as the next guy, but this game just has a *ton* of dialogue and some long cut-scenes. To go with that, there's so many NPC's that I found it was sometimes difficult to decide which ones to talk to and which ones didn't really have anything to say. Which resulted in talking to just about everyone, which *really* slows down the game.

      Also, there were a lot of little differences from 3rd Ed rules that bugged me. Now, don't get me wrong, I'm not a D&D lawyer - I mostly don't notice differences unless they adversely affect me. And there is one I can give as an example, which should illustrate why some of these differences bugged me.

      The big problem I had with the rules-set had to do with the interaction of the magic system and the 'attack of opportunity' system. In D&D, and in NWN, when a player does certain actions (notably casting spells), this provokes additional free attacks from all adjacent attackers. So if you are near 3 enemies, and try to cast a spell, *BAM* 6 attacks (3 'normal' attacks, and 3 'attacks of opportunity'). Ok, so the idea goes that you just be carefull about when/where you cast.

      In D&D 3rd Ed rules, in order to heal a friendly unit with non-area-effect heals, you have to cast the heal spell, then touch them. Here's where NWN screwed it up: in 3rd Ed, you can cast the heal spell *anywhere*, store the spell in your hands for some number of rounds, and then walk to your target and heal them. This allows healers to heal their group mates *in battle* without provoking attacks of opportunity. The people who developed 3rd Ed rules spent time actually thinking about, and balancing the rules, as to not too adversely affect any one class.

      NWN, in contrast, does *NOT* implement cast and touch (at least, not correctly). In NWN, if you try to cast a heal spell on a target, your character walks over next to the target and begins attacking (*BAM* your dead), and then heals the target. Interestingly, if the target begins walking away after you start casting, you will finish the spell, hold the charge in your hands and start chasing after the target until you can touch it, so they sorta implement it. Just not in a way that's particularly beneficial to the healer.

      In normal D&D, where you can't constantly rest, one could make the argument that the touch heal spells should just be used between encounters. But in NWN, anyone can rest away damage between encounters, so healing during battle is the only purpose of a cleric (well, and turning undead) in NWN. And the way they implemented touch spells in NWN really screws that up. =(

      This kind of thing might seem overly nitpicky, but the point is, the Bioware devs seemed to change some of the rules (or just not implement them correctly) without knowing the consequences it would have on players.

      I know, I know, some of the rules they purposely changed, with the idea of making a better CRPG. The ability to rest frequently *does* have the effect of making the game much faster paced (in a traditional Pen-and-Paper session, magic users are out of magic after one or two encounters, so you typically have a low number of encounters per in-game day). Since NWN is mostly a solo-game (in the single-player version anyhow), and you only get one henchman at a time, it's important to let players re-cuperate hp and spells frequently.

      And I decided that, all things considered, NWN doesn't make a very good multi-player game. It can, if you have a group of friends that you only game with together, so you all stay at or near the same level. But as far as just hopping on some public NWN server goes, I've had a *lot* of problems. One is getting ganked by higher level players with nothing better to do than grief others. Another is the fact that NWN tries to dynamically adjust the difficulty of monsters and the number of monsters that spawned, based upon

  125. Just give the movie by Anonymous Coward · · Score: 0

    Seriously, if you want my money for Doom III, just get someone skilled in shooters play it from beginning to the end, capture video and audio and release it on DVD. How hard could that be? And I would buy it and watch in on my coach drinking beer :-) without the need to upgrade my computer first and spend hours trying to jump over some nasty chasm or something. I just want to see the game, and I want to see it played on hardest levels which I am not capable of.

  126. Adults ignored in the Portable Gaming Revolution by Alzheimers · · Score: 1

    With titans of industry, Sony and Nintendo, facing off in the next few months over the handheld and portable gaming market, I'm shocked to see one feature that would be a huge selling point to the adult gaming community.

    Non-Volatile Memory.

    If I'm playing a game on the train, for example, and I'm at my stop between save points, I lose all my progress. I should be able to shut the lid, turn the power off, and instantly pick back up whenever I feel like it. Games developed for the Palm Pilot get this perfectly -- I can hit the power button halfway through a game of Bejeweled, and pick up *exactly* where I was before hours (or days!) later. I can even change the game, then reload Bejeweled and STILL BE AT THE SAME POINT.

    Why is this so difficult for handheld gaming devices to do? It's surely got to be one of the greatest overlooked features of all time.

  127. Buy a GBA by svallarian · · Score: 1

    You'll find that you'll have much more time to play games when you're not tethered to the PC..

    I think I beat golden sun (RPG) while exclusively on the shitter.

    --
    I patented screwing your mom. But it got revoked for "prior art."
    1. Re:Buy a GBA by JaxGator75 · · Score: 1
      Funny... that's where I've been reading all those books I never read in High School. some of them were pretty good after all!

      --
      Come and see the violence inherent in the system!
    2. Re:Buy a GBA by imkonen · · Score: 1

      Somebody mod that "too informative"

  128. Rampages do respawn by SyndicateDragon · · Score: 2, Informative

    Rampages do respawn in GTA3 - they just respawn in their "alternate" position. In other words, there are two positions each rampage mission can appear in. Fail the mission from one position, and it appears in the other.

  129. There are already some games for this target by Anonymous Coward · · Score: 0

    This article spoke to me! This is EXACTLY the situation I'm in. I've reached the point where I value my time too much to waste it doing stupid things I don't have to. And I still like video games. So something I can pop in and play quickly is right up my alley.

    Perhaps this is why "retro" games are doing so well right now. Not only is there the nostalgia factor, but the games are quick "press start and dive in" type of games.

    I don't just turn to old games though. There are already modern games which DO address my needs in some ways, though are flawed in others:

    The Onimusha series is a great example of quick n fun gameplay that one can invest just an hour or two at a time playing and eventually get through.

    Even Grand Theft Auto III fits the bill here because I can easily return to it, find a mission and just keep going.

    Games that really screw it up though are the ones that require me to rely on my own memory. I have nearly completed Final Fantasy X, but it's been so long since I touched it, that I don't because I just don't remember what weapon or spell is best against enemy X Y and Z...

    Same goes for any adventure with non-obvious puzzle elements.

    Even Gran Turismo 3 is no longer appealing, because I don't remember which cars and which tuning settings are most appropriate for what. And I don't feel like starting over.

    Recently I've been playing Prince of Persia for the GameCube. Well that game has worn out its welcome pretty quick. Running around a large room trying to find that one path that the designer intended the player to use in order to exit, and dying repeatedly trying to find that path isn't my idea of time well spent. So that game's been shelved.

    Anyways, the article is has a very valid point. Yet at the same time, there are games that already fit the bill.

  130. Tetris Worlds sucks by tepples · · Score: 1

    I tried clone wars comboed with tetris worlds, and found that the old NES tetris was more fun

    I agree that Tetris Worlds sucks Big Floppy Donkey D__k(tm). Try Tetanus On Drugs instead.

  131. Re:Physcal media is dead, long live the bit... by BoogieChile · · Score: 1

    What about limiting playable servers by level?

    I mean, people are already comfortable with Pk and non-PK servers, right?

    Or, another thought. A lock on the level of players you're allowed to attack. It could be as simple as a message along the lines of "This one is not a worthy challenge" or (say for a Jedi character in SWG (which I'm glad I never bought now)) "You're supposed to be defending the weak, remember?", or something like that

    Unless it's the little runt who just stole your favorite blurdlecruncheon, of course

  132. My recomended games.. by jcostantino · · Score: 1
    Now that I have almost no time on my hands and when i do have spare minutes, I don't want to screw around with a game - I have come up with a short list of games that I like:

    Grand Theft Auto for the Xbox - it's really long in the tooth since they didn't do much for the graphics engine but it's still easy to get a mission or two done in half an hour or just screw off and drive around looking for bonuses.

    Simpsons Hit & Run - similar to GTA but better graphics and different plot

    Driver 3 - Just started playing this, controls SUCK but it's got potential if I can get my muscle memory out of Halo and into the backwards controls. Missions seem to last about 10 minutes.

    Futurama - AWESOME platform/adventure game. Fun to play, difficult without being impossible. Missions are anywhere between 10-25 minutes. I'm stuck on one level with Dr Zoidberg and it's frustrating the hell out of me so I haven't touched it for a month :)

    I play games maybe 10 hours a month now. I was never really "into" it hard core so this isn't much of a departure for me.

    I'm looking forward to an Xbox 2 for my unborn child though :) The whole idea of having kids is to allow you to relive your childhood with them. That was really something that only came to me a few days ago; I don't have to give up being a kid, I can do kid stuff with my kid!

    --
    Reviews with a twist! http://www.sardonicbastard.com
  133. Realtime constraints by tepples · · Score: 1

    An auto-quicksave can be something as simple as the autosaving feature in 3d studio max, where a timer varaiable counts down to zero, executes the autosave, and resets the timer and gets it going again. Easier said than done? If I just keep on "saying" it, "done" is a trivial matter.

    Do you really want the game to pause for five seconds in the middle of a heated firefight?

    1. Re:Realtime constraints by OOO0000OO0O0 · · Score: 1

      When did that take 5 seconds? It could be something as subtle as "Game saved" with no frame hit, or a big frame hit that maybe lasts for 2-3 seconds. 5 seconds doesn't sound like saving games these days. You have a good point, though--perhaps there can be code to stop the autosave timer when the player is firing or running and 5 seconds after he finishes firing or running. You could also have the game autosave whenever the player stops for a while.

    2. Re:Realtime constraints by tepples · · Score: 1

      5 seconds doesn't sound like saving games these days.

      Perhaps you're right. It might be possible to serialize the game world in half a second and then spawn a new thread to write it to disk. However, some game console operating systems can't write to flash memory in a thread.

    3. Re:Realtime constraints by OOO0000OO0O0 · · Score: 1

      Oh yes. Diablo 2 mysteriously saved the game--even after crashing. No Save and Exit needed.

  134. I agree by nrich239 · · Score: 1

    It's to the point now where I've dug the old NES out of the closet just so I can play games in short intervals.
    The only games I've played lately on my Xbox is Links 2004, and Halo on the weekends.

    After a full 8 hours or more at work, I just don't have the energy to sit and play a game for 3 hours straight.

  135. Most modern day MMORPG's are lousy examples! by cmdrwhitewolf · · Score: 1
    Back in the Old Days on bbses, games had turn limits. The bbs would usually have a time limit on how long you could be connected, too. Some bbses also featured a time bank which allowed you to deposit unused connection time for a particular day and withdraw at a later time.

    I ran a 2-line Gaming bbs back in those old days. My Co-Sysops and I created something rather singular for our paying users, a specially configured D&D style multiplayer MUD, with literally 3 thousand some areas (we called them levels), complete with it's own time bank and honor/fame system. The reason for this was we created the 999 planes (levels) of hell & heaven, along with a HUGE game world to segement out the types of players we had joining the game but whose playing styles didn't mesh very well. For example, whenever some player PK'd another we had a daemon pop them into the first level of hell forever keeping them away from the 'normals' who didn't PK and such. Other players who completed many acts of heroism (or quests) were rewarded by appearances of staircases leading into one of the lower planes of heaven, and normal players who liked exploring around, eventually found new enterances into the other sections of the 'normal' game world and so on.

    We had set up DM's for each area, who were charged with keeping that game area flowing smoothly, and doing game maintenance - such as creating new stuff inside their area, or modifying bits of it as needed to prevent abuses. I (and certain other trusted DM's) became 'planeswalkers', and were able to move from section to section, and perform these same functions there as well.

    While in appearances it seemed pretty complex (and very similar to many commerical MMORPGS around nowadays), The game pretty much ran itself with a little regular game maintenance. And to our delight, each game area evolved into a more interesting settings onto themselves. For example, the PK'ers eventually formed up thier own demon clans (probably the first 'guilds') through their kills and waged demon gang wars amongst themselves for ascension points/powers/weapons/MI, and the occasional angelic band or planeswalker who came down to their planes for kicks. (and if the devils won, one of their rewards was the option to ascend to the prime plane and play monsters or cash in some fame points and descend into a lower plane of hell and so on.)

    Eventually, I think we built in a little something for just about everybody. And it's a real pity that the Internet eventually came along and drew most peoples attention away from BBS's of the time, and caused the game to be abandoned. I can't tell you how many times I've wished I could recreate that old game system to setup & run on the internet somehow. Unfortunately, since I didn't program the whole thing myself, (one of my co-sysop's did most of that grunt work while I managed the BBS itself) - I don't have all of the source code to do so. (Maybe some real kind person here will point me towards a very/completely configurable Perl/JAVA/MySQL/PHP/Python MMORPG game system that I can try-n-recreate it with...)

    But anyways, my overall point here is I think if some group (gaming co or otherwise) wanted to address all of these MMORPG playability items, then they could easily recreate this kind of a setup for segmenting players to their own areas, do it in a just as appealing way as we had done it back then. :)

    --
    [Now, I'm off to lift my le... Um, visit... at another place.]
    1. Re:Most modern day MMORPG's are lousy examples! by kisrael · · Score: 1

      I ran a 2-line Gaming bbs back in those old days. My Co-Sysops and I created something rather singular for our paying users,

      Wish i had some mod points...that was really cool-sounding.

      --
      SO YOU'RE GOING TO DIE: The Comic for Dealing with Death
    2. Re:Most modern day MMORPG's are lousy examples! by cmdrwhitewolf · · Score: 1
      Wish i had some mod points...that was really cool-sounding.

      It was pretty cool. I think mostly because we allowed lot's of firsts through our highly configurable concept of everything in the game being a mod/construct - the first to allow players to be monsters, creating special have players (knights mostly) create their own castles and dungeons. And with the DM's and Planeswalkers running around constantly building stuff in each of the levels, causing all the places to almost constantly change along with everything else in the game.

      One of my Co-Syops likened it to some immense engine, where the participants was the energy that made it all go. And yes, I have seen some MUD's come close to our original game design, but not with our 'universe concept' or level of allowed player participation.

      :/

      --
      [Now, I'm off to lift my le... Um, visit... at another place.]
    3. Re:Most modern day MMORPG's are lousy examples! by kisrael · · Score: 1

      Allow a player to be a monster? Sort of like, a controllable, respawning "NPC"? (heh, more like a "PNC" in this case)

      That is a cool idea. One project I'm thinking about would involve some level of controlling boss characters from the NES Mega Man series...

      Anyway, it seems much cooler than what seems to be the current flavor of the moment Kingdom of Loathing...

      --
      SO YOU'RE GOING TO DIE: The Comic for Dealing with Death
    4. Re:Most modern day MMORPG's are lousy examples! by ninjaz · · Score: 1
      Cool idea. :-)

      Of course, heaven/hell wouldn't necessarily be the way to go with each type of game, so having something along the lines of being sent to Australia (in the days it was England's prison colony) for PK'ing could be nice.

      In any case, it does a nice job of addressing a problem I experienced in BBS games (eg., Wilderlands for MBBS) - after a while, you would run out of quests (or the quests would become repetetive) So, forming alliances and player killing became the entertaining aspect of the game. Of course, it sucked for newbies and casual players, because they took on the fodder role and would be killed so often they would just give up because it wasn't any fun.

  136. Terrible idea. by cbreaker · · Score: 1

    That sounds like a *horrible* solution.

    Who's going to put the time and effort into building a character in the game, only to have the virtual character die - forcing you to start over again? And repeat this over and over and over?

    There would be no continuity. No community. People wouldn't want to enjoy adventuring with some on-line friends because their character would be closer to death. It would be all about EXP EXP EXP and nothing else.

    It wouldn't encourage "fun now" it would discourage community and "fun for years."

    --
    - It's not the Macs I hate. It's Digg users. -
    1. Re:Terrible idea. by Anonymous Coward · · Score: 0

      I think it's a great idea, I play Nethack all the time and it's fun.

      I mean, sure, it's upsetting to lose your character, but when you know their gonna die eventually anyways, you get used to it. You don't die of old age on Nethack, but you can starve to death if you try to camp a level.

  137. Just Cheat. by Requiem18th · · Score: 0

    I have little time to play now but I love RPG, i'm playing Chrono Trigger and I want to see every ending AND every DIALOG in the game. This would be ridiculus in a SNES but in a PC save states allow me to get chrono with marle, frog, magus -hit a key- and get him with Lucca, Robo, Ayla.

    If you can't afford going trough a whole level again, use a select level cheat.

    If you can afford all the games you want you surely can afford a gameshark, or sorta.

    As a gamer, i understand that some games are great _because_ they take a long time, somebody said "Silent Hill", that's a good example. If the game was past paced, with infinite lives/continues/hp/ammo and allowed you to save and restore at any time. It wouldn't be "Silent Hill".

    Not only that but, even middle age wage slaves have weekends, wouldn't you like a game for a good long gamin'session?

    --
    But... the future refused to change.
  138. Hey what's wrong with Navi? by Requiem18th · · Score: 0

    I liked Navi. I had problems with Tatle tho, I wonder, why didn't Nintendo give you the OPTION to play with her brother instead?

    --
    But... the future refused to change.
  139. Escape Velocity Nova by Perianwyr+Stormcrow · · Score: 1

    EV Nova is good stuff (http://ambrosiasw.com/)

    It's almost like that, although you do have to start a new character to get into new plotlines (there are six major ones, and the thing is that events in one would interfere strongly with the timelines of the others.)

    --

    What we call folk wisdom is often no more than a kind of expedient stupidity.-Edward Abbey

  140. WTF?? by JAD+lifter · · Score: 1


    I don't get it. There are plenty of games for the wage slave. Hell, I work 45-65 hours a week, plus spend three hours on the bus/subway going to/from work everyday so I certainly don't have time for games like Everquest.

    But, RTCW was great. I could play it for 25 minutes every couple of days and make some real progress playing it for a few hours on the weekends. Max Payne, Half Life, GTA3, Deus Ex and dozens of other games were the same way. I could be working on a project during the week and when I had a few extra minutes I could play the game for half an hour and then go back to what I was doing. Sure it might have taken me weeks and weeks to finish a simple FPS but thats a good thing. I'd much rather have a game last for weeks and weeks rather than spending $40 on a game that I can beat in one weekend.

  141. Re:hey loser by WNight · · Score: 1

    What RPGs actually have 1000 (or even 100) hours of content? You know, NPCs with unique text, new monsters, new items and levels, etc? Walking back and forth over the same dull levels isn't content, fighting yet another randomly generated herd of orcs isn't content.

    If a game actually had 1000h of content your point might be meaningful, as is though, those 1000h games could easily be 20h games that could be played in a month or two.

  142. dude by Anonymous Coward · · Score: 0

    If you RTFineA, you'd probably know it focuses basically in THOSE games not meant to be played in short sessions.

  143. Re:Physcal media is dead, long live the bit... by cbreaker · · Score: 1

    This is how it works in EQ on some of the PVP servers. You can't attack someone +/- 5 levels of you.

    SWG is a little different, because there's no levels, just skills. You have a chance to defeat any PvP enemy, although it's easier if you have good weapons and the skills to use them. It would be very difficult to limit who you can attack in this game because there's so many different mixes of skills you can have.

    --
    - It's not the Macs I hate. It's Digg users. -
  144. Re:Cheats - Playing games when I don't have the ti by yandros · · Score: 1

    Cheating at `frivolous' things such as games can rob people of the sense of accomplishment derived from, more or less, `not cheating'. Further, frequent cheating can evolve into a general technique for approaching challenge in life.

    No, I'm not saying that children who cheat at games will become bad people. What I am saying, though, is this: nearly everything children do often or for long periods of time has a learning element, often a social learning element. That's (part of) why we've been playing games for so long, as a species. You point out that the ``risks and rewards (and morals) are of a completely different category'' -- this is exactly the sort of thing that children pick up very late in life (and this fact is the basis for a huge swath of stories, books, movies, etc. for children).

    Finally, you say ``And it lets you get a fuller enjoyment out of your investment'' -- I would say that this is only true if you assume (and you seem to assume it) that the cheating is required to derive the `fuller' enjoyment. I deny this as a general claim, and I would suggest that it points directly at the issue.

    I realize that this isn't entirely on-topic, but I've been doing a lot of study on the social effects of games lately, so please forgive me. :-)

  145. many by Anonymous Coward · · Score: 0

    Many games have way over 100h or real content. Try NES Tactics Ogre or Code Veronica. I agree Code Veronica can be shortened to around 100h taking some stupid puzzles and endless in-game docs out. What you can't do is taking EVERYTHING that's not clicking and watching multimedia. If that's what you want go see a movie, or visit microsoft.com and traverse the sitemap. Just as fun.

  146. Aging Characters by Caffeine+Pill · · Score: 1

    That is one hell of a good idea.

    One problem, some players play for the RPG aspect. This would also penalize roleplayers for hanging out in town /em'ing as opposed to getting out there on the battlefield. Power gamers not only camp, they also push to do nothing but level grind. In other words "Let's not explore this area, I read online that this is the best place to get exp, so we stay here."

    You could introduce the concept of kids. (there's a funny sentence) So that you could 'will' all of your goods and money to your child. When you die you start playing your child character.

    Something similar is being done in Worlds of Warcraft. They have a curve in place to prevent power gaming. The longer you play (in one sitting) the slower you advance. Well, something like that. I'm sure I'll get corrected.

    1. Re:Aging Characters by Anonymous Coward · · Score: 0

      you could expand the idea of kids to the idea of families.
      so two players might bread and have kids.
      but the kids would join the party and gain experince, knowledge, leadership....
      As the kid get old enough to take the reins the older charater could hang around being helpful. or could be left in village to hang out, for that matter the option to hang out somewhere or go exploring is open to your character at any stage of life.

      You could have a serise of similar characters to play depending on your mood for that night. skills from one would be known to the others, just abilty to use would be effected. If you want to muck about you could play a teenage character. there could then be quests that run several generations. the achivable level of any character based on their heritage.

      you when have a system in some ways drives a mix of events, social , fighting, quest... without giving advantage to one or the other.

  147. Admittedly, I dislike Boss characters too ... by gstoddart · · Score: 2, Interesting

    OK. I'll admit it. I'm a casual gamer -- and I'm definitely not l337 when it comes to my game play. I mostly play nice simple things like Crash Bandicoot and that genre of games. Running, jumping, avoiding, nice easy stuff like that.

    I'm like a lot of people in this thread, I want to be able to turn on the game to squeeze in a half hour or so of play time.

    Nothing frustrates me more than running into some insane boss-level that takes 25 minutes to play and I can never get right anyway.

    After the 10th time of dying in the exact same spot in the exact same way, I get fed up, turn off the console, and leave the damned game alone for weeks.

    The next time I try it, I'm stuck at the same boss character and I give up after three deaths and turn off the game. Then I never finish the game and never buy anything else in the frandchise if there are sequels 'cause I know I'm just going to get stuck at that *one* point and give up.

    Sure, my nephews who have grown up with gaming consoles and have evolved the invisible 3rd and 4th thumbs to operate the controllers can usually solve it in about 5 minutes and move on.

    I, on the other hand, remember when the single joystick and two buttons was all you needed to control a game and play it for hours. Some of the controls on newer games completely baffle me.

    I'd absolutely love to seem games that account for the fact that I'm not prepared to spend my entire life playing and that I may not be able to control that many buttons.

    [ yes, I know, a game that would allow for that would bore the heck out of the people who need the challenge of operating 10 buttons and 2^10 chords of buttons. Me, I want nice approachable game play that I can have my friends who are even older than me play without spending an hour explaining the controls. ]

    --
    Lost at C:>. Found at C.
  148. It depends... by Mongoose+Disciple · · Score: 1

    ... on how you design the game.

    If you design a game that, like most of today's MMORPGS, is based in level grinding and the achiever mindset, then, yes, a character lifespan is a terrible idea. It doesn't play to that mindset. It doesn't attract that kind of player.

    However, I maintain that there are variants on that theme, alternate types of games that appeal to slightly different kinds of players, that would (and do!) make excellent use of such an idea.

  149. My take on the matter by mfterman · · Score: 1

    Now people who say that people who get older should stop playing videogames and go on to more adult concerns can go and look at the fact that there are plenty of real life entertainment activities that have different versions for young and old players. Touch football is a young person's sport. Golf is an older person's sport. Dancing has variations based on age as well. Card games really don't have an age component to them, which shows that some recreational activities are not strictly age dependent.

    Just as there are computer games for young people, there will be different computer games favored by old people, and some games that will have a fairly timeless appeal to them. I think as the computer game industry matures you'll find games that take into account the above factors and are tailored more towards older gamers. These games will be less enjoyable for younger gamers, but the fact is that these games aren't aimed at younger players.

    Many of these games will be easy by younger player's standards. Sports for older people tend to be less physically demanding overall. But challenges can be shifted into more intellectual and contemplative areas for those who want those sorts of games. In wargames and various sorts of strategy games, experience tends to count more than youth. Of course kids tend to have a lot of time for playing these games but if a game has enough longevity older players can hold their own by more years at it.

    So lets cover the effects of getting older and the implications:

    I. Slowing reflexes
    Older people generally aren't as quick as younger people. Once you hit your twenties, it's all downhill from there. Once you hit your thirties, you really start to notice it. Any game for older gamers is going to have to deal with decays in speed. There are a couple of ways to deal with this approach.

    A. Turn based games
    It should be noted that where sports like football, volleyball and games like raquetball are favored by younger players, older players like golf, which is a turn based game that can be played more or less at leisure. Turn based games allow older players to sit and contemplate their next move in an unhurried fashion (which can be taken overboard, admittedly). Recreational games like poker and bridge it should be noted, also are turn based games as well.

    B. Openended PvE games which start slow and speed up
    Tetris is the archetypical example. These sorts of games start out easy and then the player can play up to where they get overwhelmed and driven out of the game. Over time their high scores will drop but that isn't the issue. They have fun playing it easy at the start and working their way up. It should also be noted that these games never 'finish' either, so there isn't the sense of frustration that one is missing something or that one has 'failed to complete the game' in some way.

    C. Pure PvP games
    Playing tennis can go on for many years, but in general old players do not take on young and skilled players. At best they will go up against young inexperienced players. A game like Quake can be perfectly fine in pure PvP mode for someone in their fifties, assuming everyone else is in the same shape. One should be careful to have a non-challenging environment in such cases, so that all the challenge comes from other opponents likewise who have either a lack of experience or slower reflexes themselves.

    II. Decaying memories
    People don't want to memorize a zillion facets about the game, stuff they'll never need to know after the game, and stuff they need to know during the game as well. There are numerous features that can be used to deal with this.

    A. Only a few list of potential types of actions at any given point.
    This sounds restrictive, but when you look at games like golf, poker, and popular board games, there really aren't a huge number of different types of moves. Having five hundred different commands at any one point isn't always going to make a huge level of difference. The best games have a few simple

  150. You're riding the wrong bike by ChefBork · · Score: 1

    Get a motorcycle.

  151. Other than professional gaming by tepples · · Score: 1

    How are the achievements of a game any less real than any other activity you can participate in?

    Sit-down games don't seem to promote good health as much as, say, aerobic exercise.

    When I exercise my mind solving a puzzle in a game, I've gained "real world" value.

    If you happen not to live in an area with professional gaming leagues, what real world value have you gained?

    If you finding yourself constantly frustrated, maybe you are trying to play a poorly designed game?

    When most PC games on the shelves are poorly designed, what does one do?

  152. Uphill skiing by tepples · · Score: 1

    Strange, I never see anyone skiing up any slopes.

    Doesn't cross-country skiing involve crossing a few gentle uphill slopes?

  153. recent interview with Shigeru Miyamoto by Macgrrl · · Score: 1

    Featured in today's Age newspaper, is an interview with Shigeru Miyamoto, in which he specifically mentions:

    As the first generation that grew up with computer video games enter their 30s and discover less time for play, Miyamoto also questions the industry's obsession with game length. "It's been a topic of much discussion at Nintendo. We need shorter, simpler games that people can pick up and play without so much commitment".

    --
    Sara
    Designer, Gamer, Macgrrl in an XP World
  154. Finding video files by Anonymous Coward · · Score: 0

    ... and if you don't have the video file in the required format, you can always download one from Kazaa.

    Just make sure that your wife or girlfriend isn't around when the game starts up...

  155. Hmm... by XnR'rn · · Score: 1

    Ah, yes, old content dense games. I, perhaps would not kill, but am partial to commiting lesser atrocities for getting my hands on the MMO version of old gems like Star Control (2 of course). Which is much older, but also quite content dense single player game. One of the best games of all time ever made too. :) Hopefully the Ur-Quan Masters project will take that direction somewhere after the 1.0 release. It could grow into something as fabulous as this MMO remake of the Pirates! While there is in currently made games, and games of old that can be improved in terms of appeal for both casual and hard core gamers, there are also a lot of good ideas, that can be taken from them.

  156. Games that are not challenging are not fun... by blahplusplus · · Score: 1

    I don't know about you but games that are not challenging are not fun.

    For instance, what is a game like Ikaruga for instance without the added challenge? It gets old really fast once you've gotten infinite continues the fact that the game gives you infinite continues whether you want them or not by playing long enough without a way to revert the settings in the options without having to wipe the savegames and all those highscores you've earned is kinda lame.

    Or for instance the whole Draw IMHO in hardcore or non-hardcore Diablo2 is the challenge, challenge to find the best items for your character or the challenge of not dying the entire game. Whole games are built around challenge without any goals to conquer or if the goals are too easy you're enjoyment with the product will not last... period.

    I can understand the comments about work and wanting games to make the most of the little time you have BUT I do not think going to the "fast food" model of short "excellen"t video games is the right move for the entire game industry. Most work-a-holic gamers that say they want shorter games would complain I bet if they finished a game and found out it was only "X"
    hours long or only had "X" hours worth of content. I agree shorter games need to be released BUT only if theres a significant price drop for games because they do not have the content to keep you entertained for hours.

    Also short games for working adults might end up being a double edged sword, why buy when you can finish a game on a rental fee? What would a cost-conscious adult do for his gaming addiction if we had a lot of short highquality games would any singleplayer play-once type of game even warrant a purchase?

  157. Re:Adults ignored in the Portable Gaming Revolutio by Avenger546 · · Score: 1

    Some games do get it right; my recent GBA obsession has been Fire Emblem, and you can turn that off in the middle of your turn (or the enemy's turn) and when you turn it back on, there's a "Resume Chapter" option which picks up right where you left off.

    I'd like to think that this is a signal that some companies are thinking of us and adding the features we're clamoring for.

  158. Re:Cheats - Playing games when I don't have the ti by Pendersempai · · Score: 1
    Hmm. I see what you're saying, but I gotta disagree. Cheating in a single-player game is not something people frown upon. Parents will oblige the youngster by purchasing the Game Genie and appreciatively ooh and ahh over how high mario can jump with the cheat enabled. But (good) parents will react quite oppositely when the kid cheats in a way that harms another. And that is the distinction children should make: grasping the harms principle in a rudimentary sense allows a child not only to follow rules, but to evaluate them. I'd say conformity is only valuable insofar as the rules one conforms to are worthwhile, and this distinction between cheating in a single-player video game and cheating in real life (e.g. lying or stealing) can only help the child develop that invaluable moral compass.

    Granted, maybe I just have a different worldview. In that classic scenario where one arrives at a red light in the middle of a desert, and no one is approaching from any direction for 10 miles, and one is guaranteed not to get caught, I would run the light without a second thought, and I think an unwillingness to do so would constitute a character flaw. Without exception, I believe that victimless crimes aren't moral offenses, and acting to the contrary only introduces inefficiency and decreased utility.

    Finally, you say ``And it lets you get a fuller enjoyment out of your investment'' -- I would say that this is only true if you assume (and you seem to assume it) that the cheating is required to derive the `fuller' enjoyment. I deny this as a general claim, and I would suggest that it points directly at the issue.

    I only assumed this because grandparent stipulated it: he is busy, and he can only see the full game by cheating. Generally I agree with you that cheating tends not to increase one's satisfaction although I admit that there may be cases where it does. But again, I don't think that's a reason to prevent a child from cheating; better that he learn why it is in his interest not to ruin the game's enjoyment than live in resentment of what he perceives as arbitrary parental demands.

    I realize that this isn't entirely on-topic, but I've been doing a lot of study on the social effects of games lately, so please forgive me. :-)

    Intelligent discussions on slashdot are a rare pleasure; there's certainly nothing to forgive :)

  159. Challenging and playable aren't opposed goals. by argent · · Score: 1

    You have to think, all the time, "is the guy who can't do this jump or figure this pattern out going to have fun?" You think, "what else can the player get out of this level". If you're going to put in challenges that depend on grinding out the details, then don't make the game depend on them.

    Back in the 80's a friend of mine and I developed a game from the Amiga. The first thing we decided was 'you bought this game because it's supposed to be fun. We're not trying to suck quarters out of your pocket, we want you to have fun ALL the time.' The result, our boss complained he couldn't stop playing it... it was 'mindlessly addictive like peanuts'.

    If you got killed you immediately started off at the previous level... but you were running at a slower rate and you got fewer points for each token. You could still eventually pass any level, but you may be running through it at 'walking pace' before you could manage it. Once you got past, if that particular level was just something really hard for you, you naturally started speeding up again. Eventually you got to what we called 'impossible' speed. What amazed us was people were able to play at impossible speed!

    The other thing was, sometimes there were powerups in almost impossible mazes, some where even I couldn't figure out how to get them and survive (but people often did amaze us here too)... but you didn't need to get them. You could just go on to the next level and leave them behind.

    I was trying to get this across to a guy who's writing a nostalgic side-scroller for OS X. It was like I was talking a different language, I kept saying things like "respond to the guy's skill level. Slow down, speed up, adjust the enemies, if he's good it'll be more exciting, if he's not it'll at least be possible. Ideally, you should be able to play forever at whatever your peak is", and he came back with "Look, all you need to do is set of a bomb HERE when you get started on the level, then do this that and the other thing, it's EASY." No, not when you're 44 years old and you don't get to sit around all day learning the patterns...

    You can put challenges in without making older (and wealthier) players leave your games on the shelf. You CAN get repeat business at all ages.