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Are Games Getting Easier?

grumpyman writes "A Tom's Hardware article posits that game are getting easier and less satisfying. From the article: 'I've had Super Mario Bros for about 12 years and every time I pass that final Bowser stage, I still get a great sense of satisfaction. In contrast, when I conquer a game from this era, I just feel relieved that it's over.'"

97 comments

  1. Yeah by revmoo · · Score: 4, Insightful

    Yes, but who cares? just crank up the difficulty and set your own limits(try playing all the way through saving only at the beginning of each map, for example). People that do speed runs are a good example, you have to become almost godlike at a game in order to do a good speed run, it's challenging and competitive.

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    1. Re:Yeah by ToastyKen · · Score: 2, Interesting

      Exactly. Even in the old days, with a classic like Contra, a lot of people played with 30 lives, but you could choose not to, and the game becomes much harder.

      And people do still care about this today. Witness the endless debates over hard-coded save points (ala Halo) vs. save-any-time. In fact, even in Halo, there's that differentiation in co-op mode between respawning once you're clear of enemies, and starting back at the save point once either player dies.

      I do agree that games are easier in general, though. I get frustrated by the fact that I've never gotten past the first few levels in games like Galaga, and I'm curious about what the later stages look like. :)

  2. Easier? No. Boring? Yes by MindStalker · · Score: 2, Insightful

    I've played many difficult modern games. Most of them are simply just difficult, aka tactical shooters. They might be fun after months of practice. While pac-man is fun the first time you play it, and not frustrating like many modern games are.

    1. Re:Easier? No. Boring? Yes by Tanmi-Daiow · · Score: 2, Insightful

      Pac-man not frustrating? I cannot play Pac-man because i can't beat those stupid ghosts. I honestly don't like it.

      --
      "Of all tyrannies, a tyranny sincerely exercised for the good of its victims may be the most oppressive." - C.S. Lewis
    2. Re:Easier? No. Boring? Yes by Anonymous Coward · · Score: 0

      Its worse than that. I for some reason I HATE tutorials up front in the game. Then to play the game you have to go through them.

      That they have to show you how to play the game says something about their design. Either it is way to easy and the controls are just convoluted. Or it is way to hard and you will spend months mastering how to do a roll kick. If I am doing this I am usually bored in the first level. You know the place where you usually learn how to play the game. Which means I do not finish that game. Where as a game like pac-man had 4 directions you could go. Not a lot to learn, but wickedly difficult to master.

      I have not been able to play one of the metal gears on the playstation yet because of this fact. I hear its a good game though :)

    3. Re:Easier? No. Boring? Yes by Datamonstar · · Score: 1

      ... did you try eating the BIG dot?

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  3. your 24 years old now... by JVert · · Score: 2, Insightful

    Are you really feeling that excitment from bowser? Or just your 12 year old self from the past.

    1. Re:your 24 years old now... by Anonymous Coward · · Score: 0

      nah, you're just getting old and losing that gamer in you.

      sucks to be you.

  4. No. One word. by rsilvergun · · Score: 2, Informative

    Ikuruga.

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    1. Re:No. One word. by servoled · · Score: 1

      Completely agree. I picked up a gamecube largely for Ikargua. Great game.

      --
      "I have a porkchop, you have a porkchop. I have a veal, you have a veal".
    2. Re:No. One word. by Anonymous Coward · · Score: 0

      How can both of you play the game and spell it incorrectly?

    3. Re:No. One word. by Soul-Burn666 · · Score: 1

      Don't forget the game your nick is based on ;)
      Radiant Silvergun is also hard.

      Now, if Ikaruga is too easy, try doing dual play. That refers to a single playing playing with 2 controllers in 2p mode. Now _THAT'S_ hard.

      Seriously, there are many hard shmups nowadays. All touhou project (shanghai alice) games, all old and new Cave games.

      As mentioned by another, as for non-shmups, Ninja Gaiden is hard.

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    4. Re:No. One word. by Headcase88 · · Score: 1

      "Now, if Ikaruga is too easy, try doing dual play. That refers to a single playing playing with 2 controllers in 2p mode. Now _THAT'S_ hard."

      I almost died just reading that sentence, let alone imagining players who can do it. For me, Chapter 4 on Normal is more than enough.

      --
      "When the atomic bomb goes off there's devastation...but when the atomic bong goes off there's celebraaaaation!"
    5. Re:No. One word. by Soul-Burn666 · · Score: 1

      I'm really sorry I can't provide a download link to the movie, but it shows the game in the middle and the player's hand on both sides of the screen, with his modded double arcade stick.

      That video is currenlty impossible to get, tho it appeared on the official ikaruga website on Treasure's homepage.

      Some double-play (again, NOT just 2 players), but without the stick views are provided here
      Check out the other videos sections too!

      --
      ^_^
  5. RPG? by diamondmagic · · Score: 1

    Mabye I just like to talk, but I just love talking about Metroid prime, and it's absolutely brillant craftsman ship. It's not what you would call easy at all; and my gameplay time is nearing 30 hours, but this dosn't includes all those times I've died (Than we are talking about 60-80 hours). Reguardless, if this is true, I think the biggest contributer is RPGs, many you don't die, in you just spend several hours whittling away at opponents health.

    1. Re:RPG? by SB5 · · Score: 1

      Most RPGs, death means the end, and having to go back to the last checkpoint, it would be interesting to see if an RPG took a new twist on this, like death meant being sent to jail, or some other exciting experience, something that a. could be beneficial to your character, but b. also be challenging and not something you want to do often.

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    2. Re:RPG? by Boogaroo · · Score: 2, Informative

      Planescape: Torment sounds like what you're looking for.
      Dying doesn't mean dying and plays and integral part of the game. Dying is it's own experience as you're already dead.

      Soul Reaver has a slight variation on "death" too.

    3. Re:RPG? by LKM · · Score: 1
      it would be interesting to see if an RPG took a new twist on this, like death meant being sent to jail

      That's what happens in some Zelda dungeons. I guess there are other games which use jails as gameplay mechanics.

      In Monkey Island, there are several cases where you end up in jail, but in those games, it's part of the story.

    4. Re:RPG? by Blakey+Rat · · Score: 1

      The old Dungeon Digger/RPG Mission: Thunderbolt implemented that idea. If you were 'killed' by a security robot, you were arrested... breaking out of jail is possible, but very very hard. Once you've been arrested once, though, they kill you.

    5. Re:RPG? by tepples · · Score: 1

      Once you've been arrested once, though, they kill you.

      And erase your save file?

  6. meh by black+mariah · · Score: 0, Interesting

    We hear this same shit every six fucking months. I swear that there is only a handful of game-related articles that can be written.

    1. Games are too easy.
    2. Games are too hard.
    3. Games objectify women and it sucks. Stay tuned for coverage of Bloodrayne and Tomb Raider next month.
    4. New games aren't fun.
    5. The new consoles are too expensive.

    I just summed up gaming 'journalism' for the past ten and next ten years. No need to post any more gaming articles.

    --
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  7. Maybe not all that new, but not all that old eithe by PedanticSpellingTrol · · Score: 2, Informative

    I defy anyone to play through all the missions in Worms Armageddon and say they didn't get a rush of accomplishment after the 23'rd and final attempt to fly a sheep through that damned maze.

  8. bad example by smoondog · · Score: 3, Insightful

    The story has a bad example because Super Mario Brothers is one of the greatest games ever. It's like saying, "I just watched Star Wars again and that movie still gives me the chills, science fiction movies of today aren't as entertaining." I'm willing to bet that if you were to say "an average game from 15 years ago is harder than average game today" I don't think that is true. I can think of some really challenging games that are out now, super monkey ball 2 for the cube is tough, beating the developer ghosts on mario kart dd is hard, etc.

    1. Re:bad example by Stormwatch · · Score: 1

      Yours is also a bad example, since Star Wars is not science fiction, but a space opera. 2001: A Space Odyssey is a better example.

    2. Re:bad example by smoondog · · Score: 1

      Please tell me you are kidding.

    3. Re:bad example by Stormwatch · · Score: 2, Informative

      Alright, my bad. Space opera is a sub-genre of science fiction: more light-hearted, action-oriented, almost a fantasy tale. Much like Flash Gordon, and unlike 2001.

    4. Re:bad example by Anonymous Coward · · Score: 0

      he's probably one of those people that want some actual science in their science fiction..

    5. Re:bad example by Night+Goat · · Score: 1

      I think the games on the NES, by and large, are more difficult than the games on the PS2. The continual opportunities to save the game are what makes these new games easier. You used to have to get really damned good at the game in order to get to the end of a game like Contra, because you'd die many times on the way to the final level. Nowadays, they have to make the game easier because most players will only be playing through once and will want to see the conclusion.
      There are individual games on the new systems that are as difficult, but I disagree that the average game is as difficult.

    6. Re:bad example by nathanh · · Score: 5, Insightful
      Please tell me you are kidding.

      He doesn't sound like he's kidding. I have to agree. Star Wars is a very poor example of sci-fi. It's a brilliant example of cliched formulaic opera. You have a swashbuckling hero rescuing the princess from the evil villain. The villain is appropriately dressed in black with a cape; the only thing missing from his attire is the curly moustache. There's a love interest set against the backdrop of a war-torn Europe^Wgalaxy. You have two bumbling sidekicks that make you laugh while also explaining the narrative with their banter. Star Wars could just as easily have been Reluctant Hero Luke using Excalibur to rescue Damsel in Distress Leia from the Black Wizard Vader, riding his Flying Unicorn, with his companions a Dwarf named Artu Deetoo and a homosexual Elf named Seephree. It wouldn't have changed the plot one iota. The science is notably absent from the fiction that is Star Wars. Scientific devices like lasers and battleships are used, but they aren't fundamental to the plot, they are confetti sprinkled over the story.

      Compare this against true sci-fi movies like 2001. It was only because Kubrick wielded so much clout that 2001 made it to the silver screen. Studios are reluctant to fund true sci-fi because audiences HATE the genre. Sci-fi has no need for heroes, villains, explosions, swordfights or punchups. Sci-fi aims to imbue you with a sense of wonder; to amaze you with a fictional world that might possibly exist due to miracle of scientific progress. Sci-fi recreates the feeling of elation that comes from exploration and discovery. Most people couldn't care less; they just want the hero to beat the villain.

      Asimov himself wrote a short story that poked fun at this problem of operas pretending to be sci-fi. In the story, two children are listening to a robot that tells stories. The first child isn't happy that robot only tells fantasy stories. The second child records a new "noun reel" with sci-fi phrases like "battleship" and "laser" and "robot". However the children soon realise that the story-telling robot doesn't tell sci-fi; it's just telling fantasy stories with sci-fi nouns. The children lose interest immediately. I think Asimov was saying something quite profound about the state of sci-fi at the time, which was full of swashbuckling fantasy pretending to be sci-fi.

      50 years later, nothing has changed.

    7. Re:bad example by cgenman · · Score: 3, Interesting

      Asimov also said that good sci-fi isn't about sci-fi: good sci-fi is about people.

      Battlestar Galactica is a WW2 soap opera pretending to be sci-fi, and is one of the best shows to come out in years. Firefly was an old western serial pretending to be sci-fi, and was also one of the best shows of it's time. They're about the human condition, exploring what it means to be a person under duress. Nightfall, arguably one of Asimov's best short stories / novels, could easily have been set in a fantasy world, or a modern day world in a different culture. The Ender's series was a classic coming-of-age tale. Rendezvous with Rama wasn't about technology, but how different people react when their world is turned upside-down. It is the same story, basically, that was told in the movie "Cube," though with less blood. Hell, you can't get more human than I, Robot (the book).

      Star Wars was an excellent example of sci-fi. It wasn't about technology, it was about people. It really was the personified hero story, a tale that has been told for thousands upon thousands of years. That it had poor writing and moments of Shatner-level acting yet became one of the most popular movies of all time just prove how much the story resonated with people. Just because it was a story older than Jesus, and exactly the same story as told in the Matrix, doesn't make it any less appealing to us as human beings, or any less important to our culture.

      50 years later, we're still the same human beings.

    8. Re:bad example by nathanh · · Score: 1
      Asimov also said that good sci-fi isn't about sci-fi: good sci-fi is about people.

      Your claim that "sci-fi isn't about sci-fi" is a nonsensical statement. Perhaps you meant to say "science fiction isn't about science", which is a popular quote but I doubt Asimov said it, because it would be the direct opposite of his actual opinion.

      From my standpoint, the most common mistake a science fiction writer makes is to downgrade science. Now, these days particularly, many science fiction writers have very little to do with science, and many science fiction stories have very little to do with science. -- Isaac Asimov

      Probably you are confused and have misquoted Aldiss who said that "great science fiction isn't written for scientists".

      Nightfall, arguably one of Asimov's best short stories / novels, could easily have been set in a fantasy world,

      Funny that you should say that. Asimov always responded harshly to people who claimed that Nightfall was his best story. He didn't rank it even in his top three.

      The story 'Nightfall' has since come to be considered a classic. A great many people think it was the best story I ever wrote, and some even think it was the best magazine science fiction story anyone ever wrote. Frankly, I think this is ridiculous and have always thought so.....In my favorite of the stories I've written, 'The Last Question,' it is not the writing that is over my head. It is the idea and the manner in which I constructed the climax....My second favorite is 'The Bicentennial Man'....Here, at last, it is the writing....My third favorite, 'The Ugly Little Boy,' is unusual in the same way. -- Isaac Asimov

      As to your suggestion that the story could've easily been a fantasy. I'd like to see you explain how a story where the crucial plot device is a total eclipse on a world with multiple suns could possibly be anything other than science fiction.

      [Battlestar Galactica and Firefly are] the best shows... [Rendezvous with Rama] is the same story, basically, that was told in the movie "Cube,"

      I'm sorry. You had me flabbergasted when you praised Battlestar Galactica, but I burst out laughing when you compared Rama to that B-grade schlock The Cube.

      I'm done here.

    9. Re:bad example by Dun+Malg · · Score: 1
      Battlestar Galactica is a WW2 soap opera pretending to be sci-fi, and is one of the best shows to come out in years.

      WW2? Nah, more like a thinly veneered biblical theme with a smattering of greek mythology thrown in. Commander Adama? Leading a sort of Exodus of the last remaining tribe of humans into the wasteland of space; pursued by blatantly Roman-esque oppressors? Humanity destroyed by a "flood" of robot killers, a handful of survivors escaping by ship? Totally biblical, man.

      --
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    10. Re:bad example by Trepalium · · Score: 1
      I would argue that it's not even one of the greatest games ever. It's just a very good game that many people played during their youth, and as such, it's been elevated to the untouchable status it has today. People overlook it's flaws and fondly look back at it and reminisce about the "good ole days". Show the game to people who've grown up with current games, and they'll happily complain about the sluggish controls, and the inconsistent level difficulty.

      The same is true about Star Wars. It's not the greatest movie ever (or even the greatest sci fi movie ever), but rather merely a good one with amazing special effects for the time that people grew up enjoying. Everyone ignores the cliched story line, and the poor acting. Some people even get defensive if you bring these things up because you're not attacking the movie, you're attacking them and their childhood memory of the movie.

      There are a lot of good games out there, but so long as people compare them to the false "perfection" of the games they played in their youth, they will remain blind to them.

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    11. Re:bad example by Allison+Geode · · Score: 1

      I tend to call movies like Star Wars and other modern examples of "sci-fi" by a different name: "Science Fantasy." I call it that, because I understand that real science fiction is what you described, and fantasy stories with technological trappings is what Star Wars is. Interestingly enough, I tend to enjoy "science fantasy" a lot more than "science fiction," because I like the exciting plots and action set pieces, and the fact that the story is about something happening, as opposed to a fictional exploration of a scientific concept. Science fiction tends to bore me, and I have to be in the mood for it, and it has to be really interesting for me to care.

    12. Re:bad example by xtracto · · Score: 1

      I remember reading in an Asimov's book an argument about the Sci-Fi genre. IIRC, he stated that, for him the movies that where played in theatres could never be Science Fiction, but just Sci-fi and he separated the two generes stating that Sci-Fi was like only "based" on science fiction, because it didnt have the science elements needed for a science fiction writing, and this of course because you can not compress a 300 hundred page galaxy-political-technological description book into just 2 hours of images...

      Kind of makes you think about "an image is worth a thousand words" uh?

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    13. Re:bad example by Dr.+Manhattan · · Score: 1
      Studios are reluctant to fund true sci-fi because audiences HATE the genre.

      Ironically, the ones that do get made tend to do quite well... 2001, The Abyss (sure, the aliens do magic, but all the human tech is at least plausible), even Gattaca. They make money. Perhaps it's just that only good directors have enough clout to get them made...

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    14. Re:bad example by cgenman · · Score: 1

      I'll try not to be too confrontational in my response.

      Your claim that "sci-fi isn't about sci-fi" is a nonsensical statement. Perhaps you meant to say "science fiction isn't about science", which is a popular quote but I doubt Asimov said it, because it would be the direct opposite of his actual opinion.

      If it seems nonsensical to you, re-read it. Sci-fi isn't about Sci-fi any more than writing is about writing. If you forget that, you lose the essence of good writing.

      I don't remember exactly where he said that. It might have been in the intro to I, Robot, or somewhere else. Honestly, I've read too much of his stuff to know exactly where any one quote came from.

      Nightfall, arguably one of Asimov's best short stories / novels, could easily have been set in a fantasy world,

      Funny that you should say that. Asimov always responded harshly to people who claimed that Nightfall was his best story. He didn't rank it even in his top three.


      That's why it's arguable. For a while in his life he did rank it as his third. The last question, BTW, was rather superficial, and he didn't rank it as #1 until later in his life... probably when he was facing his own mortality.

      I'm sorry. You had me flabbergasted when you praised Battlestar Galactica, but I burst out laughing when you compared Rama to that B-grade schlock The Cube.

      In case you haven't noticed, Rama was b-grade schlock too. The point wasn't that it was the same quality, but the same story.

      If you can't see the value in the new Battlestar Galactica, I can't really help you. It's a good series. It's well written, the characters have depth, there are multiple layers of conflicting emotions, the cinematography uses techniques hardly ever applied to television or sci-fi, and the progression is hardly ever cliched. The only thing bad that can be said about it is that the writers obviously know every trick in the book to make a story gripping, but they use the techniques of their craft well enough that very few people will ever see them as techniques. If you can't enjoy Battlestar Galactica, I'm curious as to what you can have enjoyed on television in the past 20 years.

      If you want to be one of those purists that argue the difference between Sci-Fi and Science Fiction and Science Fiction / Fantasy and SFF, go right ahead. Honestly, the whole debate is as stupid as arguing that "Nude Descending a Staircase" isn't great art because it doesn't fit the mid 16-th century definition of a representational painting. If you want to say that great stories set in a science fiction setting aren't actually sci-fi unless they exploit the setting in a way that couldn't be done in any other setting, fine. That's as silly as saying that Dangerous Liasons wasn't a historical piece because it didn't intimately involve the setting in a way that wouldn't be possible in any other setting. But it is your opinion, and I've found that people who hold that opinion do so like a priest holds his religion.

      Me, I'd rather have good writing, good stories, and good, if you'll pardon the abused term, art (and / or entertainment) wherever it may occur. Whether that means the setting is intimate with the human drama, or the setting is secondary to the human drama unfolding in front of it, I could really care less.

      Don't get me wrong: I enjoy what you would consider "sci-fi": I own about 250 of Asimov's books, and have a host of Heinlen, Clarke, Stephenson (eww), Card, and many, many others. But I'm not a snob about whether they were writing a Childhood's End or an On The Shore.

    15. Re:bad example by patternjuggler · · Score: 1

      Sci-fi has no need for heroes, villains, explosions, swordfights or punchups. Sci-fi aims to imbue you with a sense of wonder; to amaze you with a fictional world that might possibly exist due to miracle of scientific progress. Sci-fi recreates the feeling of elation that comes from exploration and discovery.

      I kind of like SF with both the sense of whatever and the action. Works that focus on either extreme tend to be either boring or shallow, respectively.

  9. Re:Maybe not all that new, but not all that old ei by schmink182 · · Score: 1

    Amen. I just dusted off my copy yesterday, and it's still a fantastic game.

  10. Rayman by MadChicken · · Score: 1

    I'm definitely no hardcore gamer, but I've found games like those in the Rayman series are not simple games. It was very satisfying to finish those!

    I'd say it's probably hit and miss, depending on the developer. The easy ones just tend to sell more.

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  11. Games sure get easy as you get older by Jormundgard · · Score: 3, Insightful

    This reminds me of the poorly-written essays I wrote in high school. Some author gets the idea in their head that, after playing video games for 15 years, they've become "too easy", and sets out to tell you why. I can tell you that while I found Metroid Prime and Super Mario Sunshine to be fun but hardly insurmountable challenges, they are real struggles for my 10 year old, who can barely make his way through them.

    The author needs to remember that he's a grown-up, and I'd prefer that it's reflected in his writing.

    (And how could anyone say that the first Legend of Zelda is some immense challenge compared to any of the later ones?)

    1. Re:Games sure get easy as you get older by Thedeviluno · · Score: 1

      I been playing wind waker for almost a year now and I still havent finished it. Thats one hard game, I'll bet you money this guy cheats at his games. Looks up FAQ's and walk-throughs.

    2. Re:Games sure get easy as you get older by edwdig · · Score: 1

      What's hard about Wind Waker? The puzzles are standard fare for Zelda, but the enemies simply don't do any significant amount of damage. It's really damn hard to die once you get past the first level.

      The triforce hunt is long and boring, but not hard...

    3. Re:Games sure get easy as you get older by yoyhed · · Score: 1

      Wind waker is probably the easiest of all the Zelda games. It tells you exactly where to go and what to do next, and the combat is incredibly easy. The puzzles are standard Zelda fare, and none compare to the Water Temple in Ocarina of Time, or the difficulty-through-obscurity of the original. The only problem I ever had in Wind Waker was opening up the Nintendo Gallery, I didn't think to bait a seagull to flip that switch for about 20 minutes. And the triforce shard hunting isn't hard, it's just extremely annoying and time-consuming.

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  12. Try playing on hard by Anonymous Coward · · Score: 0

    Does this guy actually play games? Cause I play them alot and I can name a ton of games for him to check out if he wants a challenge. He complains that modern platform games are marketed twoards children. Has he played Viewtiful Joe or Astro Boy? He says racing games do little to challenge players. What about Gran Turismo, Gothem city racing, Burnout, F-Zero? In fact he doesnt name one racing game that he considers to be easy.

    This guy needs to get out and buy some games and stop playing them on easy or even normal difficulty if he wants a challenge.

  13. 15 years? by OwlofCreamCheese · · Score: 1

    this just doing something for 15 years makes it seem easyer! we will follow this story as it develops!

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  14. My view... by MagicDude · · Score: 2, Insightful

    I don't think that gameplay is any easier today, but what makes modern games "easier" is how you can save in the middle of the game. Back in the olden days, if you wanted to beat a game, you had to do it in one sitting. You only had a limited number of lives, and an equally limited number of continues. Use them all up and it's back to level one for you. The Ninja Gaiden games were probably the biggest offender in this catagory. They were freaking hard, and relatively long. Beating them felt like an epic victory because you were mentally and physically exhausted from playing them. That combined with frustration of the several times before that when you made it all the way to the ending boss but fell just short of beating him. Now, I'm not saying that it's plausable for today's 50 hour games to not employ a save feature, but it sometimes just doesn't feel the same when you're allowed to go one level at a time with as many chances as you want until you accomplish the level, and then you can move on. With the older games, you had to do everything perfectly in a row, mess up one link in the chain and you were done. Beating those games truly felt like victory.

    1. Re:My view... by empaler · · Score: 1

      Even though I play SMW on an emulator with the ability to save at every rough spot, I thoroughly enjoying the game anyway...

    2. Re:My view... by nbehary · · Score: 1

      I agree totally. My example is kinda silly 'cause I never managed to get ANYWHERE in the game, but the original DOS import of THEXDER from Game Arts/Sierra. That was one hard game. I THINK I made it into level 3 after a year or two of playing......That was a game where you had to do everything perfect to get anywhere in, and I loved it. And the sad thing is that I find myself too impatient now, 15 or so years later, to really try that hard at it........and I guess that's the point, I'm not willing to put the effort I once was into it. (and it could be that I'm older and can't spend the time, but I don't think so. I've come to expect something that is easier.......)

  15. Rose-tinted hindsight by Have+Blue · · Score: 2, Insightful

    Tom obviously hasn't played Ninja Gaiden for Xbox.

    This article doesn't seem to realize just how bad some of the trends whose passing he laments actually were. A game that forces you to start over doesn't make the endgame sweeter- it just generates a sense of tremendous frustration as several hours of progress is now completely wasted, and makes the earlier segments of the game unbearable as the player sees them over and over and over again. And "determine what you need to do next with very little in-game help" usually meant "Methodically try every single item in your inventory, then every pair of items in combination, until it works for a reason that may not be clear even after the fact". Game designers have realized that their aim is not to defeat the player and force him to give up as Tom seems to think is ideal, but rather to give the player an interactive escapist experience to partake of for a few hours, nothing more.

    1. Re:Rose-tinted hindsight by Babbster · · Score: 2, Interesting
      Game designers have realized that their aim is not to defeat the player and force him to give up...

      If only I had a Kewpie doll to send out to you.

      Folks forget that the early console game designers came out of the world of arcades where at least part of the design paradigm was to reduce the playtime per quarter. Videogames had a tendency to ramp up in difficulty quickly, and they would often force situations that were virtually impossible for the average player to surmount. This continued into the console era and lasted for a very long time, partially because the style was part of what defined videogames as a medium and partially because it was difficult to add the subtle gradiations in gameplay that might allow a player to think around a problem instead of getting by on awesome reflexes.

      That being said, there are still games that are hard. In addition to your own example (NG), I found Splinter Cell plenty hard the first time through, Pikmin had some controller-tossing areas to learn, and even licensed games like Buffy The Vampire Slayer (a game I really liked) can make you weep at times.

      Something else that I think makes some games seem easier is the easy access to help through the Internet. Back in olden times, you often had to just keep going at it and going at it - sometimes leading to giving up - until either a friend helped you or maybe one of the very few gaming magazines gave the answer. Now, of course, if someone feels stuck all it takes is a quick trip over to GameFAQs and virtually any current game will be thoroughly documented within a week of release - not to mention the videogame guidebooks that so often launch day and date with the game itself.

      All of these sorts of articles are written from the perspective of someone who's been playing games for a long time. It stands to reason that anyone who has been playing games for years is going to have an easier time with a new one than someone for whom the new game is their first...

    2. Re:Rose-tinted hindsight by Chmcginn · · Score: 1
      ikmin had some controller-tossing areas to learn

      Speaking of Pikmin, I really liked their solution to the save / restore making things too easy. The time limit (long as it was) made for at least a little bit of tension, at least the first time I played it. (And that freakin' bird. Forget breaking the controller, I almost broke my damn TV after about the tenth time that stupid thing made me waste a day.)

      --
      Have you been touched by his noodly appendage?
  16. My advice by Mensa+Babe · · Score: 0, Troll

    I've had Super Mario Bros for about 12 years and every time I pass that final Bowser stage, I still get a great sense of satisfaction. In contrast, when I conquer a game from this era, I just feel relieved that it's over.

    I believe you need to get a life. It gives a great sense of satisfaction. Trust me.

    --
    Karma: Positive (probably because of superiour intellect)
    1. Re:My advice by GravelordBocephus · · Score: 1

      Get a life - verb phrase - To put on a hawaiian shirt, go to a frat party, hold a bottle in each hand and yell "Eeeeeeeeeeeey!", or alternatively, "Yeaaaaaaaaaah!". It's far more productive, enjoyable, rewarding, and ultimately spiritually superior to playing games. Drinking is The One True Hobby, and this is a Fact, and proven several times in The Bible.

      Yes, someone made a comment like this a few stories back, but that person was also ME. And I'm going to keep at it until people stop saying "get a life", or are at least modded down as trolls for it. People who are secure in the validity of their lives don't have the need to look down their noses at other people whose lives are different. Sidenote: you are advising someone to get a life on the games section of Slashdot. The irony slays me.

      Here's my two cents: Yes, games are getting easier both in content and in terms of when you can save (or if you can save, even). People are demanding more value for their gaming dollar today than ever because they know they can. Value regarding time anyway, not sure about quality. If you have a 10 hour long FPS/S (shooter/sneaker) like Metal Gear, or Hitman, or Chronicles of Riddick, that's ten times longer than the old classic Contra. You couldn't save in Contra, but that's because you could beat it in an hour, if you were practiced enough. Nobody would want to play for 9 hours and then die and lose it all.

      I think someone referenced Mario 64 in their comment, and then only mentioned that it was good because it taught them to backflip. The game was not a perfect one by any measure, but when you're talking about difficulty of games, I think it's a great game to talk about. On the one hand, you saved (automatically, I think?) after every star you got (read: specific goal you completed). Most stars could be obtained in about 15 minutes or less. The game demanded exploration, creative thinking, and patience. What it didn't demand was machine-like perfection where you only get three mistakes in an hour long sequence before you're sent back to the start.

      Know what else it didn't do? It didn't let you save inside a level. If you wanted to do something, you had to do it legit. You couldn't quicksave, pop out, shoot a thug, and quicksave again once you reach cover, and load every time you get hurt, a la Max Payne and every other shooter ever. It also didn't fall into the trap of trying to get you to soldier on just for the sake of the "story" (cutscenes), or to just let it be over. It tried to make each level and goal its own reason to play. It had its share of poorly designed areas, but you never had to dodge 200 lightning bolts.

      The balance that I'd like to see struck is this: allow saving, but only after some significant milestone. Too many people advocate "save anywhere", because you can't always be right at a save point when you have to stop for whatever reason. You can just leave your computer/console on, you know, and if you're a doctor on call, it won't be that bad to lose 5 minutes of progress, or just play solitaire until you're offduty. Better that than saving every 5 feet. But the milestones also have to have some degree of difficulty to get. If you're tempted to do a second or a third before going back and saving, they're too easy. And don't make it so to complete a set, there's one or two near impossible ones, like driving school in GTA:SA. 5 laps in under 30 something seconds was next to impossible. The 90 was pretty tough too.

      The other thing about games (though this is mostly RPGs), is that by the time you reach the endboss, you completely outclass him. Every game should continue past the last boss, so that you can still wrap up all the loose ends and get the Ultimate Uber Sword +509190 without having to go back to an old save, or starting a new game. Was anybody actually challenged by the last boss in Final Fantasy X? Not if they beat Pandemonium, or Pennance.

      Those are my thoughts on the matter. Now that I've discussed game difficulty and the role of saves, I suppose I'd better start searching for my hawaiian shirt.

  17. Cookie & Cream for kids? by aafiske · · Score: 4, Insightful

    You know, for every person who beat Super Mario or whatever, there were half a dozen who just got frustrated and stopped playing because they couldn't make it past a certain point. I think to some extent, game developers have realized this and are targeting people who want to have a bit of a challenge, not drive themselves nuts.

    Compare how many times you've thrown an NES controller in frustration to the number of times you've thrown an XBOX or PS2 ... It _may_ be satisfying when you win, but it's very annoying to get there. Are 15 hours of frustration worth the rush when you win? Games 'back in the day' had a poor balance, often because of technological limitations.

    And sometimes tedious repetition just because you keep flubbing one jump, or the boss uses cheap one-shot-kill tactics detracts from satisfaction. When you finally get past it, you're more irritated than triumphant, and you never, ever want to pick up the game again and have to get through that part.

    Anyhow. Unrelated to the above, but related to my subject, the author has clearly never _played_ The Adventures of Cookie and Cream, if he thinks it's just some kid game. It's an innovative two-player game that requires coordination and a fair amount of puzzle solving and skill. Bosses require thought to figure out how to harm them, and the courses are timed; you can't just dally for an hour figuring out puzzles, or repeating it until you get it right. And it's quite exhilirating to squeak past the finish line before time runs out. If he hadn't dismissed it as a degraded platformer, he might've realized it's more or less everything he'd been looking for.

    1. Re:Cookie & Cream for kids? by trippinonbsd · · Score: 1

      If you were to throw an xbox controller it would break when it hit the floor because it ways so much. And they are expensive too!

    2. Re:Cookie & Cream for kids? by xgamer04 · · Score: 1

      ...the number of times you've thrown an XBOX...

      My chiropractor could tell you.

      --
      When you look at the state of the world, how can you not become a radical, liberal anarchist?
  18. pwned by 10 year old :( by Anonymous Coward · · Score: 0

    I haven't completed either.

  19. I disagree by Hakubi_Washu · · Score: 3, Insightful

    Judging from the article I'm a casual gamer (Despite the fact that I can and have played through HL 2 and Doom 3 as soon as the came out. Without cheating. I have also played a lot of very cerebral games. Rarely using a hint guide.).
    I think it's good that most games allow me to save before important fights. I think end bosses are a stupid idea in the first place (Just like I laugh at any Pen&Paper GM who places them at the lowest level of the dungeon. Ridiculous.). I don't think the player needs to be punished when he makes a mstake, rewarding him when he does right is better. etc.
    Well, I thought, he does sound like a very bitter gamer, who knows he's right and can't believe someone might disagree, but I don't think he should be left without games he likes. So maybe I'd suggest again the idea of having difficulty settings for allowing to save. Or hope that more publishers would carry what he called "old-school" games. A sensible compromise, based on the demographic, can surely be reached. Then, I read this:

    "There has to be some kind of compromise that we can reach. We certainly need those casual gamers to add to the mix of the gaming community, but we can't let them dominate the kinds of games that are released."

    Any you know what?
    I think he's an asshole, because he thinks the overwhelming majority of players shouldn't be deciding what games get made in the majority? Don't tell me he believes there are more hardcore players than casual ones either, that would really screw the meaning of hardcore, y'know?

    So, I conclude, choice is good and people like to play their games differently, so there ought to be more of each type + new and experimental ones, but having the hardcore gamers as target audience near exclusively, as he suggests, is dumb (Because it doesn't pay), arrogant (because he is right and the majority would get it wrong, because they like it wrong) and, foremost, insulting.

    1. Re:I disagree by Sigma+7 · · Score: 1
      Judging from the article I'm a casual gamer (Despite the fact that I can and have played through HL 2 and Doom 3 as soon as the came out. Without cheating. I have also played a lot of very cerebral games. Rarely using a hint guide.).


      So have I. However, I played the game on "Hard" - with the implementation of gameplay meta-rules, the game usually changed inio a save-reload cycle with no penalty. Remember - savescumming is not cheating unless it is intended to be prohibited.

      If you want to have save-scumming have a black wark while not restricting them, then follow C&C: Regegrade (after being sure to remove the penalties for loading saves at the beginning of the mission). That way, the victory will be minimal at best.

      The only game I have no complaints about easyness is UT2004. This game has eight difficulty levels - while it's possible to exploit the AI on the highest difficulty, it is one of the few games where the developers actually considered the players that intend to play the game for a while (and in the latest version, prevented the player from hammering a single map over and over again in hopes of gaining a magical victory).

      Don't tell me he believes there are more hardcore players than casual ones either, that would really screw the meaning of hardcore, y'know?


      Question: How many "casual" players still play Starcraft?

      While the AI may be considered strong, it still has room of improvement - and is minimally useful for offline practice for the majority of current players.
    2. Re:I disagree by Hakubi_Washu · · Score: 1

      Question: What is your point? I can't make any sense out of that...

    3. Re:I disagree by Anonymous Coward · · Score: 0

      Question...

      How many of the surviving hardcore Starcraft players have ever paid any more money to Blizzard for the game than an average "casual" player has?

      Original game...
      Broodwars expansion...

      And that's about it in terms of income generated for Blizzard. Kind of takes the whole incentive out of marketing towards this smaller, but allegedly more loyal market.

  20. Fire Emblem by Anonymous Coward · · Score: 0

    With the Fire Emblem series, a lost character is lost forever. I constantly play through each level over and over to maintain all the characters and get all the items.

    Few turn-based strategy games have such a penalty.

  21. Blah by NanoGator · · Score: 3, Interesting

    I'm having difficulty with the conclusions the author of this story has drawn. He's comparing console games with the quarter swallowers from the 80's. He mentions grief as a result of seeing the words "Game Over". Of course there was grief. "Game Over" means "Not only do I need another quarter, it also means I have to start over from the beginning!" Modern games didn't become easier just for kicks, they became easier because game developers got rid of that frustration. Some game developers even figured out how to guide you through their games by taking giving you little 'exercises' to perform to strengthen your skillset. Super Mario 64 comes to mind. (Good time for this to come up really, as I'm playing it now on my DS.) There was a platform I needed to reach in order to advance in the level. It would have taken a fairly daring jump from another platform to get to it. But then I noticed something a little peculiar. There are a few coins in that level right next to that platform that go straight up! The implication being that I can jump from the ground and get all of them. I worked it out, they were telling me I should do a backflip from there. Wee! It worked! Now the backflip is part of my arsenal and I use it regularly to get to other hard-to-reach areas. I'm pulling off neat little trcks to get through the game, and that's quite satisfying.

    San Andreas is another game that used this idea. Seemingly unimportant little missions rewarded me with techniques to simplify the more complex ones down the line. On the PS2 version of this game, manually aiming your gun is not a great experience with that controller. You end up relying on the targetting system to take care of your foes. One mission, though, was pretty obnoxious. You were standing behind a fence and you had to shoot out a fuse box or something to open it. That was mildly annoying, but not much later in the game I found myself taking advantage of the manual shooting in the game to take out enemy cars. Didn't like that mission, but I did like what I gained from it.

    I don't miss the difficulty of games from earlier eras. They usually felt difficult because the control was clumsy, not because you had to be a master of technique to get through. Not all games fell into this category, though. Super Mario Brothers was a great ride. It was, however, an arcade game, not an adventure like Super Mario 3 was. SMB3's goal wasn't for me to hand over all of my quarters. SMB3 was arguably a much better game.

    Modern games may have lost some of the appeal of older games, but is this really worth the bitching?

    --
    "Derp de derp."
    1. Re:Blah by BenjyD · · Score: 1

      Exactly. The author seems to forget that games are meant to be fun, not frustrating. A game can be challenging without having to be frustratingly difficult purely because it requires some action to be performed with perfect accuracy - it's the essence of good game making. There's an far better article about the subject on Gamasutra.

    2. Re:Blah by werewolf1031 · · Score: 1

      I don't miss the difficulty of games from earlier eras. They usually felt difficult because the control was clumsy, not because you had to be a master of technique to get through.

      While I thought most of your post was insightful, I must respectfully disagree on this point. I grew up playing many of the arcade games of the early 80's, and one of my favorites, out of many, was Joust. That game was difficult, but not because of clumsy controls. It was challenging in the purest sense. The controls were not only very simple but actually perfect for the gameplay in question, and to become a master at the game meant becoming a master of controlling the flight of your mount. Technique was everything -- without it, you'd be dismounted by your enemies very quickly. And while it was technically possible to memorize the onscreen appearance of your many opponents, you were far better served by mastering the controls and techniques required to dominate the vertical battlefield and therefore being able to react to any situation thrown at you. The real challange came from using the skills you'd learned against the numerous enemies, not from working around clumsy controls.

      There are many other games, both in the arcades and on classic consoles, which rewarded the player who mastered the controls, but I think this one example makes my point. The best games had (have?) very tight, responsive controls, and then gradually let the player learn new skills and tricks as a result of mastering those controls.

    3. Re:Blah by tepples · · Score: 1

      I grew up playing many of the arcade games of the early 80's, and one of my favorites, out of many, was Joust. That game was difficult, but not because of clumsy controls. It was challenging in the purest sense.

      At least to me, the Joust controls were clumsy compared to the controls of Nintendo's clone called Balloon Fight.

  22. Ikaruga as the rule? One better word: by Anonymous Coward · · Score: 0

    Exception.

    1. Re:Ikaruga as the rule? One better word: by I(rispee_I(reme · · Score: 2, Informative

      Ninja Gaiden, or if you're a hardcase, the Hurricane Packs.

      Time Splitters: Future also cranked up the challenge near the end, on hard mode, but nothing like Ninja Gaiden.

  23. Yeah... by jonadab · · Score: 1

    I know Interactive Fiction games have gotten a *lot* easier over the decades. I mean, just compare the hit games from back then, such as Zork, Acheton, to more recent favorites, such as Photopia. Zork was *HARD*. Photopia is interesting, but it barely requires cognitive brain function to figure out the puzzles (err, what pass for puzzles). And the parsers are so much better in modern games... occasionally in a poorly-designed modern game you end up with a guess-the-verb issue, but you almost NEVER end up having to guess at the syntax or preposition words, and with nouns these days you can generally use any word the game uses to describe the thing. With a modern Inform game, you can almost forget you're talking to a parser.

    --
    Cut that out, or I will ship you to Norilsk in a box.
    1. Re:Yeah... by Sigma+7 · · Score: 1
      I mean, just compare the hit games from back then, such as Zork, Acheton, to more recent favorites, such as Photopia


      Actually, that's not a recommended comparison. Zork is considered a large game because of a large dungeon with potentially complex interactions. Phototopia is simply a mini-IF that intends to tell a story (and was designed to be finished in 2 hours as per IF-Comp standards.) These are two completely different approaches.

      It's better to compare Zork with "Sting of the Wasp". If you consider the difficulty in the puzzles to be similar, then the only difference is length. As you know, making a game longer does nothing to increase difficulty, especially in a save-anywhere game.

      Individual puzzles, such as "All That Devours" or "Rematch", aren't good for comparisons either - even if they are challenging. The game in question hinges on only one puzzle, which will vary in difficulty from player to player.

      in a poorly-designed modern[...]you almost NEVER end up having to guess at the syntax or preposition words, and with nouns these days you can generally use any word the game uses to describe the thing.


      Actually, there are problems with guess the syntax. For example, "Small World" requires using a randomly selected word, which must be placed in quotes.
  24. He needs better games by Anonymous Coward · · Score: 0

    I died plenty of times in Killzone on normal, Halo on legendary, Perfect Dark on Perfect, Beyond Good and Evil, Metal Gear Solid 3 on Extreme, etc etc. He just needs to stop playing Nintendo's games since they're made for children and all

  25. End boss disappointment by marcybots · · Score: 1

    Lots of games are harder at the beginning than at the end because your character isnt all suped up! So by the time you get to the end you have so many tricks you can take out guys left and right, Knights of the old Republic, Halo, many games have tougher mid game bosses than end bosses...the guy the end should be the toughest guy!

  26. On Average they are easier by marcybots · · Score: 1

    I think he means on average they are easier, its easy to say one or two games are really hard, but back in NES and Super Nintendo days it was nearly impossible to beat a game without really putting in a lot of time and developing skills for it. Now most of the time I can beat them with out dying more than a hand full of times and there is very little if any penalty for dying, whereas old games had insanely harsh penalties for dying or continuing since they grew out of arcade game sensibilities.

    1. Re:On Average they are easier by cornface · · Score: 1

      but back in NES and Super Nintendo days it was nearly impossible to beat a game without really putting in a lot of time and developing skills for it.

      If by skills you mean "bombing every tile in the entire stupid game to find the entrance to the stupid room that you have to find because apparently giving you actual clues would make things too simple," then yes.

  27. Back in my day... by darkwing_bmf · · Score: 2, Funny

    Back in my day there was no such thing as beating a game. There was Asteroids. There was no "winning" in Asteroids. You flew your spaceship trying to avoid and destroy chunks of space rock in a desperate attempt to stay alive. You would think to yourself, if I can make it past these, then I'm home free. But no matter how many asteroids you shot, there would be more. And they would move faster too. So you shoot those. And then there would be more. And you kept shooting them and shooting them, and manouvering around them and shooting them. And more and more came no matter how hard you tried. And then you died. Just like life.

  28. mod parent up by SanityInAnarchy · · Score: 1

    Oh, and having unlimited checkpoints is a good thing.

    I've been halfway through a Final Fantasy game when a memory card was wiped and I had to start over from the beginning. Yeah, that was a terrifying "game over" -- and I had to spend 20-30 hours playing through stuff I'd already played through.

    Yeah, I know, Final Fantasy games are fun to play through, but not when you're forced to, and not more than once every few months.

    Being able to save anywhere you like is probably a little cheap. But having checkpoints, especially if they are well-placed, is a good thing. It can be just as hard, just not as annoying if there's a power outage, or a family emergency, or you just wanted to eat or sleep.

    --
    Don't thank God, thank a doctor!
  29. Dynamic difficulties help a bit by GMFTatsujin · · Score: 3, Interesting

    Playing Max Payne, I absolutely believe their claim that the game constantly self-adjusted to my skill level. Either that game was programmed for exactly *my* sweet spot, or they had some bad-ass AI going on behind the scenes. I never felt outclassed, and I never felt like I was breezing through. It was awesome.

    The author mentions strategy guides as one source of downfall - specifically, that bumping into a puzzle that's too difficult simply inspires players to go to the guide, so there's no incentive to make tough puzzles. That may be true of puzzles that are statically designed. My question is: is there a class of puzzle where the solution must be dynamically approached, and is therefore different every time based on comprehensible mechanics?

    Maybe the guide can only tell you how to approach the solution while leaving the nuts and bolts of it to the player in his particular instance.

    Not like I could program such a thing myself. Just askin'.

    As for his gripe with RPGs: check the link below.

  30. Flying Squirrel Ninja Magic by rsilvergun · · Score: 1

    any SMS owners out there know what I'm talking about? That one jump on Level 2 (I think). If you couldn't just fly over it with Ninja Magic, you might as well restart :D.

    --
    Hi! I make Firefox Plug-ins. Check 'em out @ https://addons.mozilla.org/en-US/firefox/addon/youtube-mp3-podcaster/
  31. You beat Asteroids by rsilvergun · · Score: 1

    when you flipped the score.

    --
    Hi! I make Firefox Plug-ins. Check 'em out @ https://addons.mozilla.org/en-US/firefox/addon/youtube-mp3-podcaster/
  32. It depends on the age of the genre by Johnno74 · · Score: 2, Informative

    FPS games are definitely getting harder, as gamers get more skilled at this type of game (on average).

    Dig out Doom and give it a try again. I did a while back, and it was almost laughably easy.

    1. Re:It depends on the age of the genre by Anonymous Coward · · Score: 0

      Oh yes. Emphatically agreed on this point. Modern fps games are insanely hard compared to the older titles in the genre.

      Doom basically feels as though it was envisioned that most people would be playing it on the keyboard and would have trouble moving and shooting at the same time. Play it again now and it's an absolute blast, even on the top difficulty settings. Enemies can't hit you and, with the possible exception of the Lost Souls, they move so slowly that you can't miss them. Doom 2 has a couple of arguably-tricky levels towards the end and the last boss can still be nasty, but even so, it's a breeze compared to modern games. In Doom 3, on my first playthrough, I spent most of the game below 50% health and with just a couple of rounds of ammo. The quicksave and quickload keys became my bosom buddies very quickly.

  33. Doukutsu Monogatari by Echnin · · Score: 1

    Here's a game I discovered this summer: Doukutsu Monogatari. Very fun, similar in style, graphics, sound and gameplay to good old NES platform shooters like Metroid. While most of the game isn't really tremendously hard, it was challenging, and the final boss (which you won't meet if you choose a particular ending) is very, very difficult. Still haven't beaten it myself.

    --
    Lalala
  34. Choose your games more wisely, Mr. Raby by kingsmedley · · Score: 1

    I think the author (Mark Raby) has over-simplified the issues here. As others have pointed out here, many games still have many of the elements he seems to think are so hard to find. Another reader has already pointed out Ikaruga as an excellent example, but there are many more. Especially among indie developers.

    I think what has really happened here is that Mark has become more skilled, has honed his talents over the years. So naturally the games have become easier. I'm not saying he doesn't have some legitimate complaints, but even he admits that to do away with some things he complains about would be unfair. Personally, I think he just needs to stop playing games designed for the mainstream consumer (who he clearly despises with his contempt for the 'casual' genre) and seek out something more hardcore. And on top of that, he needs to quit wasting his time with the "normal" difficulty settings and go straight to the "ain't life a bitch" setting.

    --
    Must... think up... something... clever!
  35. Easier...so what? by Skazka · · Score: 3, Interesting

    The author made many assertions of the form "we ought to do this" and "we should do that", but the reason is largely missing. Why should we? Does a hard game make for fun? A recent counter-example that comes to mind is Donkey Konga: Jungle Beat. I played through this entertaining game, unlocking everything, and don't remember ever "dying" in a single one of the levels. But did I have fun? It was an absolute blast playing from start to finish. I definitely felt satisfied playing this game. Making it more challenging wouldn't have increased my satisfaction level.

    More fundamentally, there's a reason why games today are less challenging. It's more than just catering to casual gamers -- the reason is that games like Pac Man and Asteroids were about introducing novel game play mechanics while games today are often about exploring a world. After playing a single level of a game from 20-30 years ago, you've already experienced practically everything the game has to offer. However, I perceive that game authors love creating new and wonderful worlds for gamers to experience. I'm betting that, having sufficient resources, game authors thirty years ago would have made worlds to experience just like game authors of today. Game creators want the player to *experience* their world, not slough through it. It's trivial to tweak a game's stats to make the play harder. But that doesn't give the player anything new to experience, so there's little motivation.

  36. Tension by Headcase88 · · Score: 1

    Any game that doens't penalize you enough for getting killed is boring because there's no tension. When I get to a boss, I want enough on the line that it makes me say "oh shit!" And you got more of that in older games than in newer ones.

    Oh, and of course, since some players are better than others, a good game needs difficulty selection, and it's gotta do more than give you less health and throw more enemies at you.

    --
    "When the atomic bomb goes off there's devastation...but when the atomic bong goes off there's celebraaaaation!"
  37. Let Hooper-X Say it all by Lord+Kano · · Score: 2, Insightful

    For those of you who never say Chasing Amy, when Hooper X made the following speech about Star Wars, it struck me deeply. Because some of it(take out the epithets) is exactly how I felt about the original trilogy.

    "It's always some white boy got to invoke the holy trinity. Bust this! Those movies are about how the white man keeps the brother-man down--even in a galaxy far far away. Check this shit. You got cracker farmboy Luke Skywalker, Nazi poster boy blond hair blue eyes. Then you got Darth Vader, blackest brother in the galaxy. Nubian god!

    Now. Vader, he's a spiritual brother, down with the force and all that good shit. Then this cracker Skywalker gets his hands on a lightsaber, and the boy decides HE'S gonna run the whole fucking universe! Gets a whole KLAN of whites together and they go bust up Vader's hood, the Death Star! Now what the fuck do you call that?

    Gentrification!! They gonna drive out the black element to make the galaxy quote-unquote safe for white folks! In "Jedi," the most insulting installment when Vader's beautiful black visage is SULLIED when he pulls off his mask to reveal a feeble, crusty old white man! They trying to tell us that deep inside, we all wants to be WHITE!!!"

    LK

    --
    "Hi. This is my friend, Jack Shit, and you don't know him." - Lord Kano
  38. Robotron: 2084 by Icephreak1 · · Score: 1

    Mario Brothers is a cakewalk. You want a real challenge? Fire up an emulator and play a Williams game. Fetch and play Robotron: 2084 first.

    - IP

  39. Games should be made for the people who buy them by doudou42 · · Score: 2, Interesting

    We see a lot of evolutions in games, some good, some bad. But, the one thing to think about is where do the money come from ?
    The game industry is a business, there are clients who buy goods with earned money. If you don't produce anything who appeals to the ones who have money, you are then a dead company
    The problem, as stated in this article about interstitial gamer http://www.gamasutra.com/features/20050809/eilers_ 01.shtml is the gap between the people who buy games and the people who evaluates games (and later write articles).
    I was an hardcore gamer, but now, if I can play 3 hours during the week, I consider myself happy (and I don't have a kid yet !).
    Random difficulty, sparse savepoint, limited continue are just a mean of frustration. Think about one of the greatest game ever : Monkey Island. You can save when you want, you cannot die (unless you really want it, but you have been warned) but it is challenging and fun The real difficult game is the one who is challeging you and it is not about limited continues but about player profiling, configuration and choice. The player shouldn't have to learn difficult combination or replay the level 42 times if he don't want too (or don't have the time to).
    Another reference :
    Games Are supposed to be fun ? http://games.slashdot.org/article.pl?sid=05/06/20/ 2032203&tid=10

  40. Games are by no means getting easier by analog_line · · Score: 1

    Examples:
    * Shinobi for PS2 is one of the hardest games I've ever played. Definite flashbacks of Ninja Gaiden and other such controller smashing games.
    * Painkiller for PC has easy settings, but a siginificant portion of the levels aren't available to you unless you play on the hardest (intitially available) difficulty level. Anyone who claims they beat that game without dying many many many times is lying.
    * The many Mega Man sequels are easily among the hardest games I've ever played, including the GBA and PS2 sequels. They tend to get bad reviews because of how difficult they are.
    * F-Zero GX is extremely difficult on the hard difficulty settings. Many many runs through required before you beat anything significant.
    * Ikaruga is just nuts. Any shooter that hard where you get brownie points for never firing a single shot the entire game just goes above and beyond.

    I could go further, but I don't have the time to do an exhaustive treatise on Difficult Video Games of Today. My personal opinion is that because of the skyrocketing volume of games, the percentage of easier games has gotten much greater, mostly because normal human beings don't enjoy the frustration and insane difficulty. They want to pick up a game, mess around, have some fun and win (which fewer and fewer people have the experience of in their real lives) and get on with the drudgery of keeping things held together.

    1. Re:Games are by no means getting easier by Winterblink · · Score: 1

      and just how popular are those games? I don't recall any of them hitting a bestseller list at any point. That's not to say they're not great games, Ikaruga for instance is incredibly difficult. At the same time, completing a level is an accomplishment, and it's one of the few games where getting further ahead and breathing that sigh of relief actually means something.

      When one looks at the more popular games that have been released lately though, I think the article's point surely applies. World of Warcraft for instance, has close to zero death penalty associated with it. Half-life2 and Doom3 were incredibly easy to finish and continue to only be challenging with online multiplayer modes.

      --
      "I'm a leaf on the wind. Watch how I soar."
      -Hoban Washburn
    2. Re:Games are by no means getting easier by analog_line · · Score: 1

      If you mean to say that the bestseller lists are populated by easier games than there used to be, I completely agree. As I said before, people don't like to lose, so they play games they don't lose at as much. More gamers mean more people buying the easier games.

      That doesn't mean hard games have gone the way of the dodo. If hard games are your cup of tea, there are plenty to choose from.

  41. Old games were tough, but by CubicleView · · Score: 1

    they tended to be formulaic, AI was next to non exsistant so the only way to make a game challenging and fun was to make everything faster, and put more bad guys on the screen. Once you got the timing down the levels were a doddle. I remember being able to pass the first level of super mario brothers 2 with my eyes closed. Anyway bottom line I think that yes the older games were probably more difficult at least the first time you play them, but they didn'hold my interest as much as the newer games do.

  42. Stupid cut & paste! by Chmcginn · · Score: 1

    There's supposed to be a P at the start of that quote. (sigh)

    --
    Have you been touched by his noodly appendage?
  43. Just once? by Chmcginn · · Score: 1

    n/t

    --
    Have you been touched by his noodly appendage?