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Is 'Safe' Gaming The Best Kind Of Gaming?

An anonymous reader writes "James Portnow has written up an in-depth article about 'risk in game design'. He discusses the concept of the safe game, 'any game where given X hours (with minor variance for skill) any player will beat the game and get the prize.' Do you prefer your games tricky and studded with failure points, or does smooth and easy win the race?"

126 comments

  1. Beat the game? by EnglishTim · · Score: 2, Insightful

    I prefer to 'Play' the game.

    If it's good, I might finish it.

    1. Re:Beat the game? by aadvancedGIR · · Score: 2, Interesting

      Sure.

      I tend to see any game I don't want to uninstall in the first 15 min to be a good game. If it make me want to launch it again in the same week, it is a very good game.

      Of course, I DL demos whenever I can before considering buying the game, and I don't even try to finish at least 3/4 of them.

    2. Re:Beat the game? by kfg · · Score: 2, Interesting

      If it's good, I might finish it.

      On the whole, if a game can be "finished," I'm not interested in it at all. Give me open ended, skill based games with infinate replaybility every time.

      If I could "finish" playing the flute, why would I even start?

      KFG

    3. Re:Beat the game? by twistedsymphony · · Score: 3, Insightful

      You don't finish playing the flue but you DO finish playing a song... You have to look at the flue as the machine the runs the game... and the song as the game itself. Never ending or "open ended" songs would get pretty boring in my opinion. Sure you might like to play the song a lot but if a song just went on forever it would get pretty repetitive don't you think? Personally I avoid games without endings, I like to have some semblance of closure. To make it feel like I finished the journey that I started, finished the story, and gives me a point where I can look back at game as a whole. Of course it also depends on the game. Games like Tetris or Soul Calibur play their course in a matter of minutes, and then you start over again. To me most games are like reading a book. Even books that I like I don't want to go on forever, if they did the books would eventually just become boring an repetitive like watching someone's daily routine. Some books I'll read more then once, but typically I like to finish my books, think about what the author (developer) was trying to get across, and start another.

    4. Re:Beat the game? by kfg · · Score: 2, Insightful

      Sure you might like to play the song a lot but if a song just went on forever it would get pretty repetitive don't you think?

      Exactly my point. You see, there is more than one song. There's even more than one type of song. Heck, I can even. . . invent my own!

      An unscripted RTS can be varied in thousands of different ways to give a different experience every time, just as a flute can be played differently.

      Myst was dead for me in one evening.

      But even with just one song it need not ever get boring, because there is always some available goal within the performance of the song that one has not yet reached. Perfection can be chased, but it cannot be caught.

      Lap times are never 0.

      Please do not get the impression that because I favor a different sort of game that I am criticising your preference and thus you personally. To each his own. I am merely standing for a point of view that appears to be foreign to the article author. There is a tendency for gamers to think of their prefered sort of game as "gaming."

      This is an error.

      There are comparitively few really good open ended games on the market though. Publishers don't like them for a very simple reason; they cannot be effectively used to rape your boredom for profit. You buy 'em once and play 'em forever.

      KFG

    5. Re:Beat the game? by Jimmy+King · · Score: 2, Interesting
      Exactly my point. You see, there is more than one song. There's even more than one type of song. Heck, I can even. . . invent my own!

      An unscripted RTS can be varied in thousands of different ways to give a different experience every time, just as a flute can be played differently.

      I would have to argue that this applies to games, too. There is more than one game. There's even more than one type of game. Heck, I can even invent my own!

      Even in scripted games, there's almost always more to do. Beat the game faster, get a higher score, die fewer times, etc. Many of them have goals built into them where you have to find hidden things or do certain things in a specified timeframe and you almost certainly won't get them all on the first playthrough of the game.

      Perhaps you just happen to prefer the type of games that lend themselves to being open ended anyway, that's cool. Your reply gives me the impression that you dislike non open ended games due to a skewed view of them, though. I'm assuming you also read books and watch movies and they suffer from the complaints you have about games far more than the games usually do... hell, if you go to the theater it's even starting to cost damned near as much as a game or even more if you buy older or used games, which throws out the money argument.

      Personally, I prefer a game that ends eventually. It gives me a point where I can say "that was a cool story" or "that game was pretty fun, I bet I can beat it again faster and get super weapon x" or even just "alright, it's done. Now I can move onto a new game and see what story and/or challenges await me there" without feeling like I've still got stuff to do in the current game.
    6. Re:Beat the game? by kfg · · Score: 1

      There is more than one game.

      There is more than one musical instrument.

      KFG

    7. Re:Beat the game? by slim · · Score: 1

      I prefer to 'Play' the game.

      The article says this too:
      The reward for playing a game has to be the game itself. We often overlook this fact, making the reward the ending or leveling up or getting to explore new areas.

      Me, I've a very low boredom threshold, and if I'm not having fun, I'll stop playing. This happens in most "explore the dungeon" type games; when Link has killed all the baddies in an area, I'm running around trying to spot the doorway or switch I must have missed, and just getting from one end of the level to the other takes 5 minutes of uneventful play. In that kind of situation, I give up and play something that's fun instead.

      Whereas, a fun game, I don't mind whether I'm winning or losing, because I'm having fun; I'll replay the level I've just beaten, because it was just so much fun to play. In GTA3, going off and raising hell was so much fun, that I never finished the game because there was always something more entertaining IN THE GAME than finishing the latest mission.

    8. Re:Beat the game? by alcmaeon · · Score: 1

      On the whole, if a game can be "finished," I'm not interested in it at all. Give me open ended, skill based games with infinate replaybility every time.

      If I could "finish" playing the flute, why would I even start??

      Damn good point. I much prefer games like Neverwinter Nights and Age of Empires to games like Silent Hill or Myst. I see the former as games and the latter as interactive fiction, kind of like those "you pick the ending" books that used to be popular before computers.

    9. Re:Beat the game? by Flibz · · Score: 1

      Aaah... those were the days...

      Fingers marking 8 previous pages so I could retrace my steps if it went wrong. Papercuts everywhere...

    10. Re:Beat the game? by fotbr · · Score: 2, Funny

      Choose your Adventure books got me addicted to post-it-notes.

    11. Re:Beat the game? by Nataku564 · · Score: 1

      There is more than one game platform!

    12. Re:Beat the game? by kfg · · Score: 1

      There can be only one!

      KFG

    13. Re:Beat the game? by Nataku564 · · Score: 1

      Wii!

    14. Re:Beat the game? by EnglishTim · · Score: 1

      If I could "finish" playing the flute, why would I even start?

      If I could "finish" reading a book, why would I even start?

  2. How about both? by ComaVN · · Score: 5, Interesting

    I like games that have a sandbox or arcade mode, that just let me ride/shoot/build whatever I want, however I want, whenever I want, but also a career mode that poses more of a challenge.

    --
    Be wary of any facts that confirm your opinion.
    1. Re:How about both? by QuantumG · · Score: 1

      Thing is, you get to retry those quests as much as you like. Even in MMORPGs the quest system will happily hand you the same quest over and over if you continue to fail. As such, anyone can get through them because they get the knowledge from their failures to guide them in later attempts. The problem here is that getting to "the end" is not a fantastic feat. There's no reverence for people who do it, so there's no reason for people to try, plus there's no reason for people who have done it to stick around.. unless you add more and more content to keep them happy that is, and that just makes the journey even more meaningless.

      --
      How we know is more important than what we know.
    2. Re:How about both? by BecomingLumberg · · Score: 1

      I agree that both have their use. Hard games are there to challenge us and stimulate our competitive senses. I do enjoy easier plodding along games as well, as they are good for relaxing.

      Doom 3 was a challenging game. It was awesome. However, found that I had to stop playing it during the week. After stressing out all day, the last thing that was a good idea for me was coming home to pants-crapping session. So Doom became a weekend game for me. Easier games are good for me when I just want to pop a beer and play around for a bit.

      --
      If a nation expects to be ignorant and free, in a state of civilization, it expects what never was and never will be.-TJ
    3. Re:How about both? by Tyger · · Score: 1

      That doesn't sound like the same thing. From my understanding, what they are calling "Safe" is something where there is low risk of not progressing based on skill.

    4. Re:How about both? by lessthan · · Score: 1

      I understand what you are saying! The Command and Conquer series, the Blizzard games (pre-WOW), and to a lesser extent the various Sims games had 2 sections, the storyline section and the free-for-all section. The storyline section started easy but got harder. The free-for-all mode let you select the difficulty. I enjoyed that distinction. If the AI was kicking the crap out of me in story mode, I could go to free-for-all and get better, plus get some bloody revenge on the AI. :P I think those games remain my favorites because I can always go back and give myself a harder challenge.

      --
      Space Shuttle was a program that strapped humans to an explosion and tried to stab through the sky with fire and math
    5. Re:How about both? by CaptnMArk · · Score: 1

      Same here. I played many 15 minute sessions of Doom 3.

      It took me about a year to finish it, and the expansion pack is still unfinished.

      As opposed to HL2 which I finished in 2 weekends (it get's boring really quickly when you get the gravity gun) and then forgot about it.

  3. I Prefer games with skill level controlls. by jellomizer · · Score: 2, Insightful

    When I first get the game I just want to know how to play it and watch the eye candy. And admire it on a technical level. After that I want to go with increasing difficulty and make it harder to play. Harder to play doesn't mean just more monsters to kill but harder to find stuff, different keys for different doors, more locked doors etc...

    --
    If something is so important that you feel the need to post it on the internet... It probably isn't that important.
  4. Easy answer: by kestasjk · · Score: 2, Informative

    It should be easy to beat in a given time on easy, more difficult to beat on medium, and impossible to beat in hard.

    There's no game which isn't beatable in X hours though; given long enough anyone can beat any game.. Except Ikaruga.

    --
    // MD_Update(&m,buf,j);
    1. Re:Easy answer: by tygerstripes · · Score: 1
      And Gauntlet. I nearly wept when I realised it was just going to keep going and going, getting harder and harder and harder...

      That pretty much shaped my understanding of adult life.

      --
      Meta will eat itself
    2. Re:Easy answer: by grumbel · · Score: 1
      Except Ikaruga.

      You are wrong, Ikaruga, at least the Gamecube version, gives you more and more continues the longer you play, up until a point where you have unlimited continues, so given enough time (~7 hours) everybody should be able to complete the game. Some of course while dieing a lot more then others.

    3. Re:Easy answer: by khellendros1984 · · Score: 1

      Myself, I beat Tetris in about an hour ;-)

      --
      It is pitch black. You are likely to be eaten by a grue.
    4. Re:Easy answer: by tepples · · Score: 1
      Myself, I beat Tetris in about an hour ;-)

      Yeah, because they make modern Tetris too damn easy. But did it really take you an hour to get 200 lines?

    5. Re:Easy answer: by wgaryhas · · Score: 1

      You should try the jamdat tetris on cellphones, it doesn't get any faster after level 19, so I can keep going until I am tired of playing. My current record is 1007 lines and that took over 2 hours to do.

      --
      "For every complex problem, there is a solution that is simple, neat, and wrong." - H.L. Mencken
    6. Re:Easy answer: by king-manic · · Score: 1

      It should be easy to beat in a given time on easy, more difficult to beat on medium, and impossible to beat in hard.

      There's no game which isn't beatable in X hours though; given long enough anyone can beat any game.. Except Ikaruga.


      Many individuals dont' have the mental or physical skills to win certain games. For instance a friend of mine has never finished warcraft 3 without cheats, he simply lacks the ability to multi task to the degree nessacary for some of the harder levels. Even on easy he can't do it. For me no game in unwinable. Given enought ime I beat every game I play. Except the never ending ones.

      --
      "There are more things in heaven and earth, Horatio, than are dreamt of in your philosophy."
  5. resi4 by joe+155 · · Score: 1

    I played resident evil 4 on easy mode (and have done about 4 times through) and it was very enjoyable, it had pretty clear goals and was all fairly smooth sailing. I don't think I got stuck for too much time on anything. It's still one of my favourite games. I tried playing it on the harder mode, but it just seemed like it would all be up hill work, so I gave up pretty quickly... I like a lot of playablilty but don't want to spend my free time smashing my head into a wall

    --
    *''I can't believe it's not a hyperlink.''
    1. Re:resi4 by Turn-X+Alphonse · · Score: 1

      Got to sort of disagree here. RE4 has a lot of little tricks which can allow you to finish the game much easier (witht he except of one or two fights which is a bit of luck in places). But as long as you don't make any mistakes hard mode isn't really "that" hard. The hardest bit of the Krauser fight because of the time limit (hence you have to rush which makes you make more mistakes).

      While I'm not saying "ZOMG YOUR WRONG TO PLAY THIS WAY!!", don't assume the game is trying to screw you over. It's just punishing you for mistakes which it's up to you not to make.

      But hey if you enjoy easy mode keep playing it, I don't think anythings missing from the game, but myself I can't resist the uber hard modes just to see how far I can push the boat out.

      --
      I like muppets.
    2. Re:resi4 by twistedsymphony · · Score: 1

      I myself love the hard modes as well. But I think on a whole the hard modes walk a fine line... some are genuinely difficult, they'll test your gaming abilities but they'll always give you a sense that if you just tried a little harder, didn't make that one little slip-up, or just tweaked your strategy... you'll make it through. Call of Duty 2 on Veteran difficulty is a good example of that. The game was HARD, but it wasn't cheap, and I wasn't put in any unfair advantages. Whenever I died there was no doubt that it was my own fault. When I finally completed it I felt a great sense of accomplishment, I'd made it through. Another game like that is Hitman Blood Money, playing through on Professional the enemies are more aware, and you can only save between levels, which means you have to be on your toes and play though the levels without slipping up.

      Other games are just cheap, they'll lower your health, weaken your attacks, make the enemies stronger and more numerous, but sometimes they'll go even beyond that giving your opponents abilities that would be impossible if playing against a human opponent or even within reason based on the fantasy world they created. Street Fighter II comes to mind. The computer on the hardest setting can perform moves instantly and rapid fire that require human players 2 seconds to charge. The window of opportunity to attack is left wide open for the computer and reduced to next to nothing for the human player. Also the human players attacks do less damage and they take more damage from the opponents attacks. Rather then making the game harder in terms of skill by increasing the Computers AI they cheaped out giving them abilities that are just plain cheap, and it makes the game not very fun to play. Gun is another game like that, on "Insane" difficulty 2 shots from an enemy will kill you but you need to make 10 shots to kill them, enemies are more numerous and just attack in droves. When I play against the computer I want to feel like I'm on equal footing in terms of ability and that the computer defeated me because it played the game better then I did.

      Hard mode is great, but not when the computer is cheap.

  6. Difficulty levels. by SanityInAnarchy · · Score: 4, Interesting

    Take a game like Quake 3 -- I really couldn't care whether I beat it, or whether I use cheats, or what. It's really intended to be multiplayer anyway. Given x hours, I will have fun, even if it means gauntleting bots on "I Can Win." Or I can play on Nightmare, or online -- either one, I will lose most of the time, but damn, is it fun to win just by the skin of your teeth -- or to get kicked into that higher gear and come back from 5 points behind to 5 points ahead.

    Now, consider a game like, say, one of the Final Fantasies. Those are challenging, but you can generally beat one, given enough hours. This is good, because you don't want to pay $50 for a game and not get to see the end of the story. But, being able to see the end does not imply getting all the Legendary Weapons, and damnit, we deserved ours. I say "we", because my roommate and I traded off playing the Chocobo Training (for Tidus' weapon) -- even tossing the controller halfway through, as we were each better at different parts of it.

    Or Halo, maybe the best example. Legendary is about as hard as you can make it and still have it be possible. Easy is a bit like "I Can Win" -- if you're trying at all, you'll beat it easily.

    I can enjoy a game like, say, Half-Life 2 -- hard was too easy, but it was still fun. But nothing gives a game replayability like a decent set of difficulty levels. And if your game is, say, Enter The Matrix, you NEED as much replayability as you can get -- DAMN that game was short.

    I can also enjoy a game that is hard, but not impossible. The Jak games were like this for me, especially Jak II. Often, required missions were ridiculously hard, requiring 10 or 20 tries to get it right. But it was possible, and the plot, animation, and humor makes it all worth it, no matter how short the cinematic.

    So, in short, you are permitted to make it hard, provided you either provide a way around it (by making it an optional sidequest, or by allowing an easier difficulty level), or make it worth it. Difficulty levels are really the answer you are looking for -- the casual gamer won't buy Midnight Club 2 or Jak 2, the hardcore gamer won't buy Half-Life 2, but they'll both be happy with Halo 2 for quite a long time.

    Oh, and crappy, old, still hard arcade versions of this game are to be unlockable secrets (PoP: Sands of Time had PoP 1), NOT requirements for beating the game! (Donkey Kong 64 required you to beat the original Donkey Kong!)

    --
    Don't thank God, thank a doctor!
    1. Re:Difficulty levels. by Deadguy2322 · · Score: 0

      You wanted to play Enter the Matrix more than once? You are either a dedicated masochist, or very, very hard up for entertainment, man.

      --
      Check out my foes list to see who is so retarded that they can't use the signature line!!!
    2. Re:Difficulty levels. by Reapman · · Score: 1

      I'm also one of the few that enjoyed the game... ok some parts of it were pure crap, but going in bullet time was pretty sweet, even if Max Payne arguably did a better job in some respects. It wasn't a classic, but I definitly got my monies outa it.

    3. Re:Difficulty levels. by PopeJM · · Score: 1

      After I read your comment on having to beat Donkey Kong to beat Donkey Kong 64, I realized that one of the things that games should make sure to do is tell you what kind of game they are. They shouldn't make the game tailored to what they think everyone is going to like, they should make the game with different difficulty levels maybe and tell you what kind of skills it will require. In addition to this, I like very challenging games and I like very easy games depending on my mood. Each of these is also a different kind of challenging. For instance when you play something like Prince of Persia you have to do crazy acrobatic things that you only get a few chances to do. I like to play Rome: Total War where it is very hard to siege a city or to even survive against the Gauls for the first 30 yrs or so(if you play SPQR.) However, it is not a fast-reaction spacial skill you have to use, it's a fast-reaction planning and organization skill to beat battles. On the main campaign map it's turn-based and that is a different kind of difficult. It's the thinking that you use in chess. Also, you can play through RTW without playing any of the battles on the battle map or you can fight all of your battles on the battle map. That is one way that users can regulate the playstyle/difficulty level by themselves and then you can adjust the difficulty level from the menu as well. The quality of Difficulty levels also varies. If there are any super smash bros melee players here, you will know (whether you agree or not) that some believe level 7 is somewhat harder than level 9 in the AI settings. Super Smash Bros Melee also has a wonderful AI difficulty system compared to other games. It actually works. Many games have inadequate difficulty settings(depends on genre.) Many games have difficulty settings where all it does is increase enemy HP, decrease player damage etc etc. In Deus Ex, another annoying aspect of these sub-par difficulty sliders comes into play. At the higher difficulty levels, enemy snipers will almost instantly shoot you in the head for full damage, killing you at inhuman speed. That isn't more difficult, that's just frustrating. In Prince of Persia: Warrior Within, the first boss does about 1/3 of your health in damage with each combo she does and it takes about 10 times that much to kill her(first boss!) In Oblivion, (I haven't messed with the slider bar yet) the levelling system is messed up so that even when you aren't increasing your combat skills, the enemies become stronger and so strong you aren't able to kill them (I had a thief that I just had sneak around for the rest of the game because he couldn't kill all of the top level enemies.) If it was ever a time to say quantity doesn't equal quality, it's in this realm of gaming. I like things to be challenging, not frustrating.

    4. Re:Difficulty levels. by PopeJM · · Score: 1

      oops, I formatted the above but it didn't keep it.

    5. Re:Difficulty levels. by JonathanBoyd · · Score: 1
      In Oblivion, (I haven't messed with the slider bar yet) the levelling system is messed up so that even when you aren't increasing your combat skills, the enemies become stronger and so strong you aren't able to kill them (I had a thief that I just had sneak around for the rest of the game because he couldn't kill all of the top level enemies.)

      I agree there are problems with Oblivion's levelling, but isn't the position you'd expect a thief to be in? If a warrior character was having the problem, it would be a better example.

    6. Re:Difficulty levels. by SanityInAnarchy · · Score: 1

      Vampire + Bullet time + Stake through the heart.

      But seriously, I would much rather have had fun playing it more than once than settle for 5 hours of entertainment, tops.

      --
      Don't thank God, thank a doctor!
    7. Re:Difficulty levels. by SanityInAnarchy · · Score: 1

      Agreed on all points, yet I do know people who play Halo 2 on Legendary, which has similar sniper issues. The reason I didn't like that is that even with a hard game like Jak II, I can in theory do it right the first time, because I can react to the situation unfolding around me. With snipers, you have to memorize where they are, and still be wicked fast.

      But my friend still does it, and is one of those who beat the game within 48 hours of bringing it home. I never quite understood it, but maybe he's just on a different level than me -- it certainly seems that way whenever we play against each other, which is why we usually play co-op on Heroic.

      --
      Don't thank God, thank a doctor!
    8. Re:Difficulty levels. by PopeJM · · Score: 1

      not exactly, considering you are supposed to be able to sneak attack and at the level I was (somewhere in the 30's) the highest level of sneak attack just didn't do very much damage. I didn't mention it, but I had been playing warrior characters where it did get unbalanced as well. It comes down to the fact that no matter what class you play in Oblivion, you have to kill sometimes you can't JUST be a non-combatant effectively.

    9. Re:Difficulty levels. by PopeJM · · Score: 1

      there's another issue that you're hitting on. Replayability mixed with difficulty levels. Every time you play you should be assured that random things will happen that will be fun to react to and see how everything unfolds. For instance, I don't want to have to memorize where snipers are, I want to use squad tactics to take out another group of combatants rather than memorize, point and shoot. I want to have a varied experience unique to the game I'm playing and have it different every time. There are certain game types like adventure games that you beat once and it is a linear story and you probably will remember how to beat 2/3rds of the game any given time you play it. Those games are fine, but that is only one side of gaming.

    10. Re:Difficulty levels. by SanityInAnarchy · · Score: 1

      Random things can and do happen, I'm just pointing out that to the extent that it's scripted, and to the extent that you can memorize things, you'll now have to on Legendary.

      I still can and do play through on normal or Heroic without memorizing a thing, and it's different every time, even if the plot is the same, and I like it that way.

      --
      Don't thank God, thank a doctor!
    11. Re:Difficulty levels. by PopeJM · · Score: 1

      I was actually referring to games in general with my statements in the previous post

    12. Re:Difficulty levels. by SanityInAnarchy · · Score: 1

      Fair enough, I was pointing out a specific example that I think both makes things hard, and encourages the kind of tactics and reaction-based play you like, while still likely requiring a bit of memorization.

      And replayability of Halo is always good.

      --
      Don't thank God, thank a doctor!
    13. Re:Difficulty levels. by PopeJM · · Score: 1

      I just think that with a little more work and attention that game companies could transform what we think of as "good replayability" or even simply good gameplay. I would even settle for the same gameplay we've had all these years if they at least increased enemy AI.

    14. Re:Difficulty levels. by SanityInAnarchy · · Score: 1

      They do both, but so slowly it can be difficult to see. I do still hear war stories from people playing Halo 2 on Legendary about how insanely good the AI can be. As in, you see two elites sort of grunt at each other, then they come at you in a pincer attack...

      Still, my favorite gameplay comes from games like Natural Selection. It doesn't need good AI, it's online. Not much plot to get in the way, they just focus on mapping and balancing the gameplay.

      --
      Don't thank God, thank a doctor!
  7. Casual, but not looking for a free ride. by kria · · Score: 3, Interesting

    I would say that I like a game that:
    a) allows you to at least play even if you aren't that skilled
    b) has rewards for people who have/improve skills

    c) games without "real" endings. Even if there is some kind of ending (like the end of a particular round), I want a game with replayability.

    I enjoy real time and turn based strategy games, mmorpgs... right now I'm playing a lot of Puzzle Pirates, which I think is a good example. I really don't care for shooters (I'm just not wired that way, I guess), nor do I care for single player "rpg" titles, most of the time.

  8. Multi-Player Handicapping by eddy · · Score: 2, Insightful

    I've been playing a little BF2, and I'm not very good (but I enjoy it nonetheless). With games like BF2 having user accounts and tracking all kinds of stats, it came to me that it would be possible for the server to give handicap to a team based on the stats of the players in it. Say in BF2 for instance, the server will have access to the player's kill-to-death ratio, not only for the current session, but back to the beginning. Based on this it could, for instance, open additional slots on a team -- effectively giving them a handicap -- if they're "too low" in this ratio. Or give that team an extra vehicle, etc.

    This could be fun for both good players who might enjoy and even seek out the opportunity to play the 'underdog' to a team with a numerical advantage, and for new players who risk getting frustrated and even bored if they're on the losing side all the time.

    As it is now, the server relies on the random allocation of players to a side to 'balance things out', but I postulate that it might actually make the game more fun to bias this to give it that 'skilled underdogs vs overwhelming force' tint. As a server option, of course.

    Any MP games out there doing this already?

    --
    Belief is the currency of delusion.
    1. Re:Multi-Player Handicapping by Don_dumb · · Score: 1
      This could be fun for both good players who might enjoy and even seek out the opportunity to play the 'underdog' to a team with a numerical advantage, and for new players who risk getting frustrated and even bored if they're on the losing side all the time.
      Great idea
      I am becoming more of a casual gamer and when playing HL:Deathmatch I get pasted so easily that it isn't any fun for me, some sort of league system might allow people to play at their level and also provide some sort of goal for the individual to progress to the top leagues.
      Fleshing out this idea. You would start in the bottom league(s) if you are not very good or dont play often and you would be amogst others at your level. If you are better than others in the league you would win often and easily and be promoted to the higher league, where you may be good enough and stay, winning some games, losing others or get so good that you are promoted to another higher league. Conversely, if you are in a high league and you lose too often you would be demoted to a lower league where those around you are more at you level.

      If the system works, players would be usually amoungst players of a similar ability. Players in leagues could get the chance to play some handicapped games against those in higher leagues. Also there is an ultimate goal for the serious gamer to get to the top league and win games in that league along with the kudos of being in that league. Similar to leveling up I guess.

      This would need to be supported by the server system in place because stats and status would need to be updated and held for each player, but it would give me a much better reason to play multiplayer games.
      --
      If this were really happening, what would you think?
    2. Re:Multi-Player Handicapping by Cederic · · Score: 2, Insightful


      Unfortunately the next Battlefield incarnation (2042?) is going the other way.

      The career mode will be tightly linked to in-game upgrades and capabilities.

      This means that the non-casual players, who play longer and get better at the game, get access to better equipment. This means they have the advantage of superior equipment AND the advantage of greater experience.

      I see this widening the gulf between hard-core and casual players, and as someone that doesn't want to spend 20 hours a week on any given game this disappoints me. If the game goes live with that system in place I just wont buy it - why spend money for an online experience where I'm pretty much guaranteed to be at a disadvantage.

      For multi-player gaming, especially PvP (player versus player), base the game on player skill, not on cash/time spent. If someone beats me because they're a better player than I have the incentive to get better. If they beat me because they have better equipment, then I have no incentive, as I'll never have a level playing field. (Especially when getting that equipment involves hundreds of hours of gameplay against people that already have it).

      World of Warcraft PvP suffers an identical problem. Unless I abandon all my friends, weasel my way into a top-end guild, play for 3-4 hours every night for 8 months and get lucky on certain drops, I can never have a fair 1v1 fight with certain other players. Forgive me for not finding that fun.

    3. Re:Multi-Player Handicapping by Reapy · · Score: 2, Insightful

      Unfortunatly, this never seems to work in practice for the inexperienced players.

      Usually the only frusterating time in an online game is learning how to play and getting through that initial ass beating you are going to receive when you sign into a server. We all know it's coming, and you really have to just hope the game is fun enough to endure it before you can start handing out judgment.

      But what happens in ranking systems is they tend to appease the more talented players by allowing them to find good games with their stats, and crushing the newbies because lots of good players constantly resetting their stats or starting new accounts.

      People do this to either have better stats, or to just have the satisfaction of playing against people who aren't any good at the game. I remember way back when playing subspace, people would create new accounts if they died once, trying to achieve some sort of 100:0 kill ration or whatever to brag to their friends.

      From personal experience I saw this a lot in warcraft 3. Just trying to get a comparable team 2v2 match when we had no record was rediculous. From reading, it looks as though halo 2 also suffers from this problem.

      Honestly the only way for this system to work is to make it extreemly difficult (or costly) to make a new account, which will work somewhat, or, completly hide the stats and never tell anybody that the system exists, though people will find out sure enough.

      Well anyway, I guess the games are still better then completly unranked ones, and hopefully developers will keep coming up with ideas to curb the problems.

    4. Re:Multi-Player Handicapping by eddy · · Score: 1

      A "tier"-system is certainly possible, but I believe there are some problems with it that needs to be taken into account.

      The biggest problem is that while it MATCHES players based on skill, it SEPARATES based on the social web. When I play BF2 I want to play it with friends, I almost never go out and play it by myself (though I'm sure many do and maybe even prefer it that way). This can be alleviated by not treating "a player" as the atomic unit, but maybe a "a small team" -- creating a whole new class of [interesting] problems (idea: Teams form "outside of the game", are ranked as a unit and passed of to a suitable server as a unit).. Also, we're very close to the structure already in place with clan gaming, only there humans (I gather) decide what teams will compete, not a computerized scoring system.

      I also believe that while many players will enjoy such a system, it will mostly be the players that are already very competetive. Why? Because it adds a stress element: We can all have a bad day. If you're not very good, AND have a bad day, AND this results in you going down a tier, that might not be fun. Possible solution? You can only ever get bumped down from the absolute top tier, not the ones below (and you probably don't want more than three or four?)

      Just by playing a lot of games I've identified many improvements that could be made in this area, it's therefore kind of sad to see a game like BF2 screw it up by not picking off some of that low-hanging fruit that would propel it from 'very good' to possibly 'greatness of historical proportions'. I especially don't like how hard it is for a group of friends to play together on a server that they don't run.

      In NWN there's an in-game service ("lobby", whatever) whereby you can register your friends and then see what server they're on, and join it with a click of a mouse. That ought to be standard in all MP games, and also I'd like to see a mechanism whereby a team will look for a server as a unit. If me and a friend "band up", then I want the system to have the property that if one of us is accepted by a server, that will reserve -- for a limited time -- a slot on the same team for the rest of the gang (i.e me). The lobby would then say to me "Your friend XXX was accepted to the server Y, there's a spot reserved for you. Join?". Voila, instant MP'ing with friends.

      --
      Belief is the currency of delusion.
    5. Re:Multi-Player Handicapping by John_Booty · · Score: 1

      some sort of 100:0 kill ration

      Wow, and I thought eating nothing but MRE rations for a weeks at a time in the Army was brutal. The ones you're describing sound even worse! What branch were you in?

      --

      OtakuBooty.com: Smart, funny, sexy nerds.
    6. Re:Multi-Player Handicapping by Anonymous Coward · · Score: 0

      I agree wholeheartedly, but unfortunately there are some people who need these upgrades to stay interested in the game.

      The best all-round solution is to combine both approaches. Make the first ("noob") tier based on kill ratio or +/- scores (like in hockey) and progressively unlock features in the game as players move up tiers.

      That way casual gamers can enjoy playing other casual gamers, and the hard core freaks can get their gold plated .45s or whatever...

    7. Re:Multi-Player Handicapping by Daedone · · Score: 1

      In NWN there's an in-game service ("lobby", whatever) whereby you can register your friends and then see what server they're on, and join it with a click of a mouse. That ought to be standard in all MP games, and also I'd like to see a mechanism whereby a team will look for a server as a unit. If me and a friend "band up", then I want the system to have the property that if one of us is accepted by a server, that will reserve -- for a limited time -- a slot on the same team for the rest of the gang (i.e me). The lobby would then say to me "Your friend XXX was accepted to the server Y, there's a spot reserved for you. Join?". Voila, instant MP'ing with friends.

      Its called Xbox Live.

    8. Re:Multi-Player Handicapping by lessthan · · Score: 1

      ! You don't like MREs? Oh, how I miss the Bean Burrito meal!

      --
      Space Shuttle was a program that strapped humans to an explosion and tried to stab through the sky with fire and math
    9. Re:Multi-Player Handicapping by PFactor · · Score: 1

      I officially feel old after reading your post.

      Bean Burrito? I'd have KILLED for a bean burrito meal.

      Ham slice was the new hotness back in my day. Now get off my lawn!

      --
      Don't believe anything I say. I crash test crack pipes for a living.
    10. Re:Multi-Player Handicapping by KDR_11k · · Score: 1

      Sounds like a plan, give your soldiers crappy food, ell them the enemy has bean burritos and watch the carnage unfold.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    11. Re:Multi-Player Handicapping by lessthan · · Score: 1

      LOL! And I thought that the Bean Burrito was one of the originals. I've never heard of the ham slice meal. Is it like the turkey? If so, I extend my sympathies. The turkey meal was truly horrifying. The vegetarian meals are always in high demand here. I know that around here (Marine Corp) the general consesus is that vegetarian are the better made meals. Not so many scary side dishes. (chocolate energy bar, anyone?)

      --
      Space Shuttle was a program that strapped humans to an explosion and tried to stab through the sky with fire and math
  9. Difficulty be damned by Wrestlevania · · Score: 1

    If the game has a good-to-great story and compelling characters, then I'll strive to complete it no matter how easy or difficult it might be.

  10. Remember "Nightmare" mode...? by tygerstripes · · Score: 1
    I remember so clearly playing the first level of Doom (and, for that matter, Wolfenstein) on Nightmare mode. I clearly recall the thrill of hitting the Exit, sitting back in my chair, taking a deep breath and realising I was shaking with adrenalin. It was like a flashback to the first time I played the game on Please Don't Hurt Me mode.

    That ability to push yourself again, when you'd gotten used to the game, is hardly new, but it really felt new when id did it.

    The Sandbox element of a lot of games is great, and can offer loads more playability when you've done a game to death, but bear in mind that many games are in fact based on the Sandbox, some with goals stuck on top to give you drive and reward - GTA, Sim City, just about an Civ game, [insert] Tycoon, Sims, Oblivion and so on. The majority of these make it possible, with enough time, to complete the game whatever your skill level

    However, the point of these is often not to "complete" the game, but to develop your skill, to become the master of your virtual world. As such, it is only fitting that such games allow you whatever time you require to do so. Nobody likes to feel like a fool or be totally frustrated.

    The real issue here is those games that have a solid, immutable goal (get to the end and complete the game, in effect). In such cases you can affect the speed (timing or time limit) or the gameplay difficulty (certain hard elements pulled out etc). In the case of the former, it should absolutely be customisable. Again, if you such at a game you might really enjoy then it's a good thing to be able to ramp it down a touch so you can get into it, and then - assuming you enjoy the challenge and not the cruise - pick it up again later.

    In the case of the latter, however, I always find I'm disappointed by such options. The reward just never seems to be there. It's an obtuse example, but does anyone remember Monkey Islands 3 (possibly 4) where you could choose the easy mode? It basically removed half of the puzzles - they were supposed to be the harder ones, but that's such a subjective decision to make that it kind of flattened the experience. Somebody mentioned different keys for different doors etc. All that would do, I fear, is take a really well-designed game and remove the challenges - and thus, the reward.

    I can see that this is a valuable debate, but I honestly feel that the ability to sandbox, the ability to slow a game down, and the ability to make a game functionally easier are all very different issues, and shouldn't be considered together. Of course, I've expressed my personal views here and you're welcome to tear them to shreds :-)

    --
    Meta will eat itself
  11. It's not a matter of "easy" by syntaxglitch · · Score: 1

    Making games so easy you can just mash the buttons and win is clearly silly; games that aren't challenging aren't as rewarding. Without the chance of failure, success means little. However, the one thing I DO ask is that failure not force substantial loss of progress. For example:

    - Puzzle adventure games, where missing an item early forces you to restart the entire game to be able to win
    - Simple action games, where dying enough times (running out of credits) will force you to start over

    In contrast, consider the Monkey Island games where, AFAIK, you can neither "lose" or get into an unwinnable situation; also, Gradius V which (despite being fairly challenging) eventually unlocks a "Free Play" mode that lets you keep playing, picking up from right where you died, as often as you like. Neither game is stupidly easy, nor necessarily "winnable".

    There's no excuse for wasting the player's time. That's not to say that I don't, for instance, play single credit games in Gradius V to improve my skill and see how far I can get WITHOUT a continue, but that's my choice, not something forced on me by the game. The game shouldn't allow the player to continue without passing whatever obstacle, but sending the player a long ways back to redo earlier sections for no good reason is just bad design.

    1. Re:It's not a matter of "easy" by Turn-X+Alphonse · · Score: 1

      Then would you care to tell me how you punish death and reward life if there is no punishment for it?

      Games where you continue from the spot just arn't hard enough to enjoy IMO. I can more or less God mode my way through it. Where as if we turn the tables and make it so I can only quick save or have to use check points, then I'll fight that little bit harder to survive and hence I'll get more of a thrill when it goes well and "punished" more when it goes poorly.

      Remember games are by their nature a carrot and stick afair. They reward hard work and smack you on the ass for playing poorly. If you don't like games like this then don't buy them. I'm sure you can find games which will babysit you or help you any way you like, just don't expect everyone to want that. Some of us would rather have a game come right out and go "I hate you, I don't care how you feel about me, because I'm going to screw you over any way" (think Dante must die mode), because it gives me something to sink my teeth into and I get pushed to my limits. The only problem is where games are based on luck. That is frustrating because you can't go "I screwed up, it's my own fault" like you can with just a hard game.

      --
      I like muppets.
    2. Re:It's not a matter of "easy" by Aladrin · · Score: 1

      Lego Star Wars 2 handles this. It's impossible to lose. And yet, they managed to make it worth your while to 'win'. If you make it through a level without dying, you get points that you don't get if you die. And if you collect all the parts, and if you collect enough money, etc etc etc. And you can't totally beat a level on the first run-through, you have to go back.

      This enables anyone to play and 'beat' the game, but only those with a little skill and dedication can master it.

      In addition, after you've found certain 'power bricks', you unlock cheats like invincibility and more powerful light sabers.

      Would I want every game to be like this? Good lord no. But then, I wouldn't want every game NOT to be like this, either. It's all about balance. (Which is funny, since I'm talking about Star Wars... balance in the force and all that.)

      --
      "If you make people think they're thinking, they'll love you; But if you really make them think, they'll hate you." - DM
    3. Re:It's not a matter of "easy" by syntaxglitch · · Score: 1

      I think you misunderstand. I don't want games to hold your hand or babysit you, just not punish failure excessively. Roughly, if you regard the game as a series of challenges, that failure on one particular challenge should force you to redo it (or find another path), but not send you back to repeat challenges you've already cleared. It's not dificulty I object to, it's wasting the player's time--i.e., dying at a boss battle should make you refight the boss, but probably not the entire level, and certainly not the entire game. I'm suppose I'm more after something like frequent and automatic checkpoints than "continue on the spot immediately", as that goes too far to the point of destroying any challenge.

      I actually also feel pretty strongly that games should be challenging and involve as little luck as possible.

    4. Re:It's not a matter of "easy" by Turn-X+Alphonse · · Score: 1

      I have the original lego star wars, so I know how it works. Yea I like the system, but it's a 1 off system and would ruin a lot of games.

      So in some places it's good, but lego star wars isn't about the gameplay, it's about awesome lego men and loads of little jokes and secrets.. Hence it doesn't matter if you die or not unless you're trying to unlock everything.

      Plus you forgot to mention the "tap button, block everything" jedi god mode :P

      --
      I like muppets.
    5. Re:It's not a matter of "easy" by Alphager · · Score: 1

      I am so looking forward to this weekend: my fiancée and I will play Lego Star-Wars from episode 4 till 6.

    6. Re:It's not a matter of "easy" by mobby_6kl · · Score: 1

      In addition to Lego Star Wars, another game handles it in a rather original way: Prey. You can die, but when you do you appear in a mini-game where you shoot souls (or something) with your bow to restore your health. Unless you're completely incompetent with the mouse, you'll be put right back into action with as many HPs as you managed to restore. This method manages to punish you a little with the mini game (you want to kick ass, not play duckhunt) while keeping you in the game and playing, instead of looking for the latest savegame in the menu.

    7. Re:It's not a matter of "easy" by Aladrin · · Score: 1

      Yeah, I experienced that in the demo, but wasn't sure what was really happening.

      Is there fewer souls to shoot each time you die? And after a while (yeah, I'm incompetent with the controller) they started to dive at me, and I think they were trying to kill me again. But the demo wasn't long enough to see, and I haven't gotten very far since I rented it.

      But yeah, also a nice way to handle it.

      --
      "If you make people think they're thinking, they'll love you; But if you really make them think, they'll hate you." - DM
  12. Stupid powerups by realnowhereman · · Score: 1

    I don't dedicate huge quantities of my time to gaming, so when I do I want it to be fun. After playing Burnout: Revenge for half an hour, I realised that I was going to have to go through the whole gradual-collection-of-cool-cars thing just like with Burnout 3; and that it wasn't going to be any fun doing so. So I stopped after half an hour and haven't played it since.

    Knights of the old Republic on the other hand is rewarding every time. I'm not putting huge effort in, but there is something to do every time I switch it on. It doesn't require that I have spent X hours in order that this time it's fun.

    It's obviously a difficult balance to achieve, but I don't believe that a game should be "hard" in order that it's fun.

    A game which had huge potential - "Destroy All Humans" - and I was loving, got bogged down in impossibly difficult levels that I was playing over and over. All I wanted to do was toss tanks around and blow stuff up; the constantly regenerating bad (good) guys made it all feel a bit pointless - there was effectively no way to win. I wanted to obliterate everyone on a level and survey my handywork with a happy grin.

    Thinking about it, I think the games I enjoy most are those that have a progression, but are fairly easy. If I have to play a section more than once, then I'm working, not playing.

    Multiplayer is a different thing completely of course. There, the goal is to laugh while destroying friends. A friend and I still get original Worms out on the playstation regularly. (Why has no one made classic worms for a modern console - 3D worms is not welcome)

    --
    Carpe Daemon
    1. Re:Stupid powerups by Don_dumb · · Score: 1
      I don't dedicate huge quantities of my time to gaming, so when I do I want it to be fun. After playing Burnout: Revenge for half an hour, I realised that I was going to have to go through the whole gradual-collection-of-cool-cars thing just like with Burnout 3; and that it wasn't going to be any fun doing so. So I stopped after half an hour and haven't played it since.
      A fine example of why I think GTAIII and onwards are wonderfully made games. It is about fun, I could spend 15 minutes beating up cops or spend an entire afternoon progressing through some missions. Either way I had great fun. I have to admit that a game must provide a challenge, otherwise I might just watch a film, but it has to seem possible. Some games just give you that feeling that you might play one bit for days and get no further than the bit you are on, this is usually when I give up.
      --
      If this were really happening, what would you think?
  13. A mix of variety and challenge! by khellendros1984 · · Score: 1

    I guess if there are a number of solutions to a game's obstacles, I like it. I enjoy the process of attempting a strategy, refining it, possibly failing and having to find a new strategy. If I can beat a game without exhausting my strategies for dealing with challenging situations, then that game fulfills my needs, I suppose. I see it as completely independent of the amount of time it takes myself or another player to play through the game.

    --
    It is pitch black. You are likely to be eaten by a grue.
  14. Author's concept of "game" seems narrow by Bigboote66 · · Score: 3, Insightful

    As I read the article, the author seems to assume that "game" means an avatar-centric, single-player experience (ACSPE), along with MMORPGs thrown in. Certainly all his screenshots are of this type of game. So-called "puzzle games" (Tetris, Popcap's catalog, etc.), sports games, strategy games, and multiplayer games of all kinds, seem to fall outside his analysis.

    For one thing, the concept of "beating" a game only really applies to the ACSPE, where there is "content" to burn through that usually doesn't merit a second look, like most movies. I think this is one of the main problems of gaming today that leads to lack of variety, a narrow audience, and excessive time commitments in order for a game to be fun.

    Consider the pre-computer era definition of game: A game was something that was played against someone else, could have been physical (sports) or purely cognitive (board/card games) and almost always lasted less than a few hours (obviously, cricket strains this definition). Early computer games followed this pretty closely, replacing the human opponent with an AI (chess simulators, combat simulators, etc.).

    The advent of paper-and-pen RPGs, and their subsequent translation into CRPGs changed all this. Persistent state that spanned play sessions, extemely large time commitments, and the elmination of what was traditionally thought of as competion created something that arguably should never have been called a "game" (how many of you were ever asked "How do you determine who's the winner" when you first explained RPGs to a layman?). These ideas soon bled over into most of the other genres, as they proved to be very effective in building franchise loyalty. Today, it's difficult to find a "serious" game that doesn't incorporate the features of "leveling", "extrinsic reward" (e.g. cutscenes, loot, etc.), "guaranteed success" (the main idea of the article) or "hidden rules" (my personal pet peeve), common in many Japanese games - the techique of withholding the rules of the game from the player, forcing them to "discover" them as a part of the process of playing, essentially turning rules into "content". I realize "hiddne rules" is a mainstay of some genres (fighters and Japanese RPGs comes immediately to mind), but I find them unforgiveable gimmicks for milking extra play-time out of a system, and forcing the player into an OCD-like monomania in order to actually get their money's worth (thereby wasting their time).

    As popular as the ACSPE is, thousands of years of human history shows that the other sort of "game" (directly competitive systems, or abstract puzzle) can be quite successful as well, but it's been overlooked by almost everyone other than the online Flash/Java minigame market. Is this really the only venue for this type of fun? Even systems that would seem to be ideally suited for this type of game (e.g. the GBA or mobile phones) have precious few "strategy" or "puzzle" games, compared the mountains of action and rpg ACSPEs that have always struck me as inappropriate for systems that seem designed for short games with other people, as you're usually out in public with a few free minutes when you have the opporunity to use these.

    Anyway, my overall point is, if developers would expand the types of games they'd develop beyond the ACSPEs focused on in this article, many, if not most, of these points would become moot. I also think that the emphasis of the effort would move from content generation to game design as you reduced the number of art resources required to produce a title. I see this as a good thing, as the content creation is probably the largest cost component of most modern games, the most time-consuming, and the least able to change dramatically if large changes need to be made during the middle of development to accomodate new ideas.

    -BbT

    1. Re:Author's concept of "game" seems narrow by TrekCycling · · Score: 1

      What are you talking about? The GBA has a ton of strategy and puzzle games. Maybe I'm not understanding your definition, but in my book the GBA was an often overlooked renaissance for this type of gaming. With plenty of puzzle games like Chu Chu Rocket, the current Bit Generations games, etc. And then probably the largest library of strategy games (Fire Emblem, Advance Wars, Tactics Ogre) other than the PS2.

      Now granted many of those are Strategy/RPGs, which means leveling, etc. And if that's what you meant by the GBA lacking games that were strategic, but without the power-leveling demand of typical Japanese RPGs, then I'm with you. I loved those games the first time through, but I'm at a point where I can be bothered to power-level my Paladin just to be able to beat a given opponent.

      Levels in general seem to be a crutch.

    2. Re:Author's concept of "game" seems narrow by Anonymous Coward · · Score: 0

      The games you want - no levelling, no cutscenes, shorter games, possibility of losing - are the multiplayer skirmish modes in most games. So they're not really "hard to find", you start the game and go to the multiplayer option. Hell, I don't even look at the single-player modes in RTS games any more, just go straight for skirmish.

      You don't actually own a GBA or other proper portable console, do you? 95% of the time I play my DS or GBA I'm sitting at home, playing them because they have the games I want to play, not because I'm out of reach of my PC and am slumming it. Also, your contention that you play them with other people in public seems pretty far off; even a group of gamers probably won't have enough compatible handhelds to play together*, plus playing in public can generates unwanted attention.

      *My inner social circle of gamers is 1 PSP owner, 2 GBAs (and no link cables), 2 DSes, 1 original gameboy, and 4 people with no handhelds at all. So a little MarioKart DS is as far as it goes.

    3. Re:Author's concept of "game" seems narrow by Bigboote66 · · Score: 1

      I guess we have different ideas of what constitutes a "ton". According to GameRankings.com, here's the rundown on titles for the GBA, broken down by genre:

      action: 80
      action/adventure: 15
      adventure: 2
      driving: 9
      rpg: 31
      sports: 7

      misc: 16
      strategy: 10

      So out of 170 titles, we have 26 that are misc or strategy; the remainder are dominated by action & rpgs. Granted, this doesn't include very many import titles, but for what the average gamer can buy in a store, this represents pretty much all of them. I've owned a GBA since the SP came out, and I look pretty hard to find fun pick up & play type games, but I really only have a handful games in my collection that I look at with any frequency: Advance Wars, Monkey Ball and Konami Arcade. I tried Warioware (finished it, in fact), but I really couldn't see what people liked about it; it didn't seem like a game to me, more like some kind of hand-eye coordination test, like "Reader Rabbit" for twitch development. Puyo Pop is all right, but it didn't grab hold of me, and Chu Chu Rocket I played on the Dreamcast, and didn't see the point of getting a single-player version that played on the GBA (maybe I was wrong).

      Of all those games, the only one I can really come back to is AW. Why? Because one of the few games that allows you to save & power off in the middle of the game without losing your state. The more complex games (actioners like Metroid or the rpgs) let you do this, but you can only put the game aside for so long before you've forgotten what you were doing when you come back to it (sometimes it might be months before I play a particular title again). The simple & somewhat "quick" games don't seem to believe in a save feature, which, for a game like Puyo Pop, is kind of a pain, as you need to set aside at least half an hour to play the game, something that doesn't make sense for a system I carry around in my pocket to play when waiting for a bus.

      I guess I was always kind of shocked that nobody ever came out with more titles like AW - turn based, little or no persistent state, boardgame-like mechanics that could be played in 10 minute increments, with multiplayer capabilities. It seems like such an obvious route for something like the GBA, but most of the effort was put into platformers & rpgs.

      -BbT

    4. Re:Author's concept of "game" seems narrow by Bigboote66 · · Score: 1

      You don't actually own a GBA or other proper portable console, do you?

      Actually, I do. (See my post above). I have plenty of games to play on the other platforms in my house (GC, XBox & PC) - too many, in fact - there are at least 4 untouched demos & discs for each system lying around waiting for me to find the time to play them. I see the GBA as a chance to play games when I've got a little spare time in between life's other activities - riding a plane, waiting at a doctor's office, etc. Of course, playing games in public can generate unwanted attention, but I would contend (and my original post was dancing around this) that this is because the games that are getting produced for these systems are catering to the geeky fanboys (who do, to be fair, spend a ton of money on games, and support an industry). If developers would devote energy to producing games with a broader appeal, the idea of playing a game in public wouldn't carry such a social stigma.

      There are plenty of games that "normal" adults like to play, usually party games & such, but also sports. Why can't developers try to produce games that cater to this audience? I see a few reasons. Game development today (like software development in general) is about tackling problems that are known quantities; it's safer for publishers to get behind projects where they can more easily predict what the cost and duration of a project will be, and this can be done when you are putting out games that fit tightly into a genre, with relatively known metrics surrounding content creation. Innovation is painful because you don't know how long something may take, and you don't know if people will like it.

      For this reason, you want to restrict innovation to low-cost, low-risk projects that won't destroy you when they fail (and they will). It's why I was surprised why the portable games showed so little imagination when it came to innovation - I can only assume (maybe I'm wrong) that the cost to develop a title for the GBA was much, much less than a typical console or PC title. Why not use that opportunity to push the envelope? Most of the titles were content to be down-ports from more powerful systems, or bringing classic Nintendo console titles from the past onto the portable platform. It doesn't surprise me that you spent most of your time playing the GBA at home - the games on it were mostly titles designed originally to be played in front of a TV.

      If you want to extend your audience beyond the geeky hardcore (which I'm certainly a card-carrying member), you've got to develop games that push other cognitive buttons besides twitch-rush, obsessive pack-ratting, OCD and the desire to see stat bars grow larger. You need to incorporate social aspects, where the interaction between players is facilitated by the medium (as it is in traditional card games like Bridge or Poker) instead of being replaced by it.

      -BbT

    5. Re:Author's concept of "game" seems narrow by TrekCycling · · Score: 1

      Well, tons is relative, I guess. :)

      To me tons is "enough to keep me busy". And the GBA has definitely done this. There are more games like AW. Fire Emblem. That game is even more pick up and play friendly as you can just turn off the system. Only problem is it introduces the risk (going back to the article) of insta-death, which introduces the risk of wasted time. Plus there is lots of levelling in Fire Emblem as it's a Strategy/RPG. Same with FFTA, Tactics Ogre, etc. So you're right that if RPGs don't count then that reduces the game count significantly, because you can't count Fire Emblem(s), FFTA, etc.

      Chu Chu Rocket, you're missing out on a great game. They took literally 2000+ single player puzzles that were submitted by users and put them in the single-player mode. It's loaded with great puzzles. I didn't realize that Puyo Pop didn't have a save feature. I wonder if Puzzle League does? Puzzle League is a great game. I haven't tried the GBA iteration yet.

      Otherwise, though, I see where you're coming from. The way I've referred to these games personally is games without "progression". Meaning any game that requires progressing through levels or a story is annoying to me these days. Games that can be played discretely and then put down for hours, weeks, months are more my speed now. AW is definitely in this vein. I believe Chu Chu Rocket is as well. Then the Bit Generations, Rhythm Tengoku and the Strat/RPGs can be played this way, but it's harder.

    6. Re:Author's concept of "game" seems narrow by Bigboote66 · · Score: 1

      Thanks for the info - especially regarding CCR. I always liked that game on the DC; didn't know they'd pumped it up for the GBA. I had played Tactics Ogre for about 6 hours, but the JRPG nature of it really turned me off; plus, I didn't get the "strategy" feel of the combat from it the way you do from AW - it seemed way more like a game of "level up your dudes so you can walk all over the bad guys" as opposed to the "try to solve this tactical situation that we GUARANTEE there is a way to do" that is AW. I'll check out the other titles as well.

      -BbT

    7. Re:Author's concept of "game" seems narrow by TrekCycling · · Score: 1

      You're definitely right about their being less pure strategy in the Strat/RPGs. You can level guys up and kind of strong-arm/heal your way through the game. Unlike AW where you have to unlock the puzzle. So while we're talking about these games, I'm curious since you seem to be of like mind, if you consider any other games of value on the GBA, in this vein. Also, do you play AW2 or AW1 or both? Is it worth getting both? I just have AW2.

    8. Re:Author's concept of "game" seems narrow by harborpirate · · Score: 1

      Actually I completely disagree.

      RPGs can, for the most part, be broken down into many tasks which the player must complete. Some of these tasks may be optional, but in almost all games a certain number of tasks will be required for the player to progress in the game. Even in a MMORPG, you must often complete a certain task to progress further, such as kill a certain monster or open a certain portal in order to move to the next environment.

      The author is proposing that each of these tasks should have multiple methods of completion. There might only be two, an "easy" and a "hard", or there might be more. Regardless, his point is that there should be a risk/reward tradeoff that the player must choose. Do they attempt the harder method, which will be quicker and more action packed, but more likely to result in defeat? Or do they attempt an easier path, which takes longer to complete, but is far less likely to result in defeat?

      Even in a true open-ended game, one that has no overall goal, there still will be tasks to complete in the game. If developers were to offer risk/reward tradoffs of methods to complete the tasks, games would be more accessible to players who desire less risk, but still exciting for players who like playing a more high-stakes format.

      --
      // harborpirate
      // Slashbots off the starboard bow!
  15. Difficulty as the Inverse of Plot by Pacifist+Brawler · · Score: 2, Insightful

    The more a game wants to tell a detailed, interesting story, the less risk seems desirable. For example, the Final Fantasy series usually (starting with FFII) tells a reasonably complex story and gives you a chance to care about your characters. Soul Caliber, on the other hand, strongly discourages caring about anything other than hitting them until they run out of life and die. When a fighting game gets absurdly difficult, it's all fun and good, because it would be boring to win easily, since really all that the game has going for it is the gameplay. On the other hand, getting stuck in FF is annoying, because you kinda care about stopping the villian from destroying/dominating the world and would like to know just how it is that you defeat [Garland/the emperor/Golbez/Ex-Death/Kefka/Sepheroth/Ultimecia/ Kuja/Sin] and what happens then. Basically, if the game asks you to care more about a plot, it should be safer, but if it's mostly about the beating things down then it should be harder.

    --
    IANA*
  16. Not better or worse, just different by Lerc · · Score: 1

    I depends on the game model quite a lot. Is failure the inability to succeed or is failure caused by passing a threshold where you could never succeed.

    Here's a little freeware game I made for a Ludum Dare http://screamingduck.fileburst.com/TTN.zip

    It's sort of like lemmings only with tiny ninja. Of course Ninja are more hardy than lemmings. In this game they cannot die at all. That doesn't mean that it's easy to get them home. To beat a level takes a long time of careful placing of influencers and watching them run around. You tweak the setup much like you would with sim-city.

    You can never make the level unsolveable. But It stil presents a challenge completing the levels. Of course in lemmings it's easy to get to a point where you have to nuke them all and start again. Neither way is the 'best' way to make a game though. It's just a different way of doing things.

    To say one way is intrisically better than another is silly. You could do that for games with any particular point of difference. Are games where players race to acheive the same goal (such as reach alpha centuri) better than games where players aim for polar opposite goal (destuction of the other player)

    It's just a difference. If you like one sort more than another, that's a preference.

    --
    -- That which does not kill us has made its last mistake.
  17. That's what difficulty levels are for by Opportunist · · Score: 1

    Many games (ok, the better ones) offer difficulty levels. That can range from "if you die, you must've done something reeeeeeally stupid, like standing in your own C4" to "enemy saw you. You're dead". And depending on your skill, you choose the appropriate one.

    If you tie diff level to some unlockable goodies (but PLEASE make it eye candy, not something essential), even better. But what really puzzles me is games that allow you to go "god mode" after you've beaten the game on the hardest level. I just ask WHY? When I can beat the game in top hardcore ultimate impossible killer mode, what would be my motivation to play it in god mode where I'm unkillable? I already proved that I can beat it when I'm EASILY killable. Why should I even bother doing it in god mode, which is incredibly boring for someone who is a god in the game anyway?

    --
    We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    1. Re:That's what difficulty levels are for by alexgieg · · Score: 1

      An example: some World of Warcraft players sometimes like to go back to Warcraft 3 to remember the small details of the fictional lore. They've already beaten the game, they only want to see that specific amazing history scene. So, they enable God Mode and in half-hour get to the point they want to review. That done, they close the game, go back to doing whatever they were doing in World of Warcraft, and that's it.

      --
      Conservatism: (n.) love of the existing evils. Liberalism: (n.) desire to substitute new evils for the existing ones.
    2. Re:That's what difficulty levels are for by Opportunist · · Score: 1

      Well, when you've beaten WC3, you can view all the cutscenes anyway, why bother playing through it again?

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    3. Re:That's what difficulty levels are for by Vacuous · · Score: 1

      Because you uninstalled it and deleted your save games and now have to unlock everything again?

    4. Re:That's what difficulty levels are for by Opportunist · · Score: 1

      But then you'd have to play through the whole game anyway to unlock God mode again. I was refering to a god mode unlocked by beating the game at the top level, not to some obscure key combination to be punched.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    5. Re:That's what difficulty levels are for by Vacuous · · Score: 1

      You don't need to beat Warcraft 3 to unlock God mode, so why mention it at all? And god mode even after you've beaten a game can be fun just for the sake of screwing around. My cousin, for example, is a huge Resident Evil 4 fan and has unlocked everything, but he still plays with the uber weapons you unlock because you can still have fun with mindless destruction without worrying about life or ammo or whatever.

  18. How about... by frostedg · · Score: 1

    A nice game of chess? No, I want to play Global Thermonuclear War.

    1. Re:How about... by Anonymous Coward · · Score: 0
      > A nice game of chess? No, I want to play Global Thermonuclear War.

      You have only two weeks longer to wait!

      DEFCON: Everyone Dies.

  19. Empirical evidence by drsquare · · Score: 1
    Do you prefer your games tricky and studded with failure points, or does smooth and easy win the race?


    The popularity of World of Warcraft suggests the latter.
    1. Re:Empirical evidence by DanloRingess · · Score: 1
      Easy is relative. In World of Warcraft, persistence is the key. It might take a few tries to kill a particular creature and may seem hard to some players. But if you keep trying, eventually you will manage to succeed (assuming appropriate level of your character, etc.).

      By easy, I'm assuming you mean that it is eventually possible to do almost anything. This is different from easy meaning that anyone can do it on the first try.

      I suppose my point is that even World of Warcraft has multiple failure points, sometimes tricky ones, but they can be overcome with a little bit of work by almost anyone.

  20. Lego Star Wars by gEvil+(beta) · · Score: 1

    I've finally gotten around to playing Lego Star Wars over the past few days (gonna jump into the second one next week). I'd say that it fits this category, since it doesn't really take much skill or effort to get through. You just need to sit down and invest the time to chug through it. And the best part is that it's highly entertaining. So much so in fact that I'm looking forward to playing through the levels again to 100% it.

    --
    This guy's the limit!
    1. Re:Lego Star Wars by TrekCycling · · Score: 1

      Games like that bore me these days. The other day (after a year or so of playing the DS and offbeat games like Katamari, Amplitude, Gitaroo Man) I tried Kingdom Hearts. And I also tried Lego Star Wars. I found out that I was really sick of doing A to arbitrarily open B and then doing C, D and E to arbitrarily open F. In both games. It got really boring to me quickly.

  21. Variable Difficulty Levels by Digital+Vomit · · Score: 1

    Nothing bothers me more than a game that's way too hard and doesn't have any options to change the difficulty level. Great games like F-Zero GX have just been ruined by that. I've never seen a highly anticipated, graphically beautiful, accoustically amazing, what-should-have-been-first-rate game drop to the $19.99 bin than F-Zer GX. It's so sad that all they would've had to do to make that game a success was to add a simple difficulty setting.

    I miss the A/B switch on my old Atari.

    --
    Modern copyright is theft of culture from everyone and it retards the progress of the useful arts and sciences.
    1. Re:Variable Difficulty Levels by Vacuous · · Score: 1

      Uhm..... F-Zero GX has 3 difficulty levels (4 with unlocks) on the standard cup race, which is the main focus of the game. Two of those difficulties are really easy, even for a beginner. You may be talking about Mission mode which only has Normal and Hard, both of which are really difficult, but they seem to be intended for people who have beaten the Master difficulty based on the kind of stuff the unlock (Secret racers and top end parts for custom vehicles)

      Anyawy, I think i'm gonna go dust off my cube and play some F-Zero, I haven't touched it in awhile.

    2. Re:Variable Difficulty Levels by Digital+Vomit · · Score: 1
      Uhm..... F-Zero GX has 3 difficulty levels (4 with unlocks) on the standard cup race, which is the main focus of the game

      That's odd. I was not aware that every track could be played at four difficulty levels. I don't recall seeing any options to change that. In any case, whatever the default setting was, it was not fun (as opposed to the previous F-Zero games, which I was a huge fan of).

      --
      Modern copyright is theft of culture from everyone and it retards the progress of the useful arts and sciences.
    3. Re:Variable Difficulty Levels by Vacuous · · Score: 1

      I really must recommend you rent the game and play again, starting on Grand Prix mode on novice, F-Zero-GX is really the best in the series IMHO.

  22. I prefer a game that has more content available by PrescriptionWarning · · Score: 1

    The more the merrier.. of course it must be fun content. However, I definitely prefer games which don't hide over 50% of the content from you unless you do 100% of this or 100% of that. I just don't have the time to do 100%, its usually between 50 and 75% completion for most things.

  23. Say No to Kids... by Soupy69 · · Score: 1

    Been a game player for many years and I think every format has it's time and place, I love FPS's and indeed still play for a Wolfenstien Enemy Territory clan. I still play NeverWinter and Guild Wars when in the mood and Empire Earth and the like still make me giggle, specially when you send a load of cybers against rock throwers :D. as I say, depends on the mood, sometimes I'm happy to sit and struggle my way through a game (one section on Q4 on nightmare took me about 2 days) other times I like to ramp up the cheats and go in all guns/swords/axes/rockets (delete as applicable) blazing. On a cautionary note... DONT HAVE CHILDREN IF YOU PLAY GAMES!!! So far i'm addicted to Disney's Toontown, Lego Star Wars (the new one is awesome), Runescape and a vast collection of shockwave games...not good for married life when the kids go to bed and the wife keeps saying "you coming to eat with me?" and your reply is "yeah, I just need to beat these last 10 cogs to get my next gag, be there in a minute" As we all know, a gaming minute = about 3 hours real time. I'm sure I'd be divorced by now if it wasnt for the fact that the kids keep asking me to help when they get stuck

  24. Hard as hell please. by dreemernj · · Score: 1

    I have played a few games that are basically just time suckers. You press the buttons appropriately and in a given amount of time the game is over and I hate it. If its an adventure game or RPG, I want a challenge. I want to screw up and have to figure out what I missed and go back for it. I think it should be a challenge.

    For people that don't want this challenge, there are always walkthroughs that can spell out exactly what needs to be done, but I don't think the game should do that for you. And I think those walkthroughs will be produced en masse for a game that is really difficult because people will be proud to write them.

    --
    1 (short ton / firkin) = 89.1432354 slugs / keg
  25. Re: It's not just a question of difficulty by Gnostic+Ronin · · Score: 3, Insightful
    One of the most annoying things in games right now is the "guess the hidden trick". It could be a boss fight, or a puzzle, or something else similar, but it's the same kind of idea.

    Bosses always have a hidden "trick", something that once you learn it, the boss goes from challenging to easy in about 3 seconds. Once you realize that a certain footwork pattern means "Get out of the way uberattack coming", the boss is much easier, because unless you happen to miss the "tell" (to barrow a poker term), you'll never be hit by the attack. Or if the way to survive the ride through the angry marine base is to take out the platforms they stand on, (one puzzle in Oddworld) the level itself becomes pointless -- it's almost impossible to lose.

    On the other hand, there are games (I've seen it a few times in sports), where once the AI realizes it's losing, it suddenly gets much better at the game it's playing. In a fighting game, it might gain some new moves or have a move that takes 1/4 of your health etc. That's annoying, 'cause I'm not losing so much because I suck as because the game is cheating.

    I don't mind a game that's hard on its own, but I hate games that are difficult for cheap reasons. I hate not being able to defeat a boss because I haven't figured out the "correct" answer yet -- or realized the tell for the special attack. I hate games that cheat me out of a victory by cheating. If the game is hard because the designer thought out the challenge and made it harder be requiring me to be good at the game, rather than good at guessing the solution that the designer had in mind.

  26. That one really hard spot by flibbidyfloo · · Score: 1

    I like a game to have a fairly even learning curve, even if it's steep. I like to think of myself as a fairly hardcore gamer as far as geekness and amount of time gaming, etc. But the one thing that will stop me from playing a game is a "hard spot" that I just can't get past for multiple gaming sessions and has me wanting to tear out my hair.

    Console games seem the worst in this regard, and I can remember a number of PS2 titles that I enjoyed playing until I came across a boss monster whose "trick" I couldn't figure out. I'll spend a couple gaming sessions trying to beat him and if I can't do it before getting really frustrated then I'll usually just lose interest in the game. I like a challenge, but it's impossible for a game to offer the same level of challenge to everyone.

    Sometimes I wish the really hard spots would auto-adjust (very minutely at a time) after a certain number of failures so that I could just get on with the game without having to go online looking for cheats or strategies.

  27. Re: It's not just a question of difficulty by jizziknight · · Score: 1
    On the other hand, there are games (I've seen it a few times in sports), where once the AI realizes it's losing, it suddenly gets much better at the game it's playing.
    Good God, this is especially annoying in racing games (EA racing games do it a lot). You're kicking ass for the first three laps of the race, but then on the last lap, the AI goes from being 10 seconds back to being 1 second back in a matter of about 2 seconds, even though you've not messed anything up at all. I'm sorry, but that's just impossible unless you've got a rocket strapped to the back of the car and it's on rails.

    The game that pisses me off the most is the first NFSU. You can be driving the same exact car as the AI, but for some reason the AI is not only faster, but handles better as well. The AI should have the same limits that I do. Just because they're controlled by the computer, does not mean they should be able to out-perform me in every way. Sure the AI could "learn" to drive better, and even drive perfect laps to make it harder, but don't give them the ability to turn hairpin turns at twice the speed I can in the same car. Also, don't suddenly make my car impossible to control on the last lap just because I'm far ahead. I didn't have any problem controlling it before then, I shouldn't suddenly lose all ability to handle the car.
    --
    Everything I say is a lie. Except that... and that... and that, and that, and that, and that... and that.
  28. Re: It's not just a question of difficulty by gfxguy · · Score: 1

    I don't so much mind the "hidden trick" because that's the challenge - finding the "tells" and figuring out what is effective against the "boss".

    But I do hate games that cheat - sports games where basketball players suddenly become 99% accurate when the shoot the basketball, or the football players somehow run slightly faster than yours.

    But the worst is game level designers who use what could only be considered a flaw in the game engine as a way to add difficulty. Some games it's just trying to walk along a ledge that would be really easy in "real life", but it becomes part of the challenge of the game. Hidden ledges, and being able to blow up a stone wall because you notice that section had a little crack in it, but using your RPG you can't open a wooden office door, you have to find the key, which you often have to go around in circles to get. Also along the same vein is not being able to save your game arbitrarily, but only at certain points - and putting something very difficult and likely to kill you just before a save game point, so that you have to play the same section over and over again, even though it's just the last part that is giving you trouble.

    They throw stuff in there, and then boast that the game takes 100 hours to complete, on average, which makes the $50 price tag seem like a bargain.

    --
    Stupid sexy Flanders.
  29. Well by Sv-Manowar · · Score: 1

    It seems as if 'safe' games appeal to one type of gamer, others such as Metal Gear Solid (for example) attract a gamer who is looking for more of a challenge while gaming and not just looking for some relaxation. How can the major gaming companies ever hope to overtake Hollywood if people are afraid to play games? The thing that a lot of people overlook in the comparison of games to other types of multimedia entertainment is that games require a certain level of skill and commitment to be fully enjoyed. Watching TV or a movie can be relaxing and requires zero input which can be the same if you make your games 'safe' and not have the user care about their pogress. The more challenging games however are seen as frustrating; they punish you for being a bad player and lock away much of their content for only experienced gamers to see which is what makes them better.

  30. Adapt. That's best by tlhIngan · · Score: 1

    Start the game at a moderate difficulty setting. If the player ends up dying way too often at the same point in the game, switch to a lower difficulty (the worst thing a game can get you to do is make you repeat the same damn point in a level many times. After 5 or so tries, it turns from "fun" to annoying. Especially if the save point is miles away (how about having save points appear more frequently on easier levels?).

    Then if the player starts blowing through the level, raise the difficulty again.

    There comes a point when a player gets frustrated, and maybe in the beginning, instead of "difficulty", you start with a difficulty threshold - so the lower it is, the quicker the game goes into "easier mode".

    And please, don't make it so the entire game has to be redone because you missed X at the beginning, and X was some out-of-the-way place that people won't care to look. For adventure games where exploration is key, this is less of an issue (as long as said explorer isn't on a time limit...).

    Dead Rising has it close by letting you restart the game at your current level (makes it easier the next time around), but fails in that you have to restart the entire game.

    1. Re:Adapt. That's best by @madeus · · Score: 1

      Dead Rising has it close by letting you restart the game at your current level (makes it easier the next time around), but fails in that you have to restart the entire game.

      I was actually thinking of Dead Rising while I was reading your post. I love the control system, the engine, the graphics and the basic premise - they are all great. But the amount of repetition is just rediculous and I stopped playing early on because I got bored of playing the same sequences over and over, so early on in the game.

      On on a broader note, one of the things I find most annoying is illogical inconsistancies in game worlds. In Dead Rising for example (and one of the reasons I ended up repeating the same sequence several times) there is one guy who's hold up in the mall (and who isn't undead) who you can shoot 15-20 times (using clips taken from the bodies of security guards) and he'll still be alive (although his health bar slowly drops, indicating he is taking some damage, it's just very slight).

      In the games defense, it would seem from the 'time left to complete' system used to indicate the order you should attempt to complete missions in that you can simply leave him alone and come back for him 6 hours later (in 'game time') - perhaps when you are better armed. However, that doesn't explain to why if I DO join in and try to kill him he'll relatively quickly manage to kill the guy you are there to support, but for some reason he won't manage to kill him if you just leave them alone to fight - or why he is able to take being shot so many times, even though he's not a zombie or wearing body armour, etc.

      Now I can deal with a little incongruity and simplicity in a game for the sake of practicality (it's a game after all, and a little absraction is usually a good idea as far as gameplay is concered), but whether I'm playing GTA, Half Life or Dead Rising, I expect that if I shoot a normal human, who's not wearing protective armour, 15-20 times then the individual will be dead, and I'll be pissed off if I am forced back to an old save point just because the developer has decided to arbirarily make this guy more resistant to dying than everyone else running around.

      If something as basic as '[living] people die when you shoot them lots' isn't consistant throughout the game world, then the game ceases to be 'fair', and leaves the player feeling cheated and pissed off as a result (which is not how I expect when I shell out 50 UKP on a product that is supposed to provide some enjoyment). I think it was Peter Monolux in an interview in Edge who said that games should always avoid leaving players feeling cheated, and that's something I've always agreed with.

      Test Drive Unlimited (another recent 360 title) also left me feeling hard done by, after I'd otherwise had quite a good time playing it. After winning several races, and repeating one race 3 or 4 times to rack up cash to buy more cars with (a little repeataive and unimagainative, but still fun), I took a tour around the island. On my tour a found a single 'hidden' mission (unmarked on the map) offering me 90,000 credits for a single mission, so I jumped at it (it was almost double the amount I had at present). The mission was simply to drive back for about 10-20 minutes in the direction I'd just come, and not to any damage to the car (for the 'maximum reward/bonus').

      After driving so cautiously and slowly for so long, I couldn't wait to get back to racing again. I'd been stopped by the police a few times before and been fined between 5,000 and 17,000 each time when I'd made a run for it, so I let them chase me for some entertainment. When they cought up with me, they fined me - much to my surprise - just under 70,000 credits! It seems you get fined more, if you have more money on you at the time. The game doesn't explain this though, nor does it seem to be mentioned in the manual - it's just a nasty surprise waiting to bite you in the ass - unfortunately the game has a 'rolling save system', meaning I couldn't undo it and now I'll have to

  31. Continue Points by Garrett+Fox · · Score: 1

    Part of the problem is the use of rare "continue points." I remember part of Jak II where you had to blast through a big room with a zigzag walkway over a pit, swarming with troopers; hoverboard past lasers; and jump on tiny platforms over another pit. None of that would've been too bad except that you had to do the whole sequence in one go. After a while, the first parts stopped being fun! I'd rather have had the game let me save, or help me out a bit as with boss battles in the first Sly Cooper game.

    --
    Revive the Constitution.
    1. Re:Continue Points by SanityInAnarchy · · Score: 1

      Agreed, and I do like games where I can just quicksave every 10 seconds. But there's something to be said for the rush of actually beating that impossible sequence.

      --
      Don't thank God, thank a doctor!
  32. Seat-reservation by eddy · · Score: 1

    I've never used XBox Live, but if it features 'seat-reservation' for groups of players then color me impressed.

    If it doesn't it's just another free-standing gaming lobby, of which there are many on the PC (gamespy, allseeingeye, and another popular 'what's my friend playing'-thingy which I've forgotten the name of just now...

    --
    Belief is the currency of delusion.
  33. WoT by eddy · · Score: 1

    Since you know XBox Live, does it feature a [directed] Web of Trust or some such? Maybe it's not considered as necessary on a console network.

    To me a middleware that adds a WoT-aspect to game lobbies (as in "I trust X, X trust Y, therefore I trust to play with Y" and that is end-user controllable (I decide who/what attributes of a player to trust) is a worthwhile project for some entrepreneur to explore.

    --
    Belief is the currency of delusion.
  34. Replay vs. Replayability by SpaceToast · · Score: 1

    Any game longer than, say, "Raiden" on the Sega Genesis is going to require a compelling scenario to make it fun. Even with a nice smooth ramp of feature introduction, power gaming is about learning to beat the engine, not role-playing the scenario. There are power gamers, and there are people who like to play a game to get away from things in a non-passive way. If you as a designer are trying to satisfy power gamers, fire the art and story departments. If you want to attract both types, you need to ask whether your difficulty levels are adding depth or just forcing the player to replay more and more sections. Does success come to the player from learning to beat the engine, or from thinking like a commander/participant in the scenario? Sadly, few games can claim the latter.

    The one game mechanic I can't stand is memorization. When a game comes down to simply remembering a series of actions in a certain order to beat it, it takes me out of the scenario and makes it feel like work. There's a big difference between replaying the game out of choice, and replaying it piecemeal out of necessity.

  35. What hidden rules in RPGs or Fighting Games? by Ayanami+Rei · · Score: 1

    AFAIK most fighting games coming out of Japan give you a practice mode where they tell you all the moves and many of the combos up front.

    And I don't know what hidden rules any of the Japanese RPGs have. There's always some NPC who wants to interrupt you and tell you all about them, before asking you "Did you get that? (y/n)".

    --
    THIS THING CAN TURN ON A DIME, MACROSSZERO STYLE ALSO FUCK BETA, ~NYORON
    1. Re:What hidden rules in RPGs or Fighting Games? by Bigboote66 · · Score: 1

      AFAIK most fighting games coming out of Japan give you a practice mode where they tell you all the moves and many of the combos up front.

      They do now. Wasn't always the case. And even with this knowledge (which still takes a long time to completely learn, at which point you can begin to actually begin practicing in an attempt to become good), the knowledge of what moves work well against others, or what blocks will succeed, can only be determined by trial and error (or reading enthusiast websites). Contrast this with games like chess or soccer, where all the rules are extant at the beginning; you don't win at chess because you knew how to capture with the pawn en passant and your opponent didn't, or at soccer because you know about a shortcut across the field that only comes with familiarity. Sure, both those games reward experience and practice, but it is because of developing tactics or skills built on top of basic manuevers known to everyone, not by hidden rules knowledge.

      And I don't know what hidden rules any of the Japanese RPGs have. There's always some NPC who wants to interrupt you and tell you all about them, before asking you "Did you get that? (y/n)".

      Consider games like Pokemon, whose rules structure is dizzying in its complexity (it's a testament to differences between a kids mind and an adult's when you see how a ten-year-old can accumulate the reams of minutia regarding the powers & progression rates of all the creatures in the game). Or FFVII, with its system of materia for building up characters - this information is not documented anywhere (other than fan sites or strategy guides); it's left up to the player to discover it (either from characters, as you describe), but ultimately from trial and error as you experiment with components. How about Sonic Adventure, with its Chau herding? All are examples of rules as discoverable content. It's a valid form of entertainment - it's essentially a universe simulation where the player plays the part of a scientist developing & testing hypotheses, but it's not really a "game". But it's also treating rules as chrome - extra complexity introduced for novelty value as opposed to strategic or tactical complexity.

      These are all methods of stretching out the length of time you devote to a game, while ensuring that you will eventually tire of it once you've "discovered" everything. Contrast it with sports, card or board games, which require relatively little time to learn, but can be played for a lifetime, without the need to introduce new contexts (e.g. "maps") in which to play the game. There is plenty of strategy to be explored in a soccer field or chessboard without having to artificially tart it up with chrome that is the mainstay of almost all computer games produced today. But a game based on chrome will ultimately be put aside.

      -BbT

  36. I have a better idea by Travoltus · · Score: 2, Interesting

    Merge Deus Ex with Oblivion/Morrowind.

    A free ranging sandbox game with one main quest, or even several, most of which would have 3-4 different ways to solve it. With a setup like Oblivion, that gives you countless different ways to stat-up.

    I would also liberalize the game.
    a) you can infinitely jack up the stats of your weapons/armor, and your own skills and attributes, if you have the funds / magical items / ingredients to make it happen

    b) the enemy has a high chance of stat'ing up right along with you and a high chance of packing equally jacked up armor and weapons. everything from hapless rats to some guy in enchanted daedric armor, reflect damage/magicka enchantments and all that. oops. time to pick a new tactic for taking him down! enemies can stat up even higher than you, too, so if you're resting on your laurels you can actually fall behind. the game can also spawn random people far stronger than you. I like that idea actually, it makes things more challenging.

    c) other NPC's should be able to come up to you and ask for training. Or it should be an option in your dialog - as in, when you talk to someone and they happen to want training, the dialog will come up. you train them, get paid, and get 1/10 or 1/100 progress toward a raise in the relevant skill level. there should be quests to make you capable of training, and then the higher level trainer you are, the more stat progress you get from training someone. Imagine the time you'd sink in the game trying to be a trainer for ALL skills. then that NPC trains another NPC who might come back and be your enemy.

    d) repeat c) for selling stuff. Why not go on a quest to buy a physical store and stock it and sell stuff? corrupt cops come by and shake you down and then you have more quests to put them down.

    e) romance. yeah, romance. what's wrong with romance? you can kill people, why not have romance? at least then you can actually care about a character rather than just use 'em for stats or whatever.

    f) keep the arena combat. please. all games need some kind of arena. kudos to Oblivion for introducing neverending arena combat with monsters and stuff. next time, though, bring us some daedra to play with. 2 dremora and one storm giant. major coolness!

    g) tons of side quests. tons and tons.

    h) take a page from Morrowind: you can join one faction but not its obviously opposed faction

    i) random super bad NPC's come in town and kill random (non plot related) NPC's, get a bounty, and you can collect on it. of course, someone else is also trying to collect, too.

    --
    --- Grow a pair, liberals... stop letting the Republicans bully you!
    1. Re:I have a better idea by tygerstripes · · Score: 1
      I daresay a lot of these ideas get bandied around early on in the development of all such games, especially those games you've mentioned. I was told that during the early design stage of Oblivion, for example, they sat down and said "Wouldn't it be cool to have multiplayer possibilities?". That was pretty quickly canned though, as they felt that this contradicted the core idea of the game ie that you are the main character. It just wouldn't be compatible.

      Some of your suggestions smack of Fable (which was a simply excellent game that made a lot of novel ideas work). However, in my opinion at least, a lot of what you've put forward involves inhabiting the game-world rather than just playing in it. This level of immersion is great, and it's probably what makes WoW so popular, but then if you're going to inhabit a virtual world you really do need other people there with you - we're back to the multiplayer thing again.

      Training is a good example. It'd be great to have that option to provide training, but in order for it to be workable I think it would have to involve some element of time; time spent/lost training, time waiting for someone to come along and request it. This loss of time would make the game far less entertaining - unless, again, it were a MMORPG. Same story for selling stuff.

      What you ask for with more interesting NPC interactions, buffing items etc, smacks of human interaction. Really, you want a MMORPG with every character being an NPC. I can see why you'd want that (you don't have to deal with total dicks, for a start - unless they're meant to be, of course), and while every game-developer in the world would love you to be able to have your cake and eat it, there's only so much a developer can do. Let's be honest; things have gotten so, so much better over the last 10 years (although Deus Ex 2 was a step back ;-), and I expect and hope for that trend to continue, but not overnight. Maybe given another ten years, that dream-game will be a reality...

      One more point: I was just thinking about the Arena, as you suggested, being implemented in WoW. My (brief) WoW days left me feeling that the whole challenging-players-to-combat thing was heavily under-developed. I have this image of an epic arena a la Oblivion, Fable etc, one per major city. Players of sufficient level could sign up to arena tournaments (you could have tournies for different 30-32, 33-35 etc), or tournies for particular classes, or group contests, guild battles etc. People could pay a fee to enter, a nominal fee for seats or whatever (more for closer seats), with interesting items or proceeds up for prizes, and you'd have some sort of commentary to make up for any unimpressive-looking moves. You could have random spectators selected for some interesting but non-critical role in the events. Just picture some Lv70 warlock having it out with a dragon or a couple of shamans or summat - pyrotechnics!


      Anyway, just a thought :-)

      --
      Meta will eat itself
  37. Shoddy analysis from a "hard core" gamer by ChaosDiscord · · Score: 1

    Thank god this guy is only a grad student and not actually designing games.

    He's seriously advocating that it's reasonable that if you fail at a risk in the game, the game should become harder. A valid idea for some short-length games, like a PvP game of Quake or Starcraft, but insane for longer and especially single player games. That sort of stupid game design is why many people bounce on the quick save key every five minutes. To take the most common example, mainstream first person shooter design. "Oh, you easily blew through the level with lots of ammo and health left over? Okay, as a reward you start the next, harder level with all that ammo and health. Oh, you barely scraped through with almost not ammo or health? As punishment you advance to the next, harder level at death's door." Punish the less skilled players, reward the more skilled ones. In practice this means less skilled players rely on saves and restores, effectively changing it into the time tradeoff the author so dislikes. If you really want to go this route you need to take control of saving away from the player. When you do you change the price of failure for a weaker player from "wasted time reloading" to "restarting the game from scratch because I can't compensate for my earlier failure." There is a market for such games (see Diablo II in hardcore mode, or Nethack), but it's a small, small market. If you want to only discuss game design for hard core players, so be it, but say so up front; don't pretend you're making general statements.

    The author then dismisses having to replay sections of the game as "not really risk." The air get thin in your ivory tower? Doesn't he get frustrated and angry when he fails at something in a game? There is emotional risk, perhaps the strongest connection any game developer gets to a player. The player is also risking time. Money is apparently a "real" risk in the author's mind, but he forgotten the old cliche: time is money. If someone has to replay an hour of game content, even for people making minimum wage that amounts to a $5.70 financial penalty. Add in the opportunity cost of something more fun the player could be doing instead and even just about any player is paying a large fine for failure.

    In addition, replaying sections of the game isn't just punishment. In many (admitted, not all), replaying a section you failed is practice. The author bashs Ico. Yes, you only get one path at a time in Ico, you're forced to replay a section until you beat it. Those failed attempts are called "practice." Indeed, it's far better than directly charging me money for each attempt, or making the game harder as punishment. When I fail the practice improves my skills in general, improving my odds in later sections.

    So what solution does the author offer? "Write huge amounts of content, let the skilled players blow through it quickly and not see most of it, and let the weaker players soak it all in and ." A nice idea in theory, but for most games not practical. This means you'll need to vastly increase your budget to support all this content. You'll then have the skilled players (which include many professional reviewers) either blow through it quickly and complain there wasn't much content for their money, or play it slowly and complain it's too easy. Either way you get bad reviews.

    Ultimately he's suggesting, "Now that your time's a wager that whole system becomes a lot more fun." The exact same thing he dismissed as irrelevant on page 1 is suddenly great. He's still talking about punishing weaker players by costing them time (which is still money). Perhaps all the additional content will make that additional time actively entertaining. In that case, won't the skilled players be frustrated at missing all that entertaining content, or be frustrated that to see all the entertaining content they need to engage in dull gamep

    1. Re:Shoddy analysis from a "hard core" gamer by harborpirate · · Score: 1

      Wow, you completely missed the point of the article. Are you sure you read it?

      "He's seriously advocating that it's reasonable that if you fail at a risk in the game, the game should become harder."

      He's not advocating that the game becomes harder, quite the opposite, in fact. What he's advocating is that the player should be able to choose between taking more high risk paths, or more low risk ones. High risk paths are more intense, and more difficult, meaning they are more likely to result in a penalty should the player not succeed. But they're shorter, they take less time to complete. Low risk paths are less difficult, so the chance of the player incurring a penalty would be less. However, these low risk paths require the player to play the game for a longer period of time in order to achieve the same result as the high risk path.

      "Yes, you only get one path at a time in Ico, you're forced to replay a section until you beat it. Those failed attempts are called 'practice.'"

      Your "practice" is my "curse you, lazy game developer". If I am unable to complete a section within about 20 tries, I'm done with a game (less if the section is very long, say more than 15 minutes). If the game developer did not allow for any changes in difficulty settings, or alternate paths, I will simply cease playing the game. Its supposed to be a game, to be FUN. I find about the 20th attempt at something to become a lot more like work than fun. When a video game becomes work, thats when it gets turned off.
      You may make a counter arguement that "well, if you give up like that in something like golf or skiing, you'll never get any good". And thats true, but those are things I can do for my entire life, activities which contribute to my well being. I have a much greater incentive to put work into those activities than a video game, which I will play for 20 hours or so and then retire to a shelf, regardless of whether I finish it.

      "You'll then have the skilled players (which include many professional reviewers) either blow through it quickly and complain there wasn't much content for their money, or play it slowly and complain it's too easy. Either way you get bad reviews."

      The author also posits, in the closing footnotes, that an alternate option is available. From the article: "It has been said to me that it is equally valid to make content the wager and have the worse player complete the game in eight hours, getting the 'bad ending', while the good player gets through all 40 hours and gets the best ending. This is debatable."

      "He's still talking about punishing weaker players by costing them time (which is still money)."

      Very true, a position which the author does not deny. The author, however, does not see this as a punishment, but rather an option that the player may choose. The point is that current games very often do not offer the player any sort of risk/reward option. The player must simply complete the task in the way that the game developer designed it, or quit. Take the most recent Ninja Gaiden, for instance. The first version, the one not titled "Black", did not have any difficulty settings. The game is linear and requires players to beat bosses in order. Thus a "weak" player will never see all of the games content anyway, having to quit at the point at which they are unable to advance in the game. This is, quite simply, a poor game design from the viewpoint of the author, and I happen to wholeheartedly agree.

      I would even go so far as to say that the high risk path should be more exciting, and offer the best content. Players who take high risk paths should be rewarded with more invigorating environments, with more intense and exciting situations. Thus the high risk gamer will see the absolute best the game has to offer, the best setpieces and setups, the most action packed into a smaller time frame. The other, lower risk options may still include some of the same setpieces, but some of the very best ones might be missed when they just don't a

      --
      // harborpirate
      // Slashbots off the starboard bow!
    2. Re:Shoddy analysis from a "hard core" gamer by ChaosDiscord · · Score: 1

      My post roughly followed the order of the original article. On page one the author definately suggested that risk is good, and that current common risks are money, increased difficulty, having to restart the game, and time. He then goes on to blow off wasting time as "not a real risk". After ignoring that restarting the game directly translates into wasting time, and increased difficulty indirectly does he goes on to spend the rest of the article bashing washing time. The implication is that the other three risks are reasonable risks.

      Your "practice" is my "curse you, lazy game developer". If I am unable to complete a section within about 20 tries, I'm done with a game (less if the section is very long, say more than 15 minutes).

      That's a matter of game balance, possibly in the form of automatic difficulty adjustment, alternate paths, or user controlled difficulty. I agree, it's a rare game I'm willing to retry a section 20 times for. But I think it's reasonable to expect players to occasionally replay sections a few times. It provides risk, simultaneously provides practice, and so long as the player succeeds before getting frustated provides a real sense of accomplishment.

      The author also posits, in the closing footnotes, that an alternate option is available.

      That is, worse players get less play time and get bad ending, while good players play more and get good ending.

      It's pretty clear that the author dislikes that proposal, as do I. I doesn't reward skill, it rewards grinding. It's the sloppy solution some games use to claim "replayability." It's one of the reasons I find much of the console RPG genre frustrating.

      I would even go so far as to say that the high risk path should be more exciting, and offer the best content.

      I can see the reviews now. "If you really good at this type of game, it's amazing. If you suck, but still enjoy it, you're in for a snorefest." After complaining about games that make you retry 20 times, you're offering less skilled players the exact same option. "Retry the harder, higher risk option until you succeed, or get a worse game. Want to see the best setpieces and setups, you're going to be retrying over, and over, and over.

      Low skill players aren't just playing because they want to get to the end. They play for the same reason that more skilled players do: the game is inherently enjoyable. It seems like a bad idea to take the best of a game away from them because they lack the skills. Indeed, those very skills would best be honed by giving them challenging but still enjoyable games that they can finish.

    3. Re:Shoddy analysis from a "hard core" gamer by harborpirate · · Score: 1


      My post roughly followed the order of the original article. On page one the author definately suggested that risk is good, and that current common risks are money, increased difficulty, having to restart the game, and time. He then goes on to blow off wasting time as "not a real risk". After ignoring that restarting the game directly translates into wasting time, and increased difficulty indirectly does he goes on to spend the rest of the article bashing washing time. The implication is that the other three risks are reasonable risks.


      Honestly, I don't see where he contradicts himself. He never argues that wasting time is not a real risk. If you'd point me to the passage in the article that descibes that, I'd be grateful to reconsider my position on that point.


      That's a matter of game balance, possibly in the form of automatic difficulty adjustment, alternate paths, or user controlled difficulty. I agree, it's a rare game I'm willing to retry a section 20 times for. But I think it's reasonable to expect players to occasionally replay sections a few times. It provides risk, simultaneously provides practice, and so long as the player succeeds before getting frustated provides a real sense of accomplishment.


      Ah, ALTERNATE PATHS. This is precisely the crux of the entire article. He argues that alternate paths should be available to players in order to provide all types of players the ability to complete the game, rather than just hard core gamers, who seem to think they are the only group games are made for. He further postulates that easier paths should have a penalty attached to them, which he believes should be a longer completion time period.


      That is, worse players get less play time and get bad ending, while good players play more and get good ending.

      It's pretty clear that the author dislikes that proposal, as do I. I doesn't reward skill, it rewards grinding. It's the sloppy solution some games use to claim "replayability." It's one of the reasons I find much of the console RPG genre frustrating.


      I agree, this is far less disirable. Just wanted to point out that this option was presented.


      I can see the reviews now. "If you really good at this type of game, it's amazing. If you suck, but still enjoy it, you're in for a snorefest." After complaining about games that make you retry 20 times, you're offering less skilled players the exact same option. "Retry the harder, higher risk option until you succeed, or get a worse game. Want to see the best setpieces and setups, you're going to be retrying over, and over, and over.

      Low skill players aren't just playing because they want to get to the end. They play for the same reason that more skilled players do: the game is inherently enjoyable. It seems like a bad idea to take the best of a game away from them because they lack the skills. Indeed, those very skills would best be honed by giving them challenging but still enjoyable games that they can finish.


      I completely agree with paragraph 2. Especially "...challenging but still enjoyable games THAT THEY CAN FINISH." Emphasis mine, obviously.

      I completely disagree with paragraph 1.

      I will try and rephrase some key points from my original reply which may not have been clear:
      1) It doesn't have to be binary. Its not going to be all hard or all easy. The vast, vast majority of players will land somewhere in between. Meaning that many times they will complete the hard path, and only when they become completely and utterly frustrated will they go for the easier one.
      2) Setups should be reserved for the hard route only when an "easy" version of that route is not feasible or breaks the suspension of disbelief in the game. I didn't say ALL the best setups should be reserved for the hard route. In general though, the hardest route should include almost all of the most exciting content. This leaves the player an incentive to at least attempt the hard route.
      3) Current games r

      --
      // harborpirate
      // Slashbots off the starboard bow!
  38. The Path Of The Master Ninja. by Kattana · · Score: 1
    I much prefer hard games, the harder the better. I am playing through Ninja Gaiden Black on very hard atm and its almost there, master ninja should be perfect.

    Easy games just are not worth the time, if anyone can do it, and I am guarenteed to be able to beat it, unless there is a real and engaging story there is no point in playing, even with a story if it takes longer than reading a book to grind through it than it is not worth it.

    For multiplayer games the motivation is a little different, either for fun playing with other people, or to show them I can do it and they can not, and rub it in.

    Back to Ninja Gaiden Black. It has one of the hardest first bosses ever, you have to fail 3 times against him to unlock ninja dog(easy) mode and even then any single enemy can kill you fairly quickly, but it is possible to beat the game at the hardest difficulty with any weapon without ever getting hit. No one has done this yet, only parts of it but you know its there if you could play flawlessly. If you are playing to just play the game this makes it very open and lets you set your own goals ended despite the story itself being very linear.

    If the focus is the story, and the game play is not critical to it than a safer game might be the right way to go, but if the beauty is in playing it than it should be difficult enough to give you time to appreciate that.

  39. wow, talk about underrated by Travoltus · · Score: 1

    A MMORPG with NPC's is as close an analogy as humanly possible.

    I haven't even heard of one MMORPG that isn't infamous for bullies/grievers and their rotten admins who help them out. I don't like subscribing/paying for abuse. That's what marriage is for, folks. MMORPGs are like a marriage minus the occasional sex *grin*. (Ok, well getting out of a MMORPG is cheaper.)

    Also, I would never ask for an Oblivion-like game to be multi player. If I wanted that I'd play a MUD or MMORPG.

    BTW Dot hack for the PS2 was pretty ambitious as an MMORPG simulator. Too bad it was too hard to even play. :(

    --
    --- Grow a pair, liberals... stop letting the Republicans bully you!
  40. RE: a game based on chrome will be put aside... by Ayanami+Rei · · Score: 1

    And you know what? The developers have no reason to change this behavior.
    They want you to eventually get tired of the game and buy a new one with new rules to discover.

    Also, I think I'm a little confused about your definition of rules. Because it sounds like you are including enemy and power-up related stats in that definition. Would you rather the game came with a fold-out chart with the statistics for every obtainable/encounterable entity?

    I think removing that element of discovery would make the game a little too easy (as you could plan everything out quite precisely in that case).

    The AI of the enemies faced in role playing games have not evolved to point yet where they could counterbalance this wealth of information provided to the user.

    --
    THIS THING CAN TURN ON A DIME, MACROSSZERO STYLE ALSO FUCK BETA, ~NYORON