Slashdot Mirror


Avoiding Wasted Time With Prince of Persia

Zonk pointed out an interesting video presentation by Shamus Young on the importance of the new Prince of Persia, calling it the most innovative game of 2008. Young brings up the fact that many of today's games punish failure by wasting the player's time; being sent back to a check point, the beginning of a level, or sometimes even further. This cuts into the amount of time players have to enjoy the meat of the game — the current challenge they have to overcome. Unfortunately, as Young notes, modern controllers are designed for players who have been gaming since they were kids, and have evolved to be more complicated to operate than an automobile. The combination of these factors therefore limits or prevents the interest of new players; a problem Prince of Persia has addressed well through intuitive controls and the lack of punitive time sinks.

507 comments

  1. missing the point by johncandale · · Score: 2, Interesting

    that is the worst feature, puts the game on easy mode, plus PC games have had this forever, it's called the quick save button.

    1. Re:missing the point by Mystery00 · · Score: 4, Insightful

      If you're going to hit the quicksave button all the time, then you might as well make it automatic, like they have done here.

      The game isn't easy because of this, it's less frustrating. Forcing the player to restarting huge segments at the smallest error is a very cheap way to make something "difficult".

      --
      "we've got trenchcoats and bad attitudes" - John Constantine, HellBlazer
    2. Re:missing the point by Anonymous Coward · · Score: 0

      The guy doesn't sound like a very experienced gamer or else he'd know that tons of games have had this "innovative" play mechanic, not to mention quicksave/quickload ability.

    3. Re:missing the point by Anonymous Coward · · Score: 2, Insightful

      Isn't what they implemented basically what was the biggest complaint against Bioshock, that dying is more of a minor inconvenience than anything else?

    4. Re:missing the point by sortius_nod · · Score: 5, Insightful

      Agreed. While Yhatzee's Zero Punctuation may be seen as somewhat abrasive, he does hit the nail on the head when reveiwing games that seem to lack this feature.

      I know myself, when I play a game for a bit of fun, I want to do just that... have fun. Not be PUNISHED for a simple error, or not knowing the level.

      I reccomend anyone who enjoys gaming to watch his reviews. They are abrasive, but they are also down to earth. He pretty much spells out what really sucks about modern gaming (and, yes, he does praise what's right).

      Sure in MMOs and the likes you are "punished" at times, but it's not for not knowing, it's for not working together. Solo, I don't want to be punished by some want-to-be benevolent programmer with a sadistic nature, I want to have fun.

    5. Re:missing the point by grumbel · · Score: 4, Interesting

      What Prince of Persia does different is that it in cooperates its reset mechanic into the game world. In other games you die, then see a game over screen, then restart the game at the last save point, in Prince of Persia on the other side you simply can't die, there is no game over screen, its all handled fluently without interruption in the game.

    6. Re:missing the point by erroneus · · Score: 4, Interesting

      He SAID he wasn't an experienced gamer and that is precisely what qualifies him to make the statements he has made.

      He challenges the concept of how games are played and analyses the psychology of gaming. He supposes that a great deal of it is likely stuff that was carried over from more simple times when game systems were less complex.

      He also never claims that Prince of Persia was the ONLY one doing what he believes is unique and/or innovative. What he claims is that Prince of Persia is a very good example of a departure from what quite often puts off new gamers to the scene. And I have to agree completely.

      I recall my first experience with Halo3. I consider myself to be a somewhat experienced gamer though I no longer keep up with the latest anything. I was playing against my son who had been playing it for quite some time and was already very adept at it. I had played Halo2 and was reasonably comfortable with the game. However Halo3 is a different game and has some different features and different tools and weapons and of course different maps. These differences represent a learning curve. My 17 year old son was killing me left and right and I asked him to take it easier on me but he refused (though he said he would). I knew nothing of where to find any given weapon on this arena of this new game. I knew nothing of how to use many of the new tools and weapons. I was defenseless because I had no base knowledge of the environment or how to use it. This made playing with him significantly more frustrating than it needed to be. I played with my son for as long as I did attempting to learn but was effectively prevented even from learning due to the punishing nature of the game... get killed, lose everything, reset to original spawn location, meanwhile other players keep what they had, their location and everything. My response to him was to quit. After trying to play with him for at least 30 minutes, I just quit and told him I would never play against him ever again because he was brutal, unkind, and deceitful. But how many other gamers have this sort of experience with games or other gamers? Overcoming challenges, having some learning curve and some degree of difficulty is indeed part of what gaming is about...part of it...but by no means is it ALL of it. But how much is too much and for whom?

      The psychology of gaming needs further analysis. Some games compensate by running you through tutorials and lessons to get you up to speed. I do not recall this in Halo3 -- my first experience with it put me off considerably. I may try again at some point in the future, but for me, I prefer games I can play alone where my only foe is the game itself because even though there are variations in complexities and learning curves and that sort of thing, at least I am granted opportunities to learn that are generally acceptable by me. But I can most certainly identify with the author's perspective on the matter and how some people have a lower tolerance for things that are too difficult to overcome and punish the player too much for failure.

      Punishment. What an interesting choice of words. It brings new meaning to the old word itself and also adds new meaning to understanding gaming psychology and philosophy. Punishment can drive people to overcome or it can drive people away. I suppose the key is to moderate the degree of punishment so that it doesn't cross the line to driving people away.

    7. Re:missing the point by Anthony_Cargile · · Score: 4, Funny

      pop is a far better system.

      Although I find it completely useless without push, personally.

    8. Re:missing the point by i.of.the.storm · · Score: 4, Insightful

      Abrasive I will agree with, and they are also enjoyable and entertaining, but down to earth is not something Yahtzee exudes. If anything he's got one of the hugest egos of any reviewer. He does point out a lot of things that suck about modern gaming, but it seems like his reviews are more intended to be negative for the sake of being negative rather than making a decent review. I wouldn't recommend Yahtzee to find out whether a game is good, but more to find out the flaws in a game, and check other reviews to find out whether you should buy the game.

      --
      All your base are belong to Wii.
    9. Re:missing the point by Anonymous Coward · · Score: 0

      You think you are the first man in history to be humiliated by his kid on a computer game? And because of this all modern computer games are fundamentally wrong? Shit, my dad could have told you that in 1985.

      Sometime in the next decade I expect all games that are not guitar hero to be photo realistic 3D versions of "Space Ace" or "Dragon's Lair". Complete with an auto play option so "gamers" don't get upset by the hard part of having to play the game.

    10. Re:missing the point by Anonymous Coward · · Score: 0

      Inexperienced gamers have no place to speak about gaming since they have no prior base of knowledge to speak upon. Sorry, but that's like a janitor trying to give a lecture on astrophysics.

      Secondly, getting killed a lot in a game is what drives people to become better. It certainly did for me. I used to play UT often and at first I was horrible. It seemed every corner I turned I would end up fragged. Driven by a desire to survive, I crafted techniques for staying alive and assaulting other players. Now I'm probably as good of a UT player as anyone else. It takes time and some level of dedication, but you'll slowly improve.

      What is the point of a game where you can't die? Imagine playing your son at Halo 3, both of you shooting each other endlessly and nobody dies. What kind of game is that?

    11. Re:missing the point by Saint+Gerbil · · Score: 1

      While I agree it is annoying when it effectivly chucks you back about 30 minutes I'm finding myself not worrying about dying at all.

      ie light seed hovering in the distance I can :
      A: figure out how to get to it and back safely.
      B: hurl myself off the cliff knowing I'm going to be saved.

      While A is always an option most of the time I can't be bothered.
      Elika must a "saved" me about 1000 times by now.

      Yes I wont get that chevo like that I know.

    12. Re:missing the point by jounihat · · Score: 1, Insightful

      One of the main points in video games for me is the excitement and fear of failing. For example, System Shock 2 and Jagged Alliance 2 were both really good games for me, because they punished the player for too many saves (by adjusting the amount of stuff the enemies left behind). The constant fear that I have to play the whole stage again if I die makes the winning also much more satisfying. Another thing is that when you play the stage again, you can do everything better than the last time and feel more advanced. That is the case in the Mega Man series. Of course this means that the stages must have replay value (which was not the case in the last boss of Shadow of Colossus).

    13. Re:missing the point by amnezick · · Score: 0

      I think 'pop' is used extensively in this type of memory that doesn't need 'push':
      http://www.scribd.com/doc/8189749/Signetics-Fully-Encoded-9046-x-N-Random-Access-WriteOnlyMemory

      --
      mov ax,4c00h
      int 21h
    14. Re:missing the point by GigaplexNZ · · Score: 1

      You got that backwards. That memory has push but no pop.

    15. Re:missing the point by GigaplexNZ · · Score: 1

      Sounds a lot like what I saw of Far Cry 2. Some tough dude comes in and saves you. If he is so tough, why can't he just win the damned game for you?

    16. Re:missing the point by pelrun · · Score: 2, Interesting

      And there's a reason for that - Yahtzee is much, much more entertaining when he's being critical, and so whilst he occasionally gives positive reviews (like Psychonauts), most of the time he gives the audience what it wants.

      I disagree that Yahtzee's reviews aren't a good measure of whether a game is purchase-worthy; if a game is fun despite the flaws he delights in pointing out then he will make that very clear.

    17. Re:missing the point by WhatAmIDoingHere · · Score: 2, Insightful

      That's awesome. So when your son was better at something than you, you called him names, took your ball, and went home. I'm sure that when he was growing up and you two would have little competitions, when you were better than him you rubbed it in his face. Am I right?

      That's just great parenting. Keep up the awesome work. Try crying more, too.

      --
      Not a Twitter sockpuppet... but I wish I was.
    18. Re:missing the point by WhatAmIDoingHere · · Score: 5, Interesting

      I think pressing the quicksave button is itself part of the challenge. Do you want to overwrite your last save with this new one? What if one of the choices you made between it and where you are now was what determined your game ending?

      --
      Not a Twitter sockpuppet... but I wish I was.
    19. Re:missing the point by jlehtira · · Score: 1

      Well, of course it is good to have many kinds of games for many kinds of audiences. What he's talking about is probably true about linear, scripted games like Prince of Persia, but not universal. And not to my liking either.

      A far better option is to actually have open-ended gameplay and serious punishments. Mount & Blade is a true gem for a game, even when one single defeat can mean your pack of 80 knights gets completely slaughtered and driven away, you lose most of your money and some important pieces of gear, and it takes you ten hours of playing to regain everything you've lost.

      In URW (a roguelike in a northern setting), you can die. The whole story can be about slowly dying away from cold and hunger. Most of my first ten games I started in the winter were, and the others were about a bear or a lynx killing me before hunger and coldness could.

      In yet another game, Dwarf Fortress, one bad move can ruin your kingdom of 200 dwarves under the mountain. Maybe the dragon attacks and fries most of your folks. Maybe you found a magma chamber by digging into it from underneath.

      So why do I enjoy these kinds of setbacks? Because these games tell a story. Stories sometimes have unhappy endings, and many other times stories are about surviving setbacks. Lost all of your knights while attacking Swadia? Maybe it's time to join Swadia, hire some horse archers and go loot villages for a while! Had Smaug fry your dwarves and conquer your mountainhome? Time to go hire a thief and try something sneaky! ;)

      It's about immersion. True, basketball isn't about immersion, but some games are.

    20. Re:missing the point by ubrgeek · · Score: 3, Funny

      " like they have done here."

      "Your comment has been submited." doesn't count as quicksave ;)

      --
      Bark less. Wag more.
    21. Re:missing the point by ubrgeek · · Score: 4, Insightful

      I agree it's about immersion, but even decent stories can be ruined by a lack of auto-save. My wife gave me Final Fantasy IX for the DS (Yeah, yeah. Insert "wife-giving-me-final-fantasy" joke here *grin*) and while I enjoy it, the fact that death happens so damn often is annoying. It's tough to get into a game when one member of your party dies at the beginning of a battle, which leads to two dying which leads to a wipe, to use WoW parlance. I find myself heading back out of a dungeon after a couple of battles to make sure my party gains and saves experience, rather than dying (or, heading out of the dungeon to use the "tent" (aka heal/rest feature)) as saving isn't an allowed option inside of the dungeon. It got to the point where I set the game aside for a bit because of the frustration level.

      --
      Bark less. Wag more.
    22. Re:missing the point by xouumalperxe · · Score: 2, Interesting

      You have a point, but it's mostly as an addendum, really. It's not that games shouldn't at all "punish" you for failure (there's Lucasarts graphic adventures for that), but rather that games shouldn't punish you with time sinks -- which was the article's point. Certain gameplay elements are fun done once, but become horrible if you have to repeat them. For example, if you have a gauntlet run immediately before a boss fight, having a checkpoint/savespot/whatever in between is more or less essential (unless, of course, the gauntlet is meant to be a part of the boss fight itself). Taking this guy's point to the extreme, this is why most modern games have eschewed the whole 1-up system for a save system: the time sink from having to start over from the top is too large. Of course, there's also the roguelikes you mentioned, which are more like tetris or chess than they are like most modern computer games: You're supposed to re-play LOADS of times, with comparatively short games each time, rather than one very long play-through.

      Personally, from the Ubisoft PoP series I only played Warrior Within, but the system there was pretty cool: the Sands of Time meter gave you a number of "rewinds" that took the apparent grind out of repeating tricky bits (even the best load/save routines for modern games hold you out of the game for a few seconds, which makes it feel more drawn out than the in-game rewind), and their limited (if not too scarce) nature kept open the possibility of failure. Not being able to save anywhere gives you short term goals (get to the next save spot), while having save spots close enough to each other that having to stop playing on a moment's notice isn't a biggie.

    23. Re:missing the point by SerpentMage · · Score: 2, Insightful

      >It's about immersion. True, basketball isn't about immersion, but some games are.

      I find it sad that people are playing BASKETBALL on a gaming console? Whatever happened to going outside and shooting some hoops? You get fresh air, some exercise, and you get the REAL immersion...

      --

      "You can't make a race horse of a pig"
      "No," said Samuel, "but you can make very fast pig"
    24. Re:missing the point by SerpentMage · · Score: 1

      What I would have said to your son is the following:

      "Son, I asked you to take it easy on me since I don't know this game. You didn't, and as such I don't think I will play again. However, what I what to point out is that I want you to remember this moment! I want you to remember this feeling, because it will happen to you as well with your son or daughter. And when it does, I want you to remember what your good ol'Dad said..."

      I used to play this game with my father all the time and it drove him bonkers. How did I do this? I used to say, "Dad remember when you were young, did you not do this as well? Did you not remember the feelings, the hate, and the anger? Why don't we just cut through the chase..."

      That drove him NUTS because he knew I was right, but I was not supposed to say that...

      Psychological tricks work quite well because they can cut much deeper than getting angry or what have you. And you don't loose your cool

      --

      "You can't make a race horse of a pig"
      "No," said Samuel, "but you can make very fast pig"
    25. Re:missing the point by mopower70 · · Score: 1

      Dad?

    26. Re:missing the point by domatic · · Score: 2, Interesting

      The game isn't easy because of this, it's less frustrating. Forcing the player to restarting huge segments at the smallest error is a very cheap way to make something "difficult".

      Emulators are often superior to real hardware in this respect. My wife is an avid player of classic SNES and Genesis RPGs but probably wouldn't bother with most of them on real hardware. The emulators have at least 8 quick save-state slots and she undoes frustrating small mistakes with a keypress.

      Now that we own a Wii, we both often say "a save state" would be nice here.........

    27. Re:missing the point by Lumpy · · Score: 1

      Which is ONE reason I like the PSP over the DS. I can power off my PSP at any time and it auto saves me.. ok it suspends to ram, but I can flip it on and kill things at any time, it's great. the DS would be perfect if it had this feature.

      --
      Do not look at laser with remaining good eye.
    28. Re:missing the point by dontPanik · · Score: 4, Insightful

      I find it sad that people are playing BASKETBALL on a gaming console? Whatever happened to going outside and shooting some hoops? You get fresh air, some exercise, and you get the REAL immersion...

      A bit off-topic, but people always try to use this argument to say that guitar hero is stupid. Because you are playing a game that emulates some real-world activity, that game is stupid because you could be doing the real world activity.
      But look at it this way, you're going to be playing video games no matter what right? So why not play the game that entertains you the most? It doesn't matter if that game happens to exist in the real world. It's FUN.
      Many a time my band and I got tired of jamming, so we'd head in my house and play guitar hero. What's wrong with that?

      --
      "Computers are useless. They can only give you answers." - Pablo Picasso
    29. Re:missing the point by Culture20 · · Score: 2, Interesting

      In System Shock 1, the "reload" feature was built in to the game too: a bio reconstruction chamber that you needed to activate on each floor, after which you could die infinitely in suicidal attacks. In System Shock 2, there was a nanite (money) charge for the restorations, so save points were used more.

    30. Re:missing the point by Lumpy · · Score: 3, Interesting

      I simply have a modded xbox360 controller that waxes my kids and nephews. I only bring it out when they are being selfish in the game. I silently switch the controller on to my rapid fire and hacked mode and then own them hard over and over and over using my cheating.

      They whine and I say, how do you like it? Gaming is about fun for everyone. It's not about being an ass.

      It works, and I only have to do it maybe once a month.

      --
      Do not look at laser with remaining good eye.
    31. Re:missing the point by GravityStar · · Score: 2, Insightful

      Playing against a opponent who consistently out-classes you, and is being a dick about it, is no fun at all.

      "Hey, what button do I hit to reload in this game?"
      -BANG RESPAWN
      -"Ehr, the reload button, could you tell me where it is?
      -BLAM RESPAWN
      -"I just remembered, I've got this netflix dvd at home that I should really see. So, like, bye."

    32. Re:missing the point by ubrgeek · · Score: 1

      It does exactly the same thing as you're describing; It suspends the game, same as on the DS. I do that whenever I need to head off to something and need to put the DS away for a bit. That's different then saving the game at a particular point. Suspending it doesn't do anything to store the status and let you go back to a save point if your party dies. It just lets you continue from the point at which you're dying.

      --
      Bark less. Wag more.
    33. Re:missing the point by Anonymous Coward · · Score: 0

      Sorry, but that's like a janitor trying to give a lecture on astrophysics.

      But they're just games! Why shouldn't some games be tailored to inexperienced players? Why should everyone take things as seriously as you?

    34. Re:missing the point by Ma'at · · Score: 1

      The DS does have this feature. You can just close the DS and it goes into standby mode at any time and in any game. It's not exactly "powering off", but I've had a battery charge last a week in standby (the game I was playing last Wednesday was still up and waiting for me when I went back to work yesterday).

      However, neither situation will fix having to start over if you die in a dungeon that disallows saving.

    35. Re:missing the point by erroneus · · Score: 2, Insightful

      The feeling of humiliation was not a factor... I didn't have time to feel humiliated. I was trying to learn to play just as I played Halo2. Halo3 is not THAT different, but the weapons and the maps are and knowing those two things are key. When someone knows where all the weapons are as well as the best locations in the map, a person can rule a one on one game. My son does not know the meaning of fair play. When we were playing Halo2 as team members, his favorite tactic was to hold back until he heard one of the others engaged in fire and then come in at an angle to clean up and get the kills. That is a very good strategy if you are only looking out for yourself... which appears to be a personality trait he picked up from his mother. But I digress.

      I am not easily frustrated by games at ALL. But when the opportunity to even learn to overcome is denied, I have to take issue. If you can't learn, then there is no point at all.

      As someone else put it, yes, I effectively took my ball and went home. The point was to teach him the behavior wouldn't be tolerated. He has asked me to play with him a few times in the past and I reminded him of that day. It's not a grudge and it wasn't even anger. I simply disagree with a personality trait he exhibited and need a way to show him that it is wrong. Since when is taking advantage of others "fun" or part of a game? I have three sons and the other two "get it" as we play games happily together. Unfortunately, the oldest spent too much time with their mother to understand fair play and cooperation.

    36. Re:missing the point by NeoSkandranon · · Score: 1

      Getting killed a lot can drive you to get better, but getting killed so often you don't figure out how the game works is counterproductive.

      It's like learning karate from scratch via sparring with a blue belt. He's going to kick your ass, and you won't really learn anything from it.

      --
      If you can't see the value in jet powered ants you should turn in your nerd card. - Dunbal (464142)
    37. Re:missing the point by Anonymous Coward · · Score: 0

      Parenting advice from someone who spends his time on encyclopediadramatica.com? I don't think so.

    38. Re:missing the point by clam666 · · Score: 2, Funny

      The only winning move is not to play.

      How about a nice game of chess?

      --
      I'm a satanic clam.
    39. Re:missing the point by Lumpy · · Score: 1

      I own a DS and where do you set it to suspend to ram? every time I turn mine off it comes back to the main screen.

      --
      Do not look at laser with remaining good eye.
    40. Re:missing the point by Anonymous Coward · · Score: 0

      Being lazy and asking questions like "How do I respawn?" is deserving of that kind of treatment. That information is surely covered in your game manual or within the game itself. In this case, RTFM.

      You're going to run into assholes everywhere not just in games, however not everyone is like that. There are plenty of good players who are friendly and will help if you have questions about gameplay or tactics. I usually try to help out new players in the games I play because I understand that everyone was a "n00b" at some point. This can be either good or bad. Some of those players go on to become really good and appreciate my help when they were beginning. Some of them become arrogant pricks who think they have grown beyond my ability and try to prove it at every opportunity. Because of this, I can understand and somewhat sympathize with the divided feelings about helping newcomers.

      You also have to keep in mind that the game becomes a whole lot more fun if you stick with it and improve yourself. Those same assholes who initially treated you like crap may get a difficult fight after you've practiced enough.

    41. Re:missing the point by geminidomino · · Score: 1

      Close the clamshell == "sleep mode". I'm pretty sure every game since a year after the original came out supports it.

      Doesn't apply to what the poster was talking about in final fantasy, though. He wasn't talking about saving to stop playing. He was talking about saving because that's where FF games get their checkpoints. Your party wipes, you reload last save. All progress since that point is lost. Since saves can be done only outside dungeons or at certain set points, it can be frustrating.

      Dragon Quest was slightly less (and at the same time, far more) cruel. Wiping out lets you keep all items and XP you've earned, but costs you 50% of your money.

    42. Re:missing the point by DNS-and-BIND · · Score: 1

      I thought the whole point was hilariously negative reviews. Didn't you get the memo?

      --
      Shutting down free speech with violence isn't fighting fascism. It IS fascism!
    43. Re:missing the point by geminidomino · · Score: 1

      I must ask... Where the hell did she get FF IX for DS?

    44. Re:missing the point by orielbean · · Score: 1

      lots of the RPG ds games, like final fantasy or castlevania do offer a save-at-any-time feature which is called suspend. It is not the same as hardware suspend of course, but serves the same function.

    45. Re:missing the point by Hal_Porter · · Score: 5, Funny

      >It's about immersion. True, basketball isn't about immersion, but some games are.

      I find it sad that people are playing BASKETBALL on a gaming console? Whatever happened to going outside and shooting some hoops? You get fresh air, some exercise, and you get the REAL immersion...

      Yeah, immersion in DEADLY ULTRAVIOLET RAYS.

      --
      echo -e 'global _start\n _start:\n mov eax, 2\n int 80h\n jmp _start' > a.asm; nasm a.asm -f elf; ld a.o -o a;
    46. Re:missing the point by Winckle · · Score: 1

      Yeah but your buddy can only save you once. After he saves you, you need to get to a safehouse to thank him and then he's "rescue ready" again. If you die twice in a row then you die for good.

    47. Re:missing the point by Gorphrim · · Score: 1

      Basketball outdoors is not so enjoyable when it's raining or snowing, or windy, or just damn cold. And not everybody has easy access to a hoop. Besides, playing a computer game version of a sport can actually be fun, and isn't that the point?

      --

      Queens of the Stone Age - they rule
    48. Re:missing the point by Hal_Porter · · Score: 1

      I recall my first experience with Halo3. I consider myself to be a somewhat experienced gamer though I no longer keep up with the latest anything. I was playing against my son who had been playing it for quite some time and was already very adept at it. I had played Halo2 and was reasonably comfortable with the game. However Halo3 is a different game and has some different features and different tools and weapons and of course different maps. These differences represent a learning curve. My 17 year old son was killing me left and right and I asked him to take it easier on me but he refused (though he said he would). I knew nothing of where to find any given weapon on this arena of this new game. I knew nothing of how to use many of the new tools and weapons. I was defenseless because I had no base knowledge of the environment or how to use it. This made playing with him significantly more frustrating than it needed to be. I played with my son for as long as I did attempting to learn but was effectively prevented even from learning due to the punishing nature of the game... get killed, lose everything, reset to original spawn location, meanwhile other players keep what they had, their location and everything. My response to him was to quit. After trying to play with him for at least 30 minutes, I just quit and told him I would never play against him ever again because he was brutal, unkind, and deceitful.

      Maybe you should practice when your son isn't there. You can use the teamtalk on XBox live, people are very supportive.

      --
      echo -e 'global _start\n _start:\n mov eax, 2\n int 80h\n jmp _start' > a.asm; nasm a.asm -f elf; ld a.o -o a;
    49. Re:missing the point by bobetov · · Score: 2, Insightful

      I think pressing the quicksave button is itself part of the challenge. Do you want to overwrite your last save with this new one? What if one of the choices you made between it and where you are now was what determined your game ending?

      That's the rationalization I used to use, to make the endless save/restore cycle seem tolerable. But I'll venture a guess here - you've never regretted hitting save, but you HAVE regretted getting into the game, really enjoying things, and FORGETTING to save. You get hit hardest for being the most immersed. Saving is an unnatural act in gaming - it breaks the metaphor.

      Oh, and that rationalization? About constantly choosing to save/not save? That's a variation on the too many choices fallacy. I don't really need more anxiety in my life. Save/Restore should die. I applaud games such as BioShock that are moving towards its abolishment.

      I haven't played PoP yet, but from this discussion, I'm going to be doing so soonest. Here's to letting go of mechanisms that hinder our immersion in the game.

      --
      Looking for a Rails developer in Chapel Hill?
    50. Re:missing the point by BlueCodeWarrior · · Score: 1

      My son does not know the meaning of fair play. When we were playing Halo2 as team members, his favorite tactic was to hold back until he heard one of the others engaged in fire and then come in at an angle to clean up and get the kills.

      Did your son mod the engine? Did he do something that you yourself could not do? Then it's fair.

      Since when is taking advantage of others "fun" or part of a game?

      The point of a game (to competitive types) is to win. Your son found a valid strategy that let him win. He didn't break any rules. He played within the game.

      I like to describe this as competitive vs 'fluffy'. Fluff has no negative connotations, it comes from Warhammer, and it essentially means 'story.' Some WH players are interested in the game as a game, and tournaments. They'll sometimes build armies that don't really fit the fluff, but are much better than one that would. They're not breaking rules, they allow for armies like that. But people who are into fluff would rather play a non-competitive game where the story is just as sacred as the rulebook.

      Now, I'm not saying you're interested in Halo's story. But what I am saying is that it seems like you want a game to be pretty much even, with one person barely pulling it out in the end. Everyone (almost) wins. That's great. It's also what the competitive people want. The difference is, the competitive people want to use every single last trick in the book to make it as hard for you to win as possible. In order to win games, your opponents have to lose. It's enjoyable for the competitive types to have the game still be close, even after that.

      Anyway, I'm rambling. The point is, your son is just competitive. Or maybe not. But I hope you can at least see the viewpoint.

      If you can't learn, then there is no point at all.

      Incidentally, this is why when you play online it ranks you and only matches you up against people of your skill level. If you're a newbie, pretty soon you're also playing with only other newbies, and then you're free to learn in an environment where these kinds of conflicts don't happen. I agree that it sucks when everyone is destroying you and you can't do anything about it. Online play is nice in that regard.

    51. Re:missing the point by russotto · · Score: 2, Informative

      The only winning move is not to play.

      How about a nice game of chess?

      But Dr. Falken, the same is true of chess, for at least one player.

    52. Re:missing the point by jlehtira · · Score: 1

      It's not that games shouldn't at all "punish" you for failure (there's Lucasarts graphic adventures for that), but rather that games shouldn't punish you with time sinks -- which was the article's point.

      I agree with that. I disagree with the notion that having to do one level again would necessarily be a time sink. In a nonlinear game you could go do something else, get different weapons, a few more levels or whatever, and then come back to the boss. Or just do the level differently to conserve HP or ammo for the boss.

      What turns me away from MMOs is that they punish you with time sinks especially when you did nothing wrong. Leveling, grinding, making "bring me X bodyparts of animal Y" quests is all a huge time sink..

      most modern computer games: You're supposed to re-play LOADS of times, with comparatively short games each time, rather than one very long play-through.

      You play different modern games than I do! ;)

    53. Re:missing the point by KDR_11k · · Score: 1

      Depends, if you let the player redo parts in very small increments he only has to perform a very short performance peak to get ahead, if the parts are larger then he has to sustain that peak for longer. That is a form of skill, everyone can get a lucky shot once in a while, getting them consistently is the problem for most.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    54. Re:missing the point by nbates · · Score: 1

      Do you usually see games with multiple endings?

      Do you usually see games where you can get stuck and need to use save games?

      Most of the games don't have that feature. And for games that do, then maybe automatic savegames are not the best feature.

      But again, most games can be played without even reading dialogs (prince of persia is probably one of those)

    55. Re:missing the point by erroneus · · Score: 2, Interesting

      Did your son mod the engine? Did he do something that you yourself could not do? Then it's fair.

      You, sir, are as broken-minded as he is. Forgetting about "fair" for a moment and considering this as a military simulation as it attempts to be, using your fellow soldiers as fodder is an offense that would lead one to the firing squad. Using your team mates to further your own score is immoral. If you think "fair" is the same as "legal" then you show a trait that is also indicative of why our legal system is as abused as it has become. Morality plays a role in life even in game play.

    56. Re:missing the point by Leafheart · · Score: 5, Funny

      I find it sad that people are playing BASKETBALL on a gaming console? Whatever happened to going outside and shooting some hoops? You get fresh air, some exercise, and you get the REAL immersion...

      I find it sad that people are playing GTA on a gaming console. Whatever happened to going outside and shotting some hoes? You get fresh air, some exercise, and you get the REAL immersion...

      --
      --- "When you gotta do something wrong. You gotta do it right. (Fighter)"
    57. Re:missing the point by TobyWong · · Score: 1

      I believe he considers himself a game critic not a game reviewer so I don't think he is expecting to be viewed as a source of game buying advice.

      --
      - Toby
    58. Re:missing the point by Anonymous Coward · · Score: 0

      I only have thumbs, you insensitive clod!

    59. Re:missing the point by ubrgeek · · Score: 4, Funny

      > Wiping out lets you keep all items and XP you've earned, but costs you 50% of your money.

      Take out the word "items" and it sounds like my divorce ... ;)

      --
      Bark less. Wag more.
    60. Re:missing the point by doktr+thunder · · Score: 1

      I know I'm a bitter old-man....

      But beating games in the past used to actually be difficult. On fucking NES YOU NEEDED THAT METROID CODE or you literally wanted to die. Also you had to mitigate other factors such as:

      1. dogs and sibling bumping into gaming system, tripping over controller
      2. someone was gonna kick you off eventually
      3. the game could just randomly fuck up

      Yea so often you needed enough time to just beat the game in one sitting. You got mad good at beginning levels and they were still fun.

      "more autosave", "lets not even talk about saving anymore....", "games should save more"
      FUCK YOU. it just means game devs give you more throw away content.

    61. Re:missing the point by ubrgeek · · Score: 1

      My bad. I meant IV. Which can also stand for the type of coffee drip I seem to need this morning :)

      --
      Bark less. Wag more.
    62. Re:missing the point by Fallingcow · · Score: 3, Interesting

      Yep, emulator is the only way I play old games now. I ditched my NES since I would rather play most of the games on PC.

      Some games are playable without it, but even simple games like Mario can benefit--sure, you shouldn't need a save file to beat the game the quickest possible way, but what if you want to go through Mario 3 playing every single level? Who the hell has time to do that in one go (assuming you don't die) aside from young kids on summer break?

      Most JRPGs--even modern ones--have terrible save systems, IMO. Boring as hell to repeat sections, and painfully easy to die. Too long between saves, so you have to block out a huge chunk of time to make sure you can get to the next save, then, even if you still want to play, you have to stop if you don't have enough time left to get to another one. I play them in spite of this, but it does raise the bar significantly for how good the game must be for me to bother with it. I'll play through a shitty PC FPS because it's probably short and I can (generally) save at any time, but I'll quit a JRPG after a couple hours if it's not really, really good.

      Ditto for the Zelda series; I'm finally playing through Ocarina of Time because I can use an emulator and save-states. It's worth the occasional graphical glitch for that feature. I have the cartridge, but I don't use it.

      I keep trying to play WindWaker (no 'cube emulator worth using yet, unfortunately) and losing 30 minutes to an hour of progress, then putting it down for a couple weeks out of frustration. It's going to take me a couple years to get through it at this rate :(

    63. Re:missing the point by jslater25 · · Score: 1
      I agree completely with Mystery00's comment about it being a cheap way to making a game 'difficult' by forcing a player to restart huge segments at the smallest error.

      That was one of my main complaints with the old Sierra games (King's Quest, etc). I cannot fathom how many times that I reached a point in one of the games and realized I would need to start over from scratch due to failing to pick up an item or not talking to the correct NPC.

      I ended up deciding the only way I would ever be able to complete the game would be by picking up one of Sierra's 'help' books that required you to use the special marker to reveal the answers.

      I hate Sierra and Roberta for that.

    64. Re:missing the point by glennpratt · · Score: 1

      When we were playing Halo2 as team members, his favorite tactic was to hold back until he heard one of the others engaged in fire and then come in at an angle to clean up and get the kills. That is a very good strategy if you are only looking out for yourself... which appears to be a personality trait he picked up from his mother. But I digress.

      As a child of dysfunctional and quickly divorced parents, let me suggest you never let you child hear you talk like that. Even if they agree, you will only work to alienate him or make him feel guilt for showing love to HIS MOTHER.

      You cannot talk morality into people - especially when you are condescending about a person they probably love very much. Live by example, it's much more effective.

      Sorry for the rant, but that's the kind of self righteous talk that makes it almost impossible for me to communicate with my father.

    65. Re:missing the point by shypht · · Score: 1

      When I first started playing PoP I thought "wow, this makes the game way to easy" - but as you progress, this becomes a rather welcome feature. It's just the "you died, try again?" screen in a pretty animation without the need for a load time. Some of the jumps in the game become longer, and screwing up right near the end is frustrating enough without having to do the old "try again / quit / wait for load time". I think it's a rather elegant solution to the problem. I'd probably be pulling out my hair and tossing the game to the side if the game stayed as it was, except with a more traditional death penalty.

    66. Re:missing the point by root777 · · Score: 1

      This is where you have the campaign mode and the online mode. You get up to speed with the campaign mode, learn the levels aka the maps in the online mode and when you think you are ready to play ball, welcome online. You will find that in a game like Halo3 or COD4, do not underestimate the concept of teamwork. If you are starting out, just follow someone and try to keep assisting them.

    67. Re:missing the point by Anonymous Coward · · Score: 0

      you didn't see what happened when I overvolted my memory to squeeze out a few more cycles!

    68. Re:missing the point by Anonymous Coward · · Score: 0

      In the context of gaming with a friend, possibly never playing the game before or owning the game (and therefore not being able to RTFM), his/her friend would be an ass. I understand there are assholes out there but it's sucks to find out your friend or son is one of them.

    69. Re:missing the point by Anonymous Coward · · Score: 0

      You might not learn karate but you'll certainly learn how to fight. If you get beaten a lot, you start coming up with ANY way to win. Throw sand in their face, punch them in the nuts, pull their hair, kick them in the back or stomp them on the ground. Anything goes in a fight, there is no such thing as "fair". The same goes for a game.

      How do you think the good players got to be good? They got killed a lot and learned from it.

    70. Re:missing the point by Anonymous Coward · · Score: 0

      ...certainly wouldn't be my biggest complaint.
       
      Games should scale better in my opinion. Now that I am an adult, I do not have the time, nor the patience to deal with ridiculously difficult or time-consuming games.
       
      I will take a fun, simple, visually-appealing game over a SoCom or Madden any day of the week. There are reasons Prince of Persia will sell a million copies, and there are reasons Metal Gear will too. It's called different Markets.

    71. Re:missing the point by erroneus · · Score: 1

      Ordinarily, I would agree with you. But he doesn't remember his mother all that much as I retained sole custody from long ago... I think he was six when he last saw her. Presently, she is a felon, a drug user and has never held a job for more than a month. Furthermore, she is literally dangerous to be around. She has not be diagnosed to my knowledge but I would not be surprised to find that she was clinically psychotic. Most people like you presume that I speak of typical animosity between man and wife. This is quite far removed from that. This is the stuff that horror movies are made from. It is precisely that horror that worries me most about him. His younger brother does not seem to be affected. You could not know in advance of your comments the true depth of the problem you are attempting to speak on, but if you knew, you would tend to think I understate in most regards.

      No, you cannot speak morality into people. You can demonstrate it and you can reject bad behavior. That's the most I could do.

    72. Re:missing the point by geminidomino · · Score: 1

      Ok. Since it's from lack of coffee, I'll spare you my rancor for getting my hopes up (FF IX being the "retro" next-gen FF, it's the one I most hope to see portable)

    73. Re:missing the point by Anonymous Coward · · Score: 0

      My 17 year old son was killing me left and right and I asked him to take it easier on me but he refused (though he said he would).

      So? You got pwned, byotch, cuz you're a nOOb!

      I knew nothing of where to find any given weapon on this arena of this new game. I knew nothing of how to use many of the new tools and weapons. I was defenseless because I had no base knowledge of the environment or how to use it.

      So, you admit to being ignorant. What is the solution to ignorance? How do you get to Carnegie Hall?

      This made playing with him significantly more frustrating than it needed to be. I played with my son for as long as I did attempting to learn but was effectively prevented even from learning due to the punishing nature of the game

      If only there was some way to learn or to practice by yourself. Unfortunately the only way to play Halo3 is by being thrown to the wolves (l33t gamerz).

      After trying to play with him for at least 30 minutes, I just quit and told him I would never play against him ever again because he was brutal, unkind, and deceitful.

      Awww, you gonna cry now? You got bitchslapped by a teenager in a VIDEO GAME. Maybe you should go to the retirement home already. This is not a cooperative video game, but a deathmatch.

      Would you whine the same way if your teenager beat you playing basketball at the gym?

    74. Re:missing the point by rxan · · Score: 1

      I don't really see a need to incorporate the reset into the game world. To be honest, if I have to play 10 games and in each one when I fail some dude/god/magical fairing has to come reset me, I'm gonna get pretty pissed off.

    75. Re:missing the point by Anonymous Coward · · Score: 0

      PC games have long had a god-mode as well, but I'd say that's universally regarded as cheating.

      Back in 1990 I wrote a letter to Nintendo Power, saying it would be great if all games had invincibility on the Easy difficulty, because a superhero like Batman never dies in the movies. I'm so glad somebody finally listened! ;-) Now I can trade-in my Game Genie.

      Sorry, I can't see a line of distinction between the developer or the player switching off death. I'm not convinced that it's "innovative" for the new PoP to become an extremely patient hand-eye-coordination trainer. I'm pretty sure I'd learn faster playing Gradius. Sands of Time and GRID have excellent limited-rewind features. Part of your skill set becomes forecasting your severe mistakes to get the maximum chance for correction. In Braid your mistakes become irrelevant, all results come from your success, and that made it the most satisfying puzzle game I played all year.

      The notion of people wanting to "save time" in modern games is utterly foolish, as the current zeitgeist encourages completionist players. Cases in point: WoW grinding; achievements; item collection metagames; multiple difficulties; time trials... how many DAYS does it take to master completing an average 5-minute stage in less than 90 seconds?

      Sure, sure, it's nice to hand the controller to my mother-in-law or grandfather or neice and watch them enjoy playing. Yes, Rock Band 2 has a no-fail mode for a good reason. But do you, a serious gamer, really want to keep paying $60 for a game that takes you 5 hours to finish? Wasn't Heavely Sword ridiculed for that? I'd say it was 5 hours of entertainment well spent, but it cost me $6 to rent. I am very happy to value my entertainment time at $2 per hour.

      Is it possible that console game developers are attempting to shift the industry to pay-per-play or digital rentals? I would absolutely pay $4 to activate Boom Blox every time I set up the Wii with some friends. The rumblings about disc-less consoles coming into the future generation would support that theory. If casual gamers are where new profits are being found, that will inescapably result in making "hardcore game" properties more accessible to more players.

      Grab a towel to wrap your console in, things are about to get watered down.

    76. Re:missing the point by JCSoRocks · · Score: 1

      I still don't understand all the whining about that... Personally I played the game no differently than I would have if there had been no chambers and I'd had to have started an entire level all over again if I died. If you want to mindlessly run around and blow through the game then why bother playing at all? If you think it's too easy then just switch to the hardest setting which removed the chambers.

      --
      You are using English. Please learn the difference between loose and lose; they're, there, and their; your and you're.
    77. Re:missing the point by sunwolf · · Score: 1

      On the contrary, much of my grief comes from over-writing save games. Chrono Trigger...Secret of Mana...Pokemon Emerald...Final Fantasy Tactics...all horrible, horrible repressed memories. Still, the save-game mechanism is an archaic one, and I agree that it should be left by the wayside.

    78. Re:missing the point by JCSoRocks · · Score: 1

      It's basically like FPS except better graphics. But what happens if I get lag out there? I'm dead! I mean I've even heard there are no respawn points in RL.

      -FPS Doug

      --
      You are using English. Please learn the difference between loose and lose; they're, there, and their; your and you're.
    79. Re:missing the point by somenickname · · Score: 3, Insightful

      Forcing the player to restarting huge segments at the smallest error is a very cheap way to make something "difficult".

      Seeing as this is modded to (5: Insightful) I am going to have to assume that no nethack players have mod points today.

    80. Re:missing the point by Arthur+Grumbine · · Score: 2, Insightful

      > Wiping out lets you keep all items and XP you've earned, but costs you 50% of your money. Take out the word "items" and it sounds like my divorce ... ;)

      Perhaps the cause of the divorce might be found here as well...from what I've heard most wives wouldn't like it if their husbands considered making love to them as "leveling up".

      I've also heard they don't like to hear "For The Win!!" during the most intimate moments.

      --
      Now that I think about it, I'm pretty sure everything I just said is completely wrong.
    81. Re:missing the point by Anonymous Coward · · Score: 0

      They whine and I say, how do you like it? Gaming is about fun for everyone. It's not about being an ass.

      No, it's about establishing your dominance over the herd. There is a winner, and a loser.

    82. Re:missing the point by Anonymous Coward · · Score: 0

      Funny, thats just like the original pokemon games!

    83. Re:missing the point by jslater25 · · Score: 1

      I disagree that 'competitive types' want to make the game close. I have played against too many 'competitive types' that want to win by the largest possible margin, even if that includes cheating. I have no problem losing (repetitively even) to the same person if the margin is slim and I feel like I could win if I just do that one thing.... But losing to the same person who consistently wins by a huge margin only because they are familiar with a game that I am not is a waste of my time. Would that 'competitive type' enjoy losing at a game they knew nothing about? Definitely not, and they would not be willing to play until they knew enough about the game to make it at least a 50/50 chance of winning.

    84. Re:missing the point by jtesorie · · Score: 1

      There are a lot of interesting ideas floating around here.

      Kill stealing has been a part of FPS gaming since Quake and earlier. Cheap/lame -- Yes, possibly... But, *immoral*? Until I see a US Marine in body armor jumping 10 times his own height over the heads of aliens, Halo3 is not a military simulation. It's a game, and kill/death ratio is the main mechanism for scoring. Your son isn't a bad guy for playing-to-win.

      We had an 8-person Halo 3 party at release. My buddy and I were top dogs. 4 others were passable, but 2 of my friends were left utterly frustrated for a lot of the same reasons you mentioned.

      It's not that they were bad at games. Quite the contrary, they'd played several FPS games in the past. I agree that the curve is a bit steep for "learning the maps"... But, if you already have general FPS skills, the curve plateaus surprisingly quickly.

      The short-term solution is that a new player needs 2 hours alone with bots in all of the maps, or he/she needs to die a lot for 4 hours while trying to learn them.

      Longterm, games need to be more open to player-created or random maps. It's one of the things that made Quake 1 & 2 so amazing.

      I used to play a lot of multiplayer on lots of different maps, so fewer people mastered them. But, it's easy for some kid with lots of free time to master the ~10 maps that come with the games these days. They are decidedly unvaried.

    85. Re:missing the point by dzfoo · · Score: 1

      I seem to remember this very same concept in an old (though wonderfully good) game for the PS2 called "Oddworld: Abe's Oddyssey". It was also highly regarded by reviewers, and many commented on the "new" technique of not letting the user "die" finally in the game.

      Gosh, I liked that game. I know what I'm doing this weekend.

              -dZ.

      --
      Carol vs. Ghost
      ...Can you save Christmas?
    86. Re:missing the point by glennpratt · · Score: 1

      Thanks for the reply, almost everyone I know and work with is from a broken home, a divorced parent or both, so please forgive my assumption.

      Without going into detail, I have close family that falls under most of the same traits; you'd be surprised how many people in this world appear to be textbook psychopaths once you get to know them. Regardless, I still have family that chooses to berate and denigrate people who are obviously psychologically damaged, and frankly it's unfortunate.

    87. Re:missing the point by paanta · · Score: 3, Interesting

      Not all gamers feel the need to learn the intricacies of each game they play. I used to have hours and hours to dedicate to a game to 'get better' but now it's virtually impossible to find extended periods of time when I can play without having a toddler trying to help me push buttons. Most of my gaming is short duration, iPhone or Flash games, emulated console games that I can freeze/thaw so that I can pick it up EXACTLY where I left off, etc.

      The best games for me are ones where things keep flowing along or happen in nice tidy chunks. I want to experience what the developer put together in the short time I've got to play, but if I'm punished constantly and made to replay the same piece over and over, I'll give up long before I get to see all of the marvels of the game's world.

      WRT inexperienced gamers, I think they're worth listening to. They're a lot more interested in 'fun' rather than overcoming never ending frustration. Hardcore gamers never seem to be able to get the same sort of glee out of something like Katamari Damacy or Guitar Hero. They're way too jaded. :)

    88. Re:missing the point by erroneus · · Score: 2, Insightful

      I wouldn't care if it was a stranger. I saw what I identified as bad character traits in my son. I found those character flaws worrisome.

      But this is going way too far off topic. If the game itself were less punishing in nature, that sort of dominance wouldn't be a problem. But these problems are clearly identified in other aspects of the games by effectively partitioning player levels and ranks in the xbox live arenas. Unfortunately, this was not one of those cases.

      But to go with your sports analogy, if I were to play basketball for the FIRST TIME EVER against Michael Jordan, I would expect him to win... I expected my son to win too. But I would still expect to see some moderation and a sense of fair play at the same time.

      What I have gathered from this discussion is that people have truly started to lose their own sense of fair play and morality as things progress. Just because it is in a video game does not make certain behaviors and tendencies less immoral. People presume the same notions on the internet. These immoral people are the same ones who think it is okay to exploit weaknesses in Microsoft operating systems to build their botnets and spew their spam costing the world trillions of dollars in extra costs on ultimately ineffective technologies. These immoral people are the same ones who think it is okay to exploit unintelligent or elderly people out of their money in confidence schemes, ponzi schemes and the like. These immoral people are the same ones who think that "legal" equates to "acceptable behavior."

      Sure, "it's just a game" but you have to look at the character flaws that are exposed in play situations. There is a reason it is not acceptable to beat up women and children. That reason is morality. We don't beat up on weaker people less capable of defending themselves. We generally know this instinctively. But when did it become not immoral to beat up on beginners? Is it not the same thing? We have all heard "pick on someone your own size" but do you appreciate what it actually means? I would be seriously surprised if I could not beat the crap out of you in person. I am not small. I am very physically active and pretty adept at physical contact, not to mention military trained. Should the fact that you are most likely less capable be a deterrent in my attacking you? I would have to say YES! But the difference you are indicating is only about "the arena" and speaks nothing about the morality of the thing. To me, the morality is everything and the arena is not important. Morality and character are things that start from within yourself, not a set of rules that change with the environment.

      If I were to break it down, as far as my son is concerned, I would have to say that witnessing the character flaw was the most disturbing part of the experience. The family thinks we taught him better than that. But the problem is obviously much more wide-spread as indeed, generationally speaking, there is a tremendous lack of character and morality and has been that way since the 80's. But this sort of immorality has led to the collapse of the financial system as I am sure you are well aware of. Rules regulating behavior were ignored. Securities were created backed by extremely risky loans and the collapse was plain and evident to see by all observers who were not morally corrupted by the get-rich-quick mentality of the market. Don't stop at the arena when looking at a problem. The source of a problem has to be identified to effectively understand and address a problem. People don't get headaches because they have an aspirin deficiency. They get headaches because something is wrong. The source problem should be identified and addressed... some problems become worse beyond control when ignored.

      And if the message didn't get across to you in all that, let's try it another way. Let's talk about sex. In a game between two people, if only one is enjoying it, there is something wrong. In sex, when only one is enjoying it, there is something wrong...

    89. Re:missing the point by Requiem18th · · Score: 1

      More to the point, Halo games have an excellent campaign that can be played co-op, there is no reason to play the way that asshole son does.

      --
      But... the future refused to change.
    90. Re:missing the point by NotQuiteReal · · Score: 1

      I once had some memory that did snap and crackle, then it wouldn't pop any more.

      --
      This issue is a bit more complicated than you think.
    91. Re:missing the point by Anonymous Coward · · Score: 0

      the fact that death happens so damn often is annoying. It's tough to get into a game when one member of your party dies at the beginning of a battle, which leads to two dying which leads to a wipe, to use WoW parlance. I find myself heading back out of a dungeon after a couple of battles to make sure my party gains and saves experience, rather than dying (or, heading out of the dungeon to use the "tent" (aka heal/rest feature)) as saving isn't an allowed option inside of the dungeon. It got to the point where I set the game aside for a bit because of the frustration level.

      I'd argue that what you're describing is a lack of preparation on your part. Something in your setup may not be right. You go in and lose because something didn't work, so you start over from your last save and try something else. Maybe try a different tactic, maybe grind out a few levels to make your characters stronger, maybe realize your equipment is a few levels old and needs to be replaced by stuff that you didn't want to/couldn't afford so you grind a bit to get some cash to upgrade, maybe you've got your mages nuking with all their big spells, running them out of MP, maybe you have your White Mage in the front row instead of the back, or etc.

      Sometimes the answer isn't that the developers were being sadistic SOBs when they were designing the game, sometimes the onus is on the players to learn how to play better.

    92. Re:missing the point by geminidomino · · Score: 5, Funny

      I don't know about that...

      One morning when my girlfriend and I had her daughter at the sitter's, we were spending some quality time together. Just as we finished, that damn robotic car warranty telespammer called my cell phone. My generic ringtone is the Final Fantasy victory fanfare.

      I think it took us 20 minutes to stop laughing.

    93. Re:missing the point by KDR_11k · · Score: 1

      Braid did that earlier, when you died the screen darkened and the game stopped, you had to hold the rewind time button to undo the death and continue wherever you want to.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    94. Re:missing the point by Greyfox · · Score: 1

      Outside? Aren't there bears outside? I'd rather avoid the real immersion of being eaten by a bear...

      --

      I'm trying to teach myself to set people on fire with my mind... Is it hot in here?

    95. Re:missing the point by zaffir · · Score: 1

      Agreed 3000%. Trial and error - or even worse, pure random chance - is NOT gameplay.

      --
      "Upon attaching the waterblock to my penis, I began to notice that I know nothing about computers." -- JRockway
    96. Re:missing the point by MobileTatsu-NJG · · Score: 1

      I own a DS and where do you set it to suspend to ram? every time I turn mine off it comes back to the main screen.

      Instead of turning it off, close the shell. Note: This does NOT work on GBA games.

      --

      "I like to lick butts!" by MobileTatsu-NJG (#32700246) (Score:5, Informative)

    97. Re:missing the point by ubrgeek · · Score: 1

      Nah. The real cause was I'd always end sex with, "kthxbye."

      --
      Bark less. Wag more.
    98. Re:missing the point by Anonymous Coward · · Score: 0
    99. Re:missing the point by arkhan_jg · · Score: 1

      Real-life GTA is definitely missing the autosave and restart options though. A 20 year wait at Her Majesty's Pleasure before you can try the flying car jump again where you hit a bunch of hoes like skittles is taking immersion a bit too far really.

      --
      Remember kids, it's all fun and games until someone commits wholesale galactic genocide.
    100. Re:missing the point by mobets · · Score: 1

      Wasn't GTA-4 designed for console and ported to PC? I think that disqualifies it from the PC games category, at least for a discussion like this. With the exception of console style side scrollers, most designed for PC games have had the ability to save the current game state for a long time.

      --

      It was me, I did it, I moved your cheese
    101. Re:missing the point by Anonymous Coward · · Score: 0

      Well then, you don't fall into the multiplayer gaming crowd since you can't pause or save those. Those are games that you can only play if you have the capability to dedicate some time to them. A game like UT isn't right for you, perhaps you should try something like Tetris or Pac-Man.

      I've no idea what you mean about "hardcore" gamers. I am speaking about experience as a person who has played hundreds of games of all different genres throughout the past decade at least. Clearly this guy hasn't done that.

    102. Re:missing the point by 54mc · · Score: 1

      I play this excellent version of the game. The graphics are amazing, as is the physics engine. However, the AI can sometimes be really tough, and worse yet, when I fall, the game punishes me with actual pain! I don't know how the programmers did it, but it's pretty amazing. Also, are there any doctors in the house? This game keeps giving me this weird smelly liquid leaking from my skin. I've never seen it before, I'm afraid I might have contracted some rare disease!

      --
      Joy! Beautiful spark of the gods!
    103. Re:missing the point by ubrgeek · · Score: 1
      Valid points, but I'm guessing I'm not the only one who shares my pereception (not that that means I'm right, just not alone in this opinion):

      A majority of the bosses require very specific strategies to defeat, and the uninformed will likely perish several times in these encounters before they grasp how to claim victory. Even if you're a seasoned veteran who knows all of the tricks, don't expect things to be simple; some bosses have changed just enough to throw you off of your game, and all of them are a lot tougher than you remember. By the end of the game, even the normal monsters found in random battles are tough enough to wipe the floor with a superpowered party of heroes if they're unprepared.

      - From Gamespot

      It seems that, at least in the case of the bosses, better preparation might mean reading up ahead of a battle to learn the right tactics. The alternative is a try-and-learn method, which I enjoy. I just hate being punished for failing by having to go so far back in the game that it gets frustrating.

      --
      Bark less. Wag more.
    104. Re:missing the point by KDR_11k · · Score: 1

      What he claims is that Prince of Persia is a very good example of a departure from what quite often puts off new gamers to the scene.

      I really don't think that's it. Popular introductory games like Bejewelled, Tetris or Wii Sports have regular game overs. What's different is that with those you immediately start having fun again when you restart after a loss rather than having to do some mindless repetition. The games keep being fun even on levels you have already beaten before. As games are becoming more epic and story driven replaying areas becomes less fun and more of a chore (never mind longer, you could redo your progress in older arcade-style games in a matter of minutes if you really mastered the areas) so they kept lowering the difficulty and now abolished losing completely. It's a crutch for a symptom of a design failure in a different area.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    105. Re:missing the point by geminidomino · · Score: 2, Insightful

      You, my probably-not-graduated-from-HS pup, are free to run your mouth, but the fact of the matter is, as you grow up, fewer and fewer of the women your own age won't have some sort of baggage from the past.

      I'll take one with a kid and hope you enjoy the herpes-infested frathouse gang-bang leftover you end up with.

    106. Re:missing the point by MemoryDragon · · Score: 1

      Actually the smart reset was done by the last installments also. They reverted to the words, thats not like it happened. But you died, now it just resets by dragging you back to the last platform or resetting the boss battle. Actually that is the aspect of the game which does not annoy me at all while I still prefer dying and then getting the reset by the voice of a speaker!
      The new POP has so many other flaws that having the reset mechanic is the least of them!

    107. Re:missing the point by jaguth · · Score: 0

      But the Vita Chambers made it way too easy in BioShock. I had them enabled the first time through. I disabled them the second time through, and it made the game much more convincing, since all it takes to end the game is just one death, like in *gasp* real life. That made me become more cautious how I approached everything, and more appreciative of everything that Bioshock had to offer. The game became more more scary, exciting, and most of all, fun.

    108. Re:missing the point by KDR_11k · · Score: 1

      When you're unfamiliar with a game you don't jump straight into a competitive match against a trained player. You talked about it needing a tutorial, well, guess what, there's a single player campaign for just that. You skipped that. You went right for the big challenge. No wonder you got creamed. You cannot talk about too much difficulty or no introduction in multiplayer, it depends highly on your opponent. Gentle introductions and difficulty curves are a thing for singleplayer where the game can control the whole environment and care specifically for you. In multiplayer people join to have fun right away, not to go through any "easing in" because they already know the game by the time they choose to join. The game can't help you in multiplayer except for offering options to play against people of your listed skill level online which again is an option you didn't take.

      Doing everything to score a win is the point of competitive gaming, it seems your sons have the competitive mindset where the fun comes from pushing your own abilities to their limit and overcoming your opponent with them (sometimes against a handicap for additional bragging rights for you and humiliation for your enemy). This is a fundamentally different mindset from the "playing around to have fun" approach and the two cannot really work together in the same game. If you have trouble with kill stealing you shouldn't play FFA, the design of an FFA game really encourages kill steals, defensive play and such. Competitive gamers don't play FFA much for that reason, when it's played at full skill it breaks and isn't much fun. Social rules are incompatible with competitive gaming because when you're pushing limits a soft limit like a social rule just doesn't fit. You want to time the rocket right but when's the earliest you can fire it so it's no longer a kill steal? For a good competition everyone must play with the same rules.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    109. Re:missing the point by grumbel · · Score: 1

      The problem with the POP:Sand of Time series was that you could still die in the classic way. You had the time rewind mechanic to recover a few times, but that was a limited resource, if you run out of sand you where game over just as in every other game. Now they did manage to story tell around the game over quite nicely in the first game, but that didn't much change the fact that you where game over and had to retry. Another thing is was that a reset point wasn't a save point, in Warrior Within it got quite bad, since often you would end up on a resetpoint with little energie and no sand. Forcing you to actually quit the game to return to the last real savepoint and retry from there, since the resetpoint was just worthless. In terms of plain old reset points I like the new Tomb Raider series a lot, they have lots of resetpoints and every resetpoint automatically saves and refills your energie, so there is extremely little punishment for dieing, even without doing anything special with the story or game mechanics.

    110. Re:missing the point by Daimanta · · Score: 1

      And you get your money back :)

      --
      Knowledge is power. Knowledge shared is power lost.
    111. Re:missing the point by StikyPad · · Score: 1

      Right, but not for both/all players.

      Also that was WOPR's conclusion, not Dr. Falken's.

    112. Re:missing the point by thekm · · Score: 1

      Seems like people just want semi-instant gratification these days. Games used to be tough to get through, when you said you clocked a game it really meant you knew it because you had to get through all these "time sinks" and problems to get to the end. The upshot was that when you got to the end and beat it, you really beat it.

      "Time-sinks" may not be wanted in this new wipe-my-ass world, but being punished and set back in a game is a large part of accomplishment it takes to clock the game. It's all analogous though to the people that go to the arcade with a pile of money and just continue until the game is done... they spend more money and wont have the same satisfaction of clocking it without continuing. It's a good metaphor because these "no time sink" people will spend more on games as they finish them faster.

      But it's all fine as long as there are products for everyone, and that anyone looking for old-school challenges can find games like Ikaruga

    113. Re:missing the point by isaac338 · · Score: 1

      Forcing the player to restarting huge segments at the smallest error is a very cheap way to make something "difficult".

      Like, um.. say, Nethack?

    114. Re:missing the point by NuclearError · · Score: 1

      Not a problem with the Far Cry 2 PC port - it creates a new save file every time you hit the quicksave key. I discovered this when my quicksave button didn't work any more, apparently because my save folder was ~3.5 gigs with ~600 quicksaves in it. I did take the chance to go back a few saves.

      --
      Nuclear engineers build weapons. Civil engineers build targets.
    115. Re:missing the point by alexandre_ganso · · Score: 1
    116. Re:missing the point by Miseph · · Score: 1

      I might have, let me check. I get alot of memos. I mean, ALOT of memos.

      --
      Try not to take me more seriously than I take myself.
    117. Re:missing the point by i.of.the.storm · · Score: 1

      That's what I just said...?

      --
      All your base are belong to Wii.
    118. Re:missing the point by retchdog · · Score: 1

      That's not true. It might be, that both sides are capable of forcing a draw, implying that neither is capable of forcing a win. Thus, no winning move except "not to play" (although I'd call not playing the game as a draw, and not a win, but whatever).

      --
      "They were pure niggers." – Noam Chomsky
    119. Re:missing the point by Skrapion · · Score: 0, Offtopic

      Pro-tip: "A lot" is two words.

      --
      The details are trivial and useless; The reasons, as always, purely human ones.
    120. Re:missing the point by Anonymous Coward · · Score: 0

      "But look at it this way, you're going to be playing video games no matter what right?"
      WRONG

    121. Re:missing the point by Skrapion · · Score: 2, Insightful

      Sure, Yahtzee is overly negative, but every other game reviewer is overly positive. When was the last time you saw a game get reviewed lower than 5? Shouldn't 5 be the median?

      At least when Yahtzee you know what you're getting. And honestly, I'm one of those games-as-art guys, so I am more interested in hearing about the game's flaws than whether or not I should buy it.

      --
      The details are trivial and useless; The reasons, as always, purely human ones.
    122. Re:missing the point by DAldredge · · Score: 1

      "My son does not know the meaning of fair play." I would talk to his dad and see why he didn't teach him that when he was younger.

    123. Re:missing the point by Anonymous Coward · · Score: 0

      Leisure Suit Larry had this first. If you had sex with the hooker without wearing a condom, you would get VD and die.

      Then your dead body would be transported to an underground facility where they were cloning new Leisure Suit Larrys!

    124. Re:missing the point by ZeroConcept · · Score: 1

      If a person (adult or child) cannot make an effort to make the game enjoyable for the other player, the other player won't play for long.

    125. Re:missing the point by MemoryDragon · · Score: 1

      Well I agree here, I personally think they fucked up the game mechanics of the new PoP and hence ruined the game by dumbing it down entirely. The not dying really was a non issue for me although psychologically it took out some of the challenge. The bigger issues were the timeframes for the correct trigger of the buttons which were way too long, and the removal of all the puzzeling which made the latest tomb raiders outstanding and which made sands of time so great. Somehow UbiSoft is missing more and more what made PoP so great!
      The 2d pops were all about timing and some puzzeling and a good story, sands of time which jordan mechner also was involved was the perfect combo of good puzzels challenging jump combos and a very well applied limited soft reset. After that it went downhill with a relatively good pop in between. But the current one in my opinion is thr worst pop since sands of time and that says a lot with the heavy metal - gods of war wannabe which was the direct sequel to sands of time!

    126. Re:missing the point by i.of.the.storm · · Score: 1

      Yeah, but what I was trying to say was that for most people watching Yahtzee isn't going to be a good way to decide whether a game is good because he focuses almost entirely on negatives. Also, there are some games he just doesn't get. Case in point: he kind of failed at reviewing The World Ends With You, probably the first original IP from Square Enix in a decade and one of the best games on the DS, because he doesn't really understand it. I share Tycho's (of Penny Arcade) opinion completely on that game. http://www.penny-arcade.com/2008/5/2/

      --
      All your base are belong to Wii.
    127. Re:missing the point by Anonymous Coward · · Score: 0

      When you grow up, you'll likely be able to recognize good parenting better.

    128. Re:missing the point by i.of.the.storm · · Score: 1

      Well, that's basically what I was trying to say. Yahtzee goes more for entertainment value than quality of the review. It's just a nice side effect that he's often right about stuff, but there are times when he's dead wrong, and there are certain types of games he just can't review or doesn't like so there's no point watching those reviews. As I mentioned in another reply, The World Ends With You was an excellent game that he panned because he just didn't get it, and I guess he doesn't like JRPGs, although TWEWY is probably the most unorthodox JRPG in recent history.

      --
      All your base are belong to Wii.
    129. Re:missing the point by i.of.the.storm · · Score: 1

      I don't think so either, but hmm. I guess I started off that post mainly refuting the fact that he's down-to-earth, which he most decidedly is not. The rest of it was just a rant about how his reviews are more entertainment than anything else.

      --
      All your base are belong to Wii.
    130. Re:missing the point by gknoy · · Score: 2, Interesting

      I agree. I watch Yatzee partly for the hilarious quick-flashes of funny pictures justaposed with his criticism. I often rewind to re-watch something, as when I'm only listening to it, it's about one third as funny (or informative).

      More importantly, I watch his stuff because the things he complains about are things which I often find annoying. He is the Mr. Cranky of Videogames. Chances are, if something about a game pissed you off, he'll have mentioned it. More importantly, he also will compare games to others that have similar flaws (e.g., his comments about STALKER).

      I rarely use his review as a "buy/don't buy" indicator; I certainly read more reviews. Still, it helps give a counterpoint to the "zomg awesome!", as he tends to report once the shiny patina has worn a bit, and after he's discovered the annoying bits. For example, I agreed with pretty much everything he said about STALKER. Not always in the degree that he lambasted them, but pretty much every criticism was so spot-on, that I was laughing about it.

      It seems almost like his reviews are more funny if you've played the game, and can commisserate. And, as Portal's review indicates, when something DOES do good stuff, he certainly admits it. :)

      Bravo, Yahtzee, though you likely will never read this. I appreciate your work.

    131. Re:missing the point by Skuldo · · Score: 1
    132. Re:missing the point by WhatAmIDoingHere · · Score: 1

      I'd kill for the ability to have two saves on a pokemon game. I may be 23 but I still freaking love those games.

      --
      Not a Twitter sockpuppet... but I wish I was.
    133. Re:missing the point by WhatAmIDoingHere · · Score: 1

      Right, 'cause teaching your kid that when you're losing you call the winner names and storm off... that's good parenting.

      $5 says you're the guy I replied to originally. ;)

      --
      Not a Twitter sockpuppet... but I wish I was.
    134. Re:missing the point by c_forq · · Score: 1

      (Or in my recent experience with Fallout 3) Are you sure you want to overwrite the last save, you might have passed a glitch you can't recover from between now and then and won't know it for another 15 minutes.

      --
      Computers allow humans to make mistakes at the fastest speeds known, with the possible exception of tequila and handguns
    135. Re:missing the point by Anonymous Coward · · Score: 0

      Unfortunately, not all places have hoes on every street corner, and going to the nearest Wal-Mart to pick up GTA may be the only real alternative for some people...

    136. Re:missing the point by drsquare · · Score: 1

      You could say that about any game. FPS? Go and play paintball. Driving game? Go to a track day. Puzzle game? Get the Rubik's cube out.

    137. Re:missing the point by Warhawke · · Score: 1
      The punitive nature of video games is actually something that should be considered part of the delicate balancing that's required in the quality of game development. That's why the dynamic scaling of old arcade games is particularly interesting and satisfying, because it allows all players to enjoy the game, while creating a better reward system for better players.

      The lack of a death system in PoP is, more than anything, a marketing tool. It allows casual gamers like my girlfriend to experience a compelling story line without being met with frustrations that result in her putting up the game. It also creates an experience for more seasoned gamers like myself that, while utterly playable, becomes vapid and hollow. The storyline remains interesting (though not compelling), but without any prospect of punishment, it's much easier for me not to make the normal considerations that I make with other games, like, "Wow, that's a really big chasm. Maybe I should think before trying to jump over that." Within the realm of gaming, it's understandable for those trying to create a game that reaches a new target market; the Wii has been built on this concept of "approachable gaming". But my question is how this simplification of games affects the whole world. As a Gen Y, I have to admit much of my process of logic and reasoning has inevitably been shaped through video games. Should we lower the standards and reduce penalties invoked, are we creating a cushion that less parallels the real world, where decisions do have very dire results?

    138. Re:missing the point by BlueCodeWarrior · · Score: 1

      Sorry, I may not have explained myself fully. I (as a competitive type most of the time) prefer that a game is close. I wouldn't enjoy a game where there is no challenge at all. However, I will still try to win by as much as possible.

      As for cheaters, though, no sympathy. They suck.

    139. Re:missing the point by Anonymous Coward · · Score: 0

      FYI, you may want to watch the related Simpsons episode to the dilemma you encountered. Namely this one. Sorry, I got a bit of chuckle out of reading your post, since that's what it reminded me of. :)

    140. Re:missing the point by BlueCodeWarrior · · Score: 1

      You, sir, are as broken-minded as he is. Forgetting about "fair" for a moment and considering this as a military simulation as it attempts to be, using your fellow soldiers as fodder is an offense that would lead one to the firing squad.

      Halo 3 is nowhere near a 'military simulation.' But yes, I agree with you.

      Using your team mates to further your own score is immoral.

      In a video game? Hardly. Besides, in most games, when you're playing on a team, it's better for the team if everyone works together. If you were up against an actual challenge rather than your other kids, you probably would have lost the game due to your son's actions. The only reason he can kill steal at all is because your opposition is so easy that it doesn't even matter if he plays the game for real. Either that, or he's just stupid, but since you're calling into question the whole idea, I figure I'll give him the benefit of the doubt.

      If you think "fair" is the same as "legal" then you show a trait that is also indicative of why our legal system is as abused as it has become. Morality plays a role in life even in game play.

      While I agree that our legal system does get abused, it's set up that way. Those in charge want it to be able to be abused. And real life, with real consequences, is just a bit different than a game, so it's not even really relevant to this discussion. I disagree with the basic notion of kill stealing being immoral. Which is fine. I just felt that I'd try to explain another side of the story.

    141. Re:missing the point by Anonymous Coward · · Score: 0

      Anything can be a challenge. Are you going to make a case for games that take a lot of work to install, next?

    142. Re:missing the point by pdbaby · · Score: 1

      Forcing the player to restarting huge segments at the smallest error is a very cheap way to make something "difficult".

      well yes, except it has to be compared to the previous PoP mechanic, where if you died you could simply hold a button to reverse time - a much nicer mechanic. In the new Prince of Persia I often die on some ridiculously easy jump after not having had two feet on solid ground (which sets a new checkpoint) for a while, so I have to re-do a long running section again. I'd much rather just rewind time a few seconds and try that particular jump again (and, as a result, have the game's jumps be generally harder). Time rewinding is a cool mechanic (and I don't really care how they justify it in the context of the game - maybe they don't even have to justify it).

      Braid did it quite nicely with rewinding time - there was no limit on how much you could rewind so you didn't have the worry that you'd run out of the 'time buffer'.

      The one thing I do like about the new Prince of Persia is the removal of multi-enemy combat. I'd much rather have all combat removed, actually - it's just "block-block-hit-jump-magic-magic-magic-[goto START]"

      --
      Global symbol "$deity" requires explicit package name at line 2. - If only $scripture started "use strict;"
    143. Re:missing the point by im_thatoneguy · · Score: 1

      Braid is also another great and innovative example of no-save mechanics working great while also being a part of the plot.

    144. Re:missing the point by Altima(BoB) · · Score: 1

      Well the incorrect part wasn't to stop playing, from the sound of it his son was owning him 1v1 for a half hour and was relentless and had no sense of good sportsmanship. There's no opportunity to have fun or improve in such an environment.

      It would be like if your son was a college football linebacker, and you wanted to toss the pigskin with him in the backyard and all he did whenever you had the ball was hurl himself at you, knocking you to the ground, breaking a few ribs in the process, then running straight to what he figured was the endzone, then kept repeating this despite your pleas to go easy on you. His son was being rather immature even for a 17 year old.

      BUT

      That doesn't excuse a father calling his son names and declaring he'd never play with him again, all over a video game.

      The correct response is, "Gee, that's all for me today I think..."

      Then when he's in school, you fire up Xbox live, practice at the game for a while, learn the ropes and learn some trick in a nice competitive environment, and then challenge your son to a rematch now that the learning curve is overcome (if he played Halo 2 how long could that possibly take?)

      So yeah, a bit of bad parenting there, but also an immature kid.

      --
      Yup...
    145. Re:missing the point by ztransform · · Score: 2, Interesting

      A bit off-topic, but people always try to use this argument to say that guitar hero is stupid. Because you are playing a game that emulates some real-world activity, that game is stupid because you could be doing the real world activity.

      As a musician myself I can categorically say that learning to play is a long road. Maybe most young men would love to be a drummer, and they give it a go, but discover it to be a lot more difficult than they imagined. It is rare to find someone with the discipline to push through the terrible-sounding initial learning phase.

      I've often thought, too, that the only time I can consider myself competent at a piano piece is when I've played it so many times it is rather boring to my own ears.

      So, yes, computer games can provide a quick thrill when one lacks the skill to do it themselves.

      That's primarily the difference between a game and a simulation. How many people find Flight Simulator exciting? Very few.. that's because trying to land a plane in Flight Simulator is very much like landing a plane in real life (yes I've done flying lessons too). But a game involving shooting things down without having to accurately marry engine speed with flaps and angle-of-incidence is just good fun!

    146. Re:missing the point by erroneus · · Score: 1

      You just lost $5. I never post anonymous coward. Can I collect on it since the other person is AC?

    147. Re:missing the point by windex82 · · Score: 1

      Not exactly on topic but close enough to provide a warning to other gamers out there. I once played a ROM of Chrono Trigger all the way though (yes, I still actually own the game, its in the drawer behind me.) without using a save point. Unfortunately, after beating the game you are supposed to get a new game plus option but since there was no saved game there was no game data to continue with. I figured that since the new game+ only was available after beating the final boss the game did its own save. It probably does, but instead of asking for a slot to save in when it doesn't find one it fails silently and continues.

      Kind of surprising the game doesn't just crash but also doesn't handle things correctly either. I wonder if making a new game and just saving once would have unlocked it. Would expect to start with the level the save game was but able to get various endings.

    148. Re:missing the point by Anonymous Coward · · Score: 0

      You, my probably-not-graduated-from-HS pup, are free to run your mouth, but the fact of the matter is, as you grow up, fewer and fewer of the women your own age won't have some sort of baggage from the past.

      That's the great thing about high school girls. I keep getting older, they keep staying the same age ;-)

    149. Re:missing the point by xouumalperxe · · Score: 1

      You play different modern games than I do! ;)

      OK, that wasn't the easiest sentence to parse ever, but I still thought it clear that what came after the colon qualified roguelikes, not modern games. As in: roguelikes are more like chess and tetris, where you're supposed to replay loads of times, rather than like most modern games, that favor one single long playthrough.

      Regarding MMOs, what you see is what you get. The whole game is one big timesink, only question is where the balance between time sink and drudgery lies. If you don't like that sort of gameplay (which is perfectly legitimate), don't pick it up. Picking up an action game that promises 100 hours of gameplay to find out it's 20 hours of gameplay done 5 times because there's some cockblocks in there and you're forced to repeat things over and over is where the problem lies.

      And yes, I agree that repeating a level from the top isn't necessarily a timesink. One has only to look at RTS types to find an example of gameplay where starting over will, 9 times out of 10, involve a radical change of strategy. And there's action games with slightly more linear gameplay styles, with the strategy variations you mentioned.

      However, this discussion cropped up around Prince of Persia, which is sort of a platformer (which is really just a sort of puzzle game with less thinking and more dexterity) besides being an action game. If you played Portal, I'm sure you'll have noticed that dying never involved going back further than the beginning of the present puzzle. Most games of the sort would've had you at the top of the level (unless you'd manually saved), and would've had artificially longer playthroughs just because of that.

    150. Re:missing the point by amnezick · · Score: 0

      i knew my friend, jack daniel, was wrong but i believed him anyway.

      btw: do you know what else has push but no pop?
      that's right: mothers

      --
      mov ax,4c00h
      int 21h
    151. Re:missing the point by Anonymous Coward · · Score: 0

      I read your whole thread and wasn't 'till this post I discovered you're just an idiot who doesn't "get" video games.

    152. Re:missing the point by JerkBoB · · Score: 1

      You don't have kids of your own yet, do you?

      What I would have said to your son is the following:

      "Son, I asked you to take it easy on me since bwah bwah bwah bwah bwah. Bwah bwah, bwah bwah bwah bwah bwah bwah bwah bwah bwah. Bwah, bwah bwah bwah bwah bwah bwah bwah! Bwah bwah bwah bwah bwah, bwah bwah bwah bwah bwah bwah bwah. Bwah bwah bwah bwah, bwah bwah bwah bwah.

      Fixed it for you.

      --
      A host is a host from coast to coast...
      Unless it's down, or slow, or fails to POST!
    153. Re:missing the point by Alsee · · Score: 1

      I think you missed an important point. He said:

      When we were playing Halo2 as team members

      There are a lot of things that you can do in a lot of games that screw over your teammates, which are perfectly legal. However if you are playing on a team you are supposed to be assisting your teammates, or at a minimum not hurting them. If someone is harming his teammates then, depending on the game, there are many perfectly legal ways for those teammates to respond to that legal-but-undesired play. I don't do it often, but there have been times where I have perfectly legally responded to such players. Times where a player gets booted from the team, or where that is not possible where I have started deliberately fragging my own troublesome teammate, or where killing teammates is impossible, assisting the enemy in killing the troublesome teammate. Or often I will simply switch over to the opposite team and specifically target that player. Most games that I play I obsessively work my way to an extreme expert level of skill, so yes, having me on the other team specifically targeting you will seriously ruin your day.

      If you suck, fine, I'll try to teach you or I will work around you. If ignore team play but fight productively, fine. If you exploit and victimize your teammates, that is legal but those teammates can legally victimize you back.

      Perhaps it would have been better if he had said "My son does not know the meaning of team play" rather than saying "fair play", but he has a legitimate point. This is a father trying to teach his son the meaning of good team play.

      -

      --
      - - You can't take something off the Internet! That's like trying to take pee out of a swimming pool.
    154. Re:missing the point by MBraynard · · Score: 1

      I disagree since I personally have bought two games based on his reviews and avoided many because of his reviews. Even if his opinion about a game is negative, his review can still persuade you to buy the game, or vice-versa, because he covers the pros and cons of a game so well. IE - his review of Mass Effect was negative, but I decided to buy it because I enjoyed what he doesn't like. Though we both enjoyed Braid, the second game I bought with his 'recommendation.'

    155. Re:missing the point by J-1000 · · Score: 1

      Boo friggin' hoo! Seriously though, while your point is valid, it's also important for you to understand that you represent only one portion of the audience for this type of game. Many of us actually enjoy (yes, enjoy!) the setbacks associated with dying, because it challenges us to think through our tactics better. I can totally see someone not having the patience for this, but please do not assume everyone, or even most people for that matter, are the same as you.

      I have been playing through all the hand held remakes of the Final Fantasy series (currently playing IV) and Final Fantasy I was my least favorite by far, precisely because they nerfed the difficulty level to where you almost never die. The resulting game is a brain-dead experience; barely participatory.

      (BTW there is no Final Fantasy IX for the DS, so perhaps you are referring to FFIV.)

    156. Re:missing the point by alexo · · Score: 1

      After trying to play with him for at least 30 minutes, I just quit and told him I would never play against him ever again because he was brutal, unkind, and deceitful.

      Rather than criticize erroneus, I'll try to imagine myself in a similar situation and see it I would do anything differently.

      It was a long time ago, but I seem to remember that when I was a teenager, beating my dad at anything was very important to me. Totally humiliating him was even better and having him admit that he was no match for me was heaven. However, after reaching that point, I would calm down and act a lot more rational (and social) about it. I may have even tried to cheat if it was close (don't remember but it is not inconceivable).

      So, with that in mind, I'm playing a video game with my son and he goes all out on me even after I ask him to take it easy. What do I do?

      First, I'll assume that he REALLY wants to show off to his dad:
      Listen, son, you're so much better than me at this game...

      Then I'll let him know what effect his behaviour is having on others:
      ... to the point I stopped enjoying the humiliation some time ago.

      And there are consequences:
      So I don't think that I'll play this with you anymore...

      But leave him an out: ... unless we agree some on sort of a handicap for you that will even the playing field a bit. For example, you are only allowed to use the least powerful weapon against me. (I am not familiar with Halo so I'm extrapolating)

      Now, he will have a choice, either he refuses and does not play this game with me (which is what erroneus achieved with the added bonus of driving home the point that it was avoidable and entirely his fault, without me having to say so outright), or he accepts and we proceed from there.

      I believe that in my case it would work OK. I'll probably find out in the not-so-distant future.
      In any case, I'd like to thank erroneus for presenting an interesting situation.

    157. Re:missing the point by Anonymous Coward · · Score: 0

      Newb, use two or three save slots and rotate through them so that you have a save every couple hours of gameplay for the last x hours. Then you can save, try something, and if it doesn't work, you can recover from the exact point you want. Most games allow you to do this. A very small number of incredibly brilliantly designed ones even rotate auto-saves for you.

  2. The secret by Anonymous Coward · · Score: 4, Insightful

    Don't buy it and don't play video games if you don't want to waste time.

    Had to be said.

    1. Re:The secret by Anonymous Coward · · Score: 0

      This will inevitably be modded troll, but it is all too often that people forget that video games, like movies and books, are essentially toys/time wasters.

    2. Re:The secret by dangitman · · Score: 1

      I dunno, I play games to have fun or otherwise get enjoyment. If your definition of gaming is nothing but passing time, then I guess Desert Bus is the only game you'd ever need to own.

      --
      ... and then they built the supercollider.
    3. Re:The secret by Aceticon · · Score: 5, Insightful

      This will inevitably be modded troll, but it is all too often that people forget that video games, like movies and books, are essentially toys/time wasters.

      Not "time wasting" but instead "entertaining". Different things.

      If one wants to "waste time" there are plenty of ways of doing it which are not entertaining (for example: count to 1 million in your head)

      The difference between entertainment and pure time wasting is that the first is supposed to be enjoyable.

      Which brings us around to the point that games (and videos and books) should be enjoyable (fun). Clearly people are using some kind of criteria to choose the games, movies and books they spend time with (otherwise why would some be great successes and others flops) and it seems logical that the main criteria would be enjoyment.

    4. Re:The secret by Myopic · · Score: 1

      Yeah. I agree with you. I think the waste of time is all the crap we do during the day that *isn't* fun.

    5. Re:The secret by Anthony_Cargile · · Score: 1

      ...movies and books, are essentially toys/time wasters

      Books? Really? So reading The C Programming Language and Programming Perl were both complete wastes of precious time? My definition of wasting time would be to attempt to write useful (i.e. precious time saving) C or Perl code without having read those books or an equivalent reference.

      That said, compile and run my signature (#including stdio.h, conio.h, and replacing PAUSE with main) and do not reply until you have continued.

      Hint: use the 'any' key on your keyboard

    6. Re:The secret by Anonymous Coward · · Score: 0

      So reading The C Programming Language and Programming Perl were both complete wastes of precious time?

      I'd answer that, but you seem to be having so much fun...

    7. Re:The secret by Anonymous Coward · · Score: 0

      I find counting to 1 million in my head entertaining and enjoyable you insensitive clod!

    8. Re:The secret by lazyforker · · Score: 1

      This will inevitably be modded troll, but it is all too often that people forget that video games, like movies and books, are essentially toys/time wasters.

      Not "time wasting" but instead "entertaining". Different things.

      If one wants to "waste time" there are plenty of ways of doing it which are not entertaining (for example: count to 1 million in your head)

      The difference between entertainment and pure time wasting is that the first is supposed to be enjoyable.

      Which brings us around to the point that games (and videos and books) should be enjoyable (fun). Clearly people are using some kind of criteria to choose the games, movies and books they spend time with (otherwise why would some be great successes and others flops) and it seems logical that the main criteria would be enjoyment.

      So how would you describe this game? http://en.wikipedia.org/wiki/Penn_&_Teller's_Smoke_and_Mirrors#Desert_Bus From the Wikipedia article:

      The objective of the game is to drive a bus from Tucson, Arizona to Las Vegas, Nevada in real time at a maximum speed of 45mph, a feat that would take the player 8 hours of continuous play to complete, as the game cannot be paused.

    9. Re:The secret by VeryLargeNumber · · Score: 0

      This will inevitably be modded troll, but books are not time wasters. Slashdot, OTOH, is.

    10. Re:The secret by TheJamesM · · Score: 1

      Whilst I agree with you on the whole, I object a little to the common assertion that all things that are worth my time must be either fun or profitable. I wouldn't, for example, call either the book American Psycho or the film Schindler's List fun, but I consider both of them worthy of my time. I'm not asking for or expecting games to tread the same territory as these (the participatory nature of games could cause all sorts of havoc with the respective subject matters), but I do think that there is something beyond pure fun that is desirable in, well, "entertainment" is a similarly problematic term.

      It might be pedantry on my part, or perhaps I just define "fun" differently, but when I'm playing games I'm not constantly feeling that immediate and basic sensation that I would describe as "fun", but if I was, I think I would be denying myself some of the longer term rewards that I get from investing myself in an experience.

      Which, in turn, is part of my problem with the new Prince of Persia. It's an enjoyable enough game, but I'm finding it hard to get invested in it. It's not the anti-death mechanic that bothers me in particular, however. I'm more troubled by the environment, which seems too far abstracted from anything real or relatable for me to have any real connection with it. I don't mind things being held in the sky by giant balloons or perched on impossibly thin mile-high pillars, as long as the world seems somehow inhabitable, or to at least have some sort of internal narrative. Sure, each area has a name that corresponds to a real thing, and I can identify landmarks like windmills and so on, and it certainly is very beautiful in parts, but none of it seems like it actually works, to me. It may be a personal thing, but it crossed my pretty generous line of believability, and that makes the whole thing seem weirdly hollow.

      I'm also not a fan of the control scheme, but that's largely a matter of personal taste, and probably informed by my history of gaming. I can see its attraction, but for me it's another degree of removal from the character.

      It's a good game, and I'm fully supportive of innovation and experimentation in game development, but for me this instalment didn't allow for the kind of connection I had with the previous game, and with other games I like. I'm not talking about some sort of profound emotional connection; just the degree to which I could enter the world and properly experience it. To make this post utterly predictable, I'll now use the word "immersion".

    11. Re:The secret by iNaya · · Score: 1

      Yeah all that stuff I do during the day so I can afford to eat, sleep under a roof, and piss people off on Digg is a complete waste of time. Now, if I were to borrow that money instead...

      --
      The Unicode standard is over 20 years old. Why does Slashdot not support it?
    12. Re:The secret by nbates · · Score: 1

      Do you play games to waste time?

      Why don't you just look at the ceiling or go outside to count ants if you only need to waste time?

      People play games to have fun. And having to play 10 times through the same level just to get killed at some stupid trap at the end is not considered fun by some people. And in fact I used to consider that fun when I have lots of hours per day to play, but not anymore.

      Now, is it that bad that some people have a different measure of what fun is than you do? I don't think so. I think it is great to have games to appeal to different kind of people.

    13. Re:The secret by TheLink · · Score: 1

      Can't you suspend/restore the game in vmware?

      If you can, then the game can be paused.

      --
    14. Re:The secret by MillionthMonkey · · Score: 1

      > Books? Really? So reading The C Programming Language and Programming Perl were both complete wastes of precious time?

      I wouldn't say it about The C Programming Language, but as for the Perl book, Larry Wall can't write for shit.

    15. Re:The secret by Crudely_Indecent · · Score: 1

      Too bad you're an AC, or we'd be freinds

      --


      "Lame" - Galaxar
    16. Re:The secret by Anonymous Coward · · Score: 0

      count to 1 million in your head

      Hey, that's more entertaining and less wasteful than the bulk of video immersions being churned out daily.

    17. Re:The secret by ukemike · · Score: 1

      If one wants to "waste time" there are plenty of ways of doing it which are not entertaining (for example: count to 1 million in your head)

      Just because you don't like counting doesn't mean it isn't entertaining. That whole bit between 743,241 and 748,486 is pure bliss.

      --
      -- QED
    18. Re:The secret by immcintosh · · Score: 1

      Yes, indeed. Also, don't watch television, don't go to the movies, and don't read books that aren't teaching you valuable things that can be applied usefully and productively in your life. Truly sagacious advice on your part indeed.

    19. Re:The secret by ZirbMonkey · · Score: 1

      Don't buy it and don't play video games if you don't want to waste time.

      Yet you post on Slashdot?

    20. Re:The secret by drsquare · · Score: 1

      Not "time wasting" but instead "entertaining". Different things.

      Entertainment is just a less boring way to waste time. Life itself is wasting time, we're all just waiting to die.

    21. Re:The secret by liquiddark · · Score: 1

      I think you've missed something there: Play is a human state of mind which, theoretically, encourages creativity. Most entertainments are classified as play. Play is not necessarily fun in a straightforward manner - observe the continuing success of horror films even among those who frighten easily as an example. Saying games should be fun is like saying they should be cheap: within limits, the final judgement must be considered in the eye of the beholder.

  3. Punish failure? by Anonymous Coward · · Score: 2, Funny

    Young brings up the fact that many of today's games punish failure by wasting the player's time

    I hear the Playstation 4 implements dual electric shock controllers, for more direct punishment of failure.

    1. Re:Punish failure? by geeper · · Score: 0

      Whereas the Xbox360 only scratches the game disc beyond playability. This is known as the GameOver() function within MS.

      --
      Error reading device 'Signature'. (A)bort, (R)etry, (F)ail?
    2. Re:Punish failure? by DNS-and-BIND · · Score: 1
      Hey, I see a future 5-10 years off when instead of just losing a man, the system will require you to do a pushup before you get another life. Die again, and do two pushups, and so on. Or you have to pedal a bicycle for 10 turns of the pedals, and next time 20 turns, etc. The system would keep track of what you've done so as not to tire one muscle group out too much. Or get an electric shock, the kind that those guys in Mexican border towns run around bars with windup generators trying to get drunk gringos to show off in front of their friends with (at least back when you could go to a border town without getting shot). Tell the system that you need to study Roman history, and it asks you questions about your homework when you die, and you have to get 3 right before you get another man. Just think how much useless knowledge is stored in gamers' minds about which pearl is on which level, and how to get the upgrade for it...replace that with a game where you have to gather the 92 elements instead, and bam, you've got a gamer who just memorized the periodic table.

      The emphasis needs to change from an out-and-out penalty to a constructive disruption in gameplay. Just wait, it'll happen, and some jerkwad will get the freaking Nobel prize for it. It's rather amazing to me that it hasn't happened yet, it's barely started with the Wii. Imagine, being able to tell the video gamers by how buff they are (instead of seeing a muscular right forearm connected to a undernourished or obese body).

      --
      Shutting down free speech with violence isn't fighting fascism. It IS fascism!
    3. Re:Punish failure? by shadeofsound · · Score: 1

      Hey, I think it's there already. I never would've learned very much about early Korean culture without the original Age of Empires. I think it's the same issue that TV had when the ratings war started... went from a decent source of information and ideas to completely mind-numbing in a short time. It'll hopefully swing back soon.

  4. Braid by Propagandhi · · Score: 1

    Braid got rid of (most) of the save/load BS. Still had to occasionally reload a room when the level had tricked you thoroughly.

    Braid is also better for casuals, imho. Fewer dimensions (har har har harh ahrharharhahrahrhar) and other graphical distractions. A little patience was the only requirement, something I've found older folks (esp. former(?) parents) have in spades.

    1. Re:Braid by theantipop · · Score: 4, Interesting

      Well, what made Braid one of the best games of 2008 was the fact that it continually expanded the scope of this feature in order to never allow it to be used for exactly the same purpose level by level.

      I saw it as one of the most inspired uses of current generation of hardware (speed of caching and disk storage). The insinuation that it was "for the casuals" is off-base imo because even I, an extremely seasoned gamer was enthralled by the mechanics which pushed me to expand my way of thinking about games and level design (and story telling) in order to finish.

    2. Re:Braid by Anonymous Coward · · Score: 0

      Just to be pedantic but as time is a dimension then there aren't fewer dimensions to manipulate in Braid.

      Of course, you could say that even if you don't manipulate time you still have the dimension, but that's like saying Braid has the third dimension too as there is z-ordering of some sprites!

    3. Re:Braid by MBraynard · · Score: 1
      Braid is brilliant - but I think the term 'casual' takes away from the game and how unique it is. I don't think anyone would have applied that term to Tetris when it originally came out in the US.

      Note that sometimes, you had to reload a room as part of the solving, but that is just part of the game.

  5. If you can't fail, why bother playing? by Azarael · · Score: 5, Insightful

    I haven't played the game, but that said, how much of the heart of great games was the thrill of just squeaking by? If you know that there isn't any way to loose, what you're left with is a empty shell. Nice to look at, and shows you some neat tricks, but nothing else later. Putting training wheels on a game isn't the future, it's just a gimmick to try and make a bland game that offends no one, and doesn't really try to solve the problem of playability. My 2c.

    1. Re:If you can't fail, why bother playing? by nithinsujir · · Score: 2, Insightful

      you can still fall and you still need to complete the task. the difference is that you don't have to replay the last 5 minutes of running back to the failed challenge.

    2. Re:If you can't fail, why bother playing? by rolfwind · · Score: 4, Funny

      I know what you mean, everything is frustratingly easy these days. Back in the days of Tron, if your character died, YOU DIED*. Just squeaking by was a real adrenaline rush! Not like the pampered kids these days, with their save points and what not. Could at least build a tazer into the controller or something as punishment.

      *At least, that's how it was in the 80s documentary of the same name I saw.

    3. Re:If you can't fail, why bother playing? by Draek · · Score: 4, Insightful

      Because "not losing" isn't the same as "winning" and *that* still takes effort.

      Just look at Lucasarts' adventure games for example, like Full Throttle or as the sibling post mentioned, Monkey Island. Impossible to lose there, yet they're considered classics today and rightfully so.

      --
      No problem is insoluble in all conceivable circumstances.
    4. Re:If you can't fail, why bother playing? by slimshadow · · Score: 0

      What the video explains is that the 'new' mechanic of not punishing the player for failure, opens up a new market of potential gamers who would otherwise shy away from the learning curve of the 100-button controllers.

    5. Re:If you can't fail, why bother playing? by rolfwind · · Score: 1

      If you watch the video all the way through, it makes a good point. Besides the wii, one of the best selling platforms of all time is the gameboy of the various generations, all the way back to the original.

      It's hasn't ever really gotten more complicated (two more buttons added just this generation with the DS and no changes in the previous gens since the original) and I would argue the stylus actually makes it easier. Contrast this or the Wii controller with the ever more complicated Playstation controllers. I suppose they are nice for the hard core types that love their Xbox/PS3 and argue about graphics, but I just don't feel like I've been competent at wielding those things since 3d shooter became popular, perhaps why I went to flash games with a keyboard lately.

      The point about the punishment is good as well, although not novel. Perhaps just resurrected. I remember games that just start you in the same room again if you died and save points many games have just seem to be a manual version of what he is talking about. Flash Games like Robokill have short punitive strokes, taking you back 2 rooms or so usually with every death, having to reconquer them that actually acts as a strategic challenge to the whole thing since you have limited resources.

    6. Re:If you can't fail, why bother playing? by Azarael · · Score: 1

      So were the original X-Wing and Tie Fighter games. Either way, you can make a great game but at the end of the day there has to be a hook to keep you engaged. You can do this with a really compelling story or just fun game play. I just think that making it so it's harder to die doesn't really tackle the real problem i.e. hitting the sweet-spot difficulty wise, or coming up with something new or fun.

    7. Re:If you can't fail, why bother playing? by Paltin · · Score: 1

      There are games that are so breathtaking that the gameplay is almost secondary.

      Did you ever play Shadow of the Colossus? The game was a pleasure in every way--- and wasn't very difficult. But that didn't matter, because the game was so beautiful and majestic that it was fun just to watch it be played.

      If you want a "HARD" game, you can go play nethack. But hard isn't the end all and be all of gaming. The end all is entertainment--- and it sounds like they managed to make their game more entertaining by taking parts out that aren't fun.

    8. Re:If you can't fail, why bother playing? by grumbel · · Score: 4, Insightful

      The point is not about making games easy, but about not forcing you to replay the same shit over and over again when you die. The whole reason why hard games can be annoying is because you have to play the *easy* parts of them a trillion times to reach the hard ones, then you die quickly and repeat the easy parts again. The fun part is overcoming the hard part and thats what a game needs to focus on instead of punishing the player for failure.

    9. Re:If you can't fail, why bother playing? by enryonaku · · Score: 2, Insightful

      I just started playing grand theft auto 4. The worst part of the game is exactly what the video describes -- when I get killed in a shootout, I have to go back to the start, waste a bunch of time getting across the city, only to risk more time wasting.

      Why not just send me back to the start of the fight so I can give it another shot? Going across the city again is

      - not fun
      - doesn't teach me anything! (read: taking the tedium out doesn't make it "training wheels")

      On the other hand (even if it is less work) succeeding in a shootout is fun. If this is what call a "neat trick," then I would say it's the neat tricks that are fun.

      The goal of any game designer should be to make a game challenging but not tedious. Most games like GTA4 are tedious because game designers are simply not skilled -- it requires less skill to make a game challenging by simply making it more tedious.

      Bad game designers ratchet up the tedium. Great game designers are able to find the sweet spot.

      (Honestly, it almost feels like most games cater to obsessive compulsive traits.)

    10. Re:If you can't fail, why bother playing? by Anonymous Coward · · Score: 0

      Rubber tree!

    11. Re:If you can't fail, why bother playing? by kreyg · · Score: 5, Informative

      People keep complaining about this, and having finished the game, I think they should just shut up and play the game. Let's put this simply: "Can't die" == "Auto-restore to the last safe point" You can fail, exactly the same as you would have with a death mechanic. Over and over and over until you get it right. You just don't have to quicksave/quickload every time you screw it up, and get a nice animation instead. It's a minor semantic/presentation difference, and everyone bitches like it's the end of the world.

      --
      sig fault
    12. Re:If you can't fail, why bother playing? by kaizokuace · · Score: 1

      I like what Mirror's Edge did about this. When you die you start over a little ways back, at the beginning of a section. But sections were short and timed so you could build up speed. Getting back into the game play right away without the punishment of waiting made it feel fun and exciting. You also had less fear of falling off the building which is great because then you are living like a runner. The characters in the game don't fear falling because they do this everyday. If us normal people were faced with the situation in real life most wouldn't jump off a building. Even if they knew they could make it. The risk is high in real life. In the game its more about getting thru the courses and not about having to be careful.

      --
      Balderdash!
    13. Re:If you can't fail, why bother playing? by kaizokuace · · Score: 1

      SotC wasn't that easy. But is was pretty. The views and sounds pulled you into the world, which is very refreshing in the game world. SotC was an experiment though. I would like to see what they learned in making that game and incorporate it into other games. It really was boss battle: the game. If I had to climb all over a titan in the Zelda games it would be pretty awesome.

      --
      Balderdash!
    14. Re:If you can't fail, why bother playing? by Anonymous Coward · · Score: 0

      Having played PoP just after having finished the kinda bleh Tomb Raider Underworld, I instantly drew comparisons. Both involve lots of climbing, jumping, and timing. The difference between the two games is that in Tomb Raider, when I missed a step, I tumbled to my death. Poor Lara died many many times, only to be placed at the last autosave, often just a few steps behind where I was. The difference between this and Prince of Persia? Instead of dying, I was placed a few steps back (often slightly closer to where I made the mistake) but without having died.

      I hadn't expected this the first couple times it happened, and I'll admit I wasn't sold initially. But after playing much more, it actually helps keep the suspension of disbelief, reduces or eliminates reload times, and emphasizes story and the fun of controlling the acrobatic character.

      In my experience, this really isn't that different from most modern games, from Call of Duty to to Bioshock to Guild Wars. The only difference is they added a plausible reason why you don't die permanently, which is missing in many other games, and how many steps the game penalizes you for making a mistake (generally predetermined by autosave points).

    15. Re:If you can't fail, why bother playing? by vux984 · · Score: 4, Insightful

      I haven't played the game, but that said, how much of the heart of great games was the thrill of just squeaking by? If you know that there isn't any way to loose, what you're left with is a empty shell.

      I liken it to mountain biking. When I run a trail and have trouble with a section, I back up a bit and repeat the section. I don't restart the entire 10km trail. That would be stupid. Just getting to the end is satisfying.

      Eventually I master a trail, and can do a clean pass, and that's even more satisfying. But I would NEVER reach that point, if, after every time I had to put a foot down, I had to go back and restart the entire trail.

      Nice to look at, and shows you some neat tricks, but nothing else later.

      Huh?

      Putting training wheels on a game isn't the future, it's just a gimmick to try and make a bland game that offends no one, and doesn't really try to solve the problem of playability. My 2c.

      Realizing that most people who want to play a game aren't aiming to prove they can do a flawless run IS the future. If they like the game enough, and want to do a flawless run, by all means, have that as one of the challenges or achievements or whatever, and those people that can and want to do that will, hell, give them a bonus cutscene or dialog or whatever even... but there is no reason for that to be how one has to play the game.

      Nobody normal puts up with that kind of nonsense in anything else they do, whether its biking, snowboarding, skiing, fishing ... hell even programming... I mean can you imagine deciding to kill an afternoon writing a few perl scripts where you would delete your project and start from scratch every time you found a bug, under the assumption that eventually you'd get good enough that you'd be able to write it flawlessly?

      I don't know anyone who is that "hardcore". In fact I wouldn't call that person "hardcore"... I'd just call him stupid. ;)

    16. Re:If you can't fail, why bother playing? by uhlume · · Score: 1

      I'm sure I could find a kinder way to phrase this if I cared to try, but don't be fucking retarded.

      Saving my game right before I plunge into a room full of enemies with limited cover and even more limited ammo doesn't prevent me from dying once, twice, a hundred times before I develop a winning strategy. It doesn't mean that I win just for showing up. It does mean I get to focus my effort on overcoming the challenge at hand, rather than being forced to replay some arbitrary chunk of the game over and over again just to get to the bit that overwhelmed me. (Why should the penalty for failure be endless tedium? That sounds too much like real life to qualify as entertainment.)

      --
      SIERRA TANGO FOXTROT UNIFORM
    17. Re:If you can't fail, why bother playing? by Anonymous Coward · · Score: 0

      It's been about a year since I've played it, but I'm pretty sure I remember some of the bosses in Twilight Princess being pretty massive.

    18. Re:If you can't fail, why bother playing? by Smoke2Joints · · Score: 1

      hi, have you ever played the Myst series? no? id suggest you do so, so that the next you feel compelled to make a comment on this topic, you have a much greater understanding of games that do not need death to be enjoyable.

    19. Re:If you can't fail, why bother playing? by Hadlock · · Score: 1

      GTA4 is specifically a time wasting game, just like the sims or WoW. You can't really compare it to worthwhile games. This is like comparing a Schwartenager movie to a Kubric film they're totally different classes of the same medium.

      --
      moox. for a new generation.
    20. Re:If you can't fail, why bother playing? by blahplusplus · · Score: 1

      "The fun part is overcoming the hard part and thats what a game needs to focus on instead of punishing the player for failure."

      I understand the frustration of repeating long stretches of level (i.e. no automatic saved waypoints from which to restart in case of death throughout a level).

      But personally I think modern gamers are diluting gaming. You mind as well just take all the risk out of the game, and turn on the invincibility cheatcode. That's exactly what cheat codes were for back in the day - to give the people that absolutely hate challenge a way to play through the game without fear of punishment.

      It seems to me they mind as well just make every game risk-less and make your character invincible going by modern gaming trends. I can't be the only one that's losing interest in modern games since there's no risk and the gameplay has been simplified so much that they hollow out what made gaming great to begin with.

    21. Re:If you can't fail, why bother playing? by CoolGuySteve · · Score: 1

      I agree with you completely about GTA 4. The worst part is that when you're driving back to a mission you've done twice before with an NPC, he'll say something along the lines of "Let's just listen to the radio" instead of repeating the mission dialogue again.

      This is insane. It's an acknowledgement from Rockstar that they know there's tedium in having to repeat the same motions over and over again but they do nothing about it.

    22. Re:If you can't fail, why bother playing? by Narishma · · Score: 1

      The fact that you can't lose doesn't mean that you will automatically win.

      --
      Mada mada dane.
    23. Re:If you can't fail, why bother playing? by Splab · · Score: 1

      The PS3 is downright ridiculous. I looked at mirros edge and thought it looked fantastic, but I gave up after trying the demo, they use all the keys + the 3d gyro thingiemagic. I've been playing games all my life, but that was just too complicated and made the game way too frustrating.

    24. Re:If you can't fail, why bother playing? by KillerBob · · Score: 4, Interesting

      Now see... for me, the "fun" part isn't in defeating the hard part, though that is gratifying, it's in finding out what happens with the story line and the characters. The best game out there is going to come out with a really involving and interesting story line, and if it has challenging gameplay so much the better. That's why, on my Wii, I have spent *many* more hours playing through Bully than I have on Mario Galaxy. It's just a better story. (Mario Galaxy basically tells the same story of *every* Mario game since the original Donkey Kong) And I'm just not interested in games where the object is to run around killing things. Hell, the last shooter I played was either NOLF2 or Thirteen on the PC.

      Different kind of gamer, I guess. I won't play PvP games at all, because there's too many 13-year old retards out there (mindset, if not physical age). And I get tired of people asking me to get on voice and cyber when they find out that women actually do play games. Closest I get is WoW, and I play on a non-PvP RP server. *shrugs*

      --
      If you believe everything you read, you'd better not read. - Japanese proverb
    25. Re:If you can't fail, why bother playing? by Anonymous Coward · · Score: 0

      It's not a gimmick. Haven't you heard? We don't want to hurt children's feelings by having them fail at a certain point in a game. As far as playing the easy parts over and over. Give me a break that's what saving the game is for. Still can't complete the level? Well you just suck.

    26. Re:If you can't fail, why bother playing? by witherstaff · · Score: 2, Interesting

      One of the better ways to reduce the 'getting stuck' that I've seen was in the Simpsons Grant Theft style game Hit and Run. If you failed a mission around 10 or so times it offered to just let you continue on, or you could keep on trying.

      I have played enough games that have 1 utterly painful level to appreciate a way to continue on without hours worth of repetition.

    27. Re:If you can't fail, why bother playing? by rpillala · · Score: 1

      In POP you can still just squeak by. The only difference between their system and another game is the time it takes for you to try it again. I guess I should say another game with checkpoints. Compare the thrill of just squeaking by with the annoyance of watching a spinning camera death scene or, worse, a little movie of how your failure has doomed the world. Over and over. That's all they've eliminated in POP.

      --
      When the axe came to the forest, the trees said, "Look out - the handle was once one of us."
    28. Re:If you can't fail, why bother playing? by Anonymous Coward · · Score: 0

      I call BS. If you want an example of exactly what you are describing, take a look at Bioshock. There was no punative measure attached to dying at all. But the story line was so engaging and the action so intense the fun never stopped. I would agree however that the many recent games lack any depth of plot or story telling.

    29. Re:If you can't fail, why bother playing? by Anonymous Coward · · Score: 0

      they actually added shoulder buttons with the GBA model. And then 2 new buttons with the DS. so a total of 4 new buttons since the original gray machine.

    30. Re:If you can't fail, why bother playing? by slim · · Score: 2, Informative

      I just started playing grand theft auto 4. The worst part of the game is exactly what the video describes -- when I get killed in a shootout, I have to go back to the start, waste a bunch of time getting across the city, only to risk more time wasting.

      I enjoyed GTA4 for many hours, but exactly what you describe is the reason I put it away never to be played again. It was the strip club shootout:

      while (motivated) {
            Spawn at spawn point
            Find mission trigger
            Find car
            4 minutes of driving (no challenge, no interest)
            2 minutes or less of shooting: get killed
      }

      But there's nothing novel about this. It's just a matter of sensible checkpoint placement. Here, GTA4 got it wrong.

    31. Re:If you can't fail, why bother playing? by killmenow · · Score: 1

      I always enjoyed how the Metroid Prime games had a save point just before any major boss. It got to the point when I'd find a save point just before a new door or something and immediately get a rush just from knowing I'd found the savepoint before the boss and beyond the next tunnel/door/elevator/whatever was the next great beasty. And if you died, you started back just before the beasty, not having to re-do the trudge of traversing the eight levels between your ship and the beasty.

    32. Re:If you can't fail, why bother playing? by Atrox666 · · Score: 1

      It reminds me of those schools where no one gets grades because then the stupid kids get discouraged.

    33. Re:If you can't fail, why bother playing? by geminidomino · · Score: 1

      20 years to have as many buttons as a super NES controller. And no appreciable loss of functionality from it (aside from some issues in emulators...)

      Say what you want about Nintendo, they know how to make a handheld.

    34. Re:If you can't fail, why bother playing? by elrous0 · · Score: 2, Funny

      ...and another thing, GET OFF MY LAWN!

      --
      SJW: Someone who has run out of real oppression, and has to fake it.
    35. Re:If you can't fail, why bother playing? by Leafheart · · Score: 1

      If they like the game enough, and want to do a flawless run, by all means, have that as one of the challenges or achievements or whatever, and those people that can and want to do that will, hell,

      So what you are advocating is having difficult levels on the game. Maybe an Easy mode for those that just want to play through it once and learn the story. And a Hardcore mode for the shitbats (like myself) that want to do it the hard way. It sound like I heard it somewhere else. What ticks me off, and just bugs the hell out of me, why the f*** do I have to play through the easy bland thing to unlock the true hard mode?? I know that the devs want me to time sink in there and replay the game, but common it is stupid.

      Why not make the other way? You only have the hard mode in the beginning. Now after finishing it mastering the game, you unlock the easy mode where you will only have the "fun" parts (whatever that means) and be able to watch the story unfolds.

      give them a bonus cutscene or dialog or whatever even... but there is no reason for that to be how one has to play the game.

      As there is no reason to make me play a nanny state game where i have an auto quick save feature that saves me from trouble just because I missed a jump. You want it? Cool, good for you. I don't. I don't want to have to play it your way to unlock my way, the same I'm sure is what you are thinking.

      What the GP is complaining, and I agree with him is that games having been dumbing down recently, in the way that you don't have to master a plan for a long part, only short term solution, without having to worry that you can waste a lot of the time you spent if you make a mistake. Now, is that meant to gather a larger audience to the game? Yes. Is it a sound business strategy? The dumber the more consumer you get, so yes. Would it be too hard to allow the Hardcore mode from the beginning? No, and that's what bothers me.

      Nobody normal puts up with that kind of nonsense in anything else they do, whether its biking, snowboarding, skiing, fishing ... hell even programming...

      #define normal

      --
      --- "When you gotta do something wrong. You gotta do it right. (Fighter)"
    36. Re:If you can't fail, why bother playing? by lecanucker · · Score: 1

      But you can always go play a different mission. Usually you have 2 or 3 to choose from; there's no need to beat your head against the wall continuously on the same mission. At the same time there is the motivation for success that makes the game challenging. I think its a good system but it is difficult/imposisble to implement in more strucutured games

      --
      What we gonna do today Brain?
    37. Re:If you can't fail, why bother playing? by Prof.Phreak · · Score: 1

      Putting training wheels on a game isn't the future, it's just a gimmick to try and make a bland game...

      ...few points of game programming are:

      * make a game even an idiot can win.

      * idiots have money too.

      --

      "If anything can go wrong, it will." - Murphy

    38. Re:If you can't fail, why bother playing? by Gizzmonic · · Score: 1

      You don't have to use the sixaxis controls, you know. I never do...it's too hard to hold the controller straight.

      --
      (-1, Raw and Uncut is the only way to read)
    39. Re:If you can't fail, why bother playing? by slim · · Score: 1

      But you can always go play a different mission.

      Not always. Eventually you'll always run down your options til there's only one mission available. That's pretty much unavoidable. Monkey Island and its ilk would give you three or more simultaneous strands to pursue, so if one stumped you, you could work on the others. But once you'd solved two, you were left with one that you just had to solve.

      Although to tell the truth, in GTA4 when I abandoned the game I was down to two available missions, both of which had the 'getting from respawn point to meat of the retry is too tedious' problem.

    40. Re:If you can't fail, why bother playing? by grumbel · · Score: 1

      I find those ways to skip trough a game highly problematic, since they destroy the immersion for me completly. I don't want to skip the game, I want to play it. Case in point, Crimson Skies on the PC, there was a mission where you had to fly a five minute race against somebody else before the real mission would start, the real part of the mission was hard so I died a lot, the race was easy and had to be done again each time. Even so the game had the option to skip the mission I never used it, because I wanted to finish that mission proper. In the end I never finished the game, since that mission just got to annoying, a savepoint or reset point after that stupid race would have helped a lot. All this is especially true for games that tell their story in the game, you can't skip stuff without missing pieces.

    41. Re:If you can't fail, why bother playing? by AnyoneEB · · Score: 1

      That is pretty common in RPGs. I remember thinking it was a bit less blatant in Metroid Prime, but I very recently played two RPGs which usually only had save points in dungeons if the boss was in the next room, so it was a pretty obvious hint that the boss was next.

      --
      Centralization breaks the internet.
    42. Re:If you can't fail, why bother playing? by Crudely_Indecent · · Score: 1

      They're just trying to make the virtual gaming world more closely resemble the real world.

      For example, if you're a real-world bank or auto manufacturer that makes horrible decisions or investments and loses/wastes tons of cash you won't die... the government bails you out.

      This is just an example of art imitating life.

      --


      "Lame" - Galaxar
    43. Re:If you can't fail, why bother playing? by Big+Boss · · Score: 1

      I kind of agree here. I would like the games to give me the option when I create a new game. For example, I've played all the Zelda games. I really don't WANT the help offered by the little companions in the recent games. Don't tell me where to fscking go, or how to kill the latest enemy/boss. I want to figure it out myself. That's part of the fun for me, but I'm an experienced player of those games. I expect it would be frustrating as hell to someone that isn't familiar with them.

      The modes could also include things like modifying the damage/hit points. So it's easier to get killed in the harder modes. It doesn't have to be a big shift, but when I can play a more modern Zelda game without death or potions, it's too easy for the core audience.

      That said, I recently bought PoP for the PS3 as I heard some good things about it and I liked the old PoP games. It's quite fun, but a little repetitive. If they added some items and such, make it a little more RPGish, it would be a great game, IMO. The "powers" you unlock do help a little there though. I do see myself replaying levels to go get the rest of those light balls though. That's going to be somewhat irritating. I do like the combat system, and the auto-save thing is kind of nice. It lets me explore areas that I would avoid in other games as I know I can keep playing even if I fall.

    44. Re:If you can't fail, why bother playing? by grumbel · · Score: 1

      You mind as well just take all the risk out of the game, and turn on the invincibility cheatcode.

      A cheat code lets you cheat through a game without actually overcoming the challenges proper, if on the other side you just have a reset mechanic, you don't cheat, you still have to solve all the challenges the game offers, its just the annoying replaying of stuff you already know that gets reduced.

      Now of course that isn't a clear cut thing, some reset points refill your health while others don't, so they kind of cheat, but on the other side you don't want end up stuck in a near death condition on a reset point (case in point Half Life 2, having an autosave a fraction of a second before a grenade under you explodes).

      Anyway, in the end I don't think that any reset mechanic would work for every game. In a racing game there is no clear save-spot to which a game could automatically reset you, on the other side the time-rewind mechanic that lets you retry a turn works quite great when you mess up. Its really not so much about removing challenge, but about making failure interesting. Failing in a game should teach you something, give you the option to try something different next time, it shouldn't be something that forces you to replay the parts of the game you already solved, often times to near perfection.

    45. Re:If you can't fail, why bother playing? by grumbel · · Score: 1

      I always enjoyed how the Metroid Prime games had a save point just before any major boss.

      I absolutely *HATED* the Metroid Prime games save system, because quite a few times it didn't have a savepoint before the boss and you had to walk for ten minutes to reach the boss, which was extremely annoying and caused me to ditch both Metroid Prime 1 and 2 and not finish them until a year later or so. What made Metroid Prime worse then most normal FPS is that its structured into rooms and featured respawning enemies, so you couldn't just shoot the way free to the boss, run back and save, no, you had to play the same thing again and again, because the monsters would respawn either way. Another big problem with Primes approach is that you actually have to find the save point, when the left door leads to the boss fight and the right one to the savepoint you have a big problem when you choose the wrong door, a checkpoint should be something that you are guaranteed to hit before the boss fight, not something hidden in some side way.

    46. Re:If you can't fail, why bother playing? by dzfoo · · Score: 1

      Shadow of the Colossus was indeed a majestic and beautiful game. I remember trying to explain the game to share the experience with my co-workers and friends. Attempting to convince them to play the game was rather, er, weird.

      It went something like this:

      Me: "You have to play this game! It's awesome!! it's beautiful and great and lots of fun!"

      Friend: "Wow! That good, uh? What's it about? What do you do?"

      Me: "Well, you, hum... you ride this horse, and... well you ride this horse through the entire landscape..."

      Friend: "yeah?"

      Me: "Well, you ride around, looking for these monsters. They can be anywhere, but you don't know where they are, so you just ride and ride and ride, until you find one!"

      Friend: "Just riding?"

      Me: "Uh, yeah... it can take about 15 or 30 minutes sometimes, if you get lost."

      Friend: "but what do you do while riding?"

      Me: "you just ride."

      Friend: "But you level up?"

      Me: "no."

      Friend: "Find new weapons?"

      Me: "er, no."

      Friend: "Talk to people? track down the monster? save a village?"

      Me: "no, no, and no. Er, you just... ride."

      Friend: "Just ride. hum."

      Me: "But then you find the monster!! And you must figure out how to kill him!"

      Friend: "Do you learn any special abilities to kill him?"

      Me: "Well, no. You have a sword. And sometimes they are so big, you have to climb them, and figure out how to do so... And then you kill them!! and they drop so majestically, it's awesome!"

      Friend: "Cool! Then you go to the next level?"

      Me: "Well, you continue."

      Friend: "With the riding?"

      Me: "er... you have to look for the next one."

      Friend: "and how many are there?"

      Me: "16, I think. But they're all different!"

      Friend: "and you ride to find all of them?"

      Me: "Yes, but the landscape is beautiful, and expansive."

      Friend: "But you just ride."

      Me: "er.. Just play the damn fscking game! Trust me, it's awesome"

      Friend: "okay! okay! jeeeeeesh."

                  -dZ.

      --
      Carol vs. Ghost
      ...Can you save Christmas?
    47. Re:If you can't fail, why bother playing? by ArsonSmith · · Score: 1

      The fun part for me isn't getting past the hardest parts, or the story line. It's impressing the chicks at the bar with the extensive list of games that I've beat.

      --
      Paying taxes to buy civilization is like paying a hooker to buy love.
    48. Re:If you can't fail, why bother playing? by Anonymous Coward · · Score: 0

      I get tired of people asking me to get on voice and cyber when they find out that women actually do play games.

      Hmm. So does that mean your username is a reference to your great haircut then?!

    49. Re:If you can't fail, why bother playing? by Anonymous Coward · · Score: 0

      the shitbats

      Mr. Lahey? Is that you?

    50. Re:If you can't fail, why bother playing? by vux984 · · Score: 1

      Would it be too hard to allow the Hardcore mode from the beginning? No, and that's what bothers me.

      I actually agree with you here to a point. Some games I enjoy enough that I =do= want to go straight to the hard mode, especially if I'm coming back to it. I didn't like that after I bought a new computer and reinstalled Doom that I was supposed to replay the entire game over again just to unlock 'nightmare' difficulty. That irritated me.

      But take a game like super monkey ball that has all the fun and silly easy little multiplayer minigames as un-lockables that you get from completing the much harder single player game. That's worse. My kids (4 and 5 love the monkeyball minigames, but don't have a hope in hell of beating the single player game... so I have to spend hours doing the single player stuff just to unlock the parts they'll like. Luckily they have me around... if I wasn't a gamer myself, they'd have this game full of stuff they'd love to do that they simply wouldn't ever be able to unlock.

      So in my opinion if you are going to have unlockables, it makes more sense to unlock progressively 'harder stuff' than to do hard stuff to unlock 'fun stuff'. Because at least the players that would enjoy the unlockables can unlock them.

    51. Re:If you can't fail, why bother playing? by LunarCrisis · · Score: 1

      Penalty != challenge. Taking away the penalty for death does not mean you do not have to face the challenge. Unlike an invincibility cheat, the challenge is still there in full force. The actual effect of removing the penalty is that you spend more time facing challenges.

      --
      Mr. Period: Nine is the one that's right by ten!
      Nine: One day I will kill him. Then, I will be Ten.
    52. Re:If you can't fail, why bother playing? by KDR_11k · · Score: 1

      Interesting, the 360 version used four buttons and both sticks, that's it. Still a bit confusing since there are so many actions that depend on the context but nowhere near the insanity of some of the third person shooter demos I tried.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    53. Re:If you can't fail, why bother playing? by KDR_11k · · Score: 1

      Depends on the game for me. Some are repetitive and not terribly interesting gameplay-wise but keep their story interesting (for these any setbacks are really bad because it means having to repeat stuff without the game's pull being there, if I get stuck on a challenge there I tend to abandon them quickly because the fun dies when the progress halts), some have really interesting gameplay and with them dying doesn't mean much, I just hit retry and keep playing because it's the journey that's the fun with these games, not the destination.

      Obviously the latter kind is a better use of my money than the former, I can get a much better story from a book without having to deal with uninteresting filler between the story scenes and a book is much cheaper.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    54. Re:If you can't fail, why bother playing? by KDR_11k · · Score: 1

      The Castlevania games nowadays tend to mark boss doors so you know not to enter before you've found the save point, I always hated taking the wrong door first and missing a save point.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    55. Re:If you can't fail, why bother playing? by MrMickS · · Score: 1

      I haven't played the game, but that said, how much of the heart of great games was the thrill of just squeaking by?

      Not played the game, but still have an opinion on it. Thus is the way of the internet, people spouting off about things that they don't have any direct knowledge off. You aren't the only one though, it happens all the time.

      I'm most of the way through the game on the Xbox 360. I like the mechanism, it prolongs the boss battles if you make mistakes. It does remove some of the suspense but that's more than made up for with the rest of the game. I've been gaming for well over 20 years and I'm enjoying PoP.

      --
      You may think me a tired, old, cynic. I'd have to disagree about the tired bit.
    56. Re:If you can't fail, why bother playing? by egomaniac · · Score: 1

      Wait.... what? First off, I don't recall a single boss which didn't have a save right before him. I played through the game like five times and I'm pretty sure about that. Second, I don't recall ever ending up in the boss chamber without just having saved. The save rooms were all really obvious and generally marked on your map.

      Unless you can name a boss with no adjacent save room, I call bullshit.

      --
      ZFS: because love is never having to say fsck
    57. Re:If you can't fail, why bother playing? by grumbel · · Score: 1

      That underwater fish boss in Metroid Prime 2 and in Metroid Prime 1 there was some big space pirate that broke out of a glass tank (not real boss, more like extra huge enemy), neither of which had a save point near them or at least none that I found before encountering the boss. Those were the two events that caused me to ditch those games.

      Anyway, there really is nothing good about Metroid Primes save system, its pretty much as awful as they get, rare and easy to miss savepoint just aren't fun, especially in a game that is completly structured around rooms, where it would be trivial to have a checkpoint in every room.

    58. Re:If you can't fail, why bother playing? by Alsee · · Score: 1

      You had a lawn?
      Back in my day we had a blade of grass.
      And we had to water it by hand. Uphill both ways.

      -

      --
      - - You can't take something off the Internet! That's like trying to take pee out of a swimming pool.
    59. Re:If you can't fail, why bother playing? by mdmkolbe · · Score: 1

      Both that "cat" and "butterfly" programmers do that.

  6. Monkey Island by magerquark.de · · Score: 5, Insightful

    In Monkey Island, you could never die either. But it was still a lot of fun to play!

    --
    -- Watch me working: www.magerquark.de
    1. Re:Monkey Island by Anonymous Coward · · Score: 1, Funny

      Actually...

      (I am expecting to be lynched by an army of Monkey Island 1+2 purists any minute now)

    2. Re:Monkey Island by Anonymous Coward · · Score: 2, Interesting

      Actually there was a way to die in the first game, but you really had to suck (or do it intentionally). Early in the game guybrush makes claims about being able to hold his breath for 10 minutes. When you are thrown in the water tied to the idol you have 10 minutes to figure out the very easy puzzle before you drown and all your actions turn into float, bob, etc.

    3. Re:Monkey Island by johannesg · · Score: 2, Interesting

      In Monkey Island, you could never die either. But it was still a lot of fun to play!

      Monkey Island was all about the puzzles, and dying just distracted from that. Even the combat was a hilarious puzzle game, nothing to do with arcade skills.

      PoP has arcade-style fighting and platforming, and the thrill there comes at least in part from avoiding death. I agree with earlier posters: where is the sense of achievement without that threat?

    4. Re:Monkey Island by GigaHurtsMyRobot · · Score: 1, Insightful

      There is no sense of achievement, then. Some of my friends picked up the Lego Indiana Jones game and this has the same issue, probably worse. They didn't seem to care that as soon as they died they just re-appeared and kept going, but within a few minutes I questioned why I would ever play it if you're just brute forcing through the story without consequence.

    5. Re:Monkey Island by slim · · Score: 2, Interesting

      There is no sense of achievement, then

      You've never played Monkey Island, I take it.

      Just because you can't die, doesn't mean you can't fail. You can fail to solve a puzzle, in which case you'll never reach the end of the game.

      'course in those days we didn't have gamefaqs.

      Some of my friends picked up the Lego Indiana Jones game and this has the same issue, probably worse. They didn't seem to care that as soon as they died they just re-appeared and kept going, but within a few minutes I questioned why I would ever play it if you're just brute forcing through the story without consequence.

      You've got to remember that Lego Star Wars is a kids' game. Just treat it as a ride. But there are challenges in there - you need to solve simple puzzles to make it through the game, and more complex puzzles to get all the collectible items.

    6. Re:Monkey Island by jepaton · · Score: 1

      In fact there is a way to kill Guybrush Threapwood. A few times during the game he says he can hold his breath underwater for ten minutes. And if you keep him underwater for that long he will die. I doubt many people accidentally killed Guybrush this way.

    7. Re:Monkey Island by fprintf · · Score: 2, Interesting

      My son has Lego Indiana Jones and I installed it on my computer this week just for something to do. #1, you are right that there are no consequences for dying other than a loss of Lego bits (and progress toward 100% completion). It really is a brute force children's game. What is completely frustrating to me is the lack of save points. You have to complete a whole section at a time in order to save. When we needed to leave on Christmas eve I was 3/4 of the way through a section with no way to save, so just had to abandon where I was. Very poor design that again rewards just plowing through a level.

      I am not sure what to think about Assassin's Creed yet since that doesn't seem too difficult so far, but has some oddness with scattered save points. (memories)

      --
      This post brought to you by your friendly neighborhood MBA.
    8. Re:Monkey Island by Petrushka · · Score: 1

      There's also an easter egg in the third game where you can walk into the sea and see the same scene that resulted when you killed him in the first game ... the living Guybrush comments that he guesses that guy couldn't hold his breath for ten minutes.

      (If you want to track this down, SPOILER ALERT: in chapter 4, go down to the shore where you meet the Flying Welshman and "action" the water 25 times. Video here. The comment as he gets out again is, "I hope that was worth it.")

    9. Re:Monkey Island by geminidomino · · Score: 1

      I doubt many people accidentally killed Guybrush this way.

      But the ones who intentionally murdered him that way are legion. :)

    10. Re:Monkey Island by elrous0 · · Score: 2, Funny

      Proving once again that you just can't go wrong with a game involving monkeys.

      --
      SJW: Someone who has run out of real oppression, and has to fake it.
    11. Re:Monkey Island by Anonymous Coward · · Score: 0

      You can die if you don't get out of the water before 10 minutes.

      Still, watching Guybrush's actions changing to "float" and equivalent verbs when he dies is more like a reward instead of a punishment :)

    12. Re:Monkey Island by GigaHurtsMyRobot · · Score: 1

      You've got to remember that Lego Star Wars is a kids' game. Just treat it as a ride. But there are challenges in there - you need to solve simple puzzles to make it through the game, and more complex puzzles to get all the collectible items.

      I think that's the point of this whole story to begin with... Kids these days and how games punish them. When you played Mario and fell in a hole, you went back to start... When you played Sonic, there was one checkpoint in each level. In order to win you had to get better, and in doing so other things improved such as hand-eye coordination. I hate being coddled, I want a good god-damned challenge. With the politically-correct super-sensitive liberalization of everything in society, the next generation of kids is going to be ill-equipped to deal with the struggles of life. I owe a lot to video games, it was far from wasted time... It's become a rare opportunity to relax and kill time these days, but I still want to be challenged; I don't need to win to have a good time.

    13. Re:Monkey Island by dzfoo · · Score: 1

      Because some people find the actual gameplay of some games enjoyable, and are perfectly content to just wander around the virtual world performing actions, interacting with the environment, discovering new locations, and collecting coins or whatever; regardless of existential status.

      I find that playing the Lego Star Wars games is a lot of fun, especially when you play with someone else. And part of the fun is discovering where all the hidden treasures are--though this is only secondary. "Brute-forcing" through the levels, as you call it, is just part of the enjoyment.

      Some things in life are not about reaching an ultimate goal.

              -dZ.

      --
      Carol vs. Ghost
      ...Can you save Christmas?
    14. Re:Monkey Island by shutdown+-p+now · · Score: 1

      PoP has arcade-style fighting and platforming, and the thrill there comes at least in part from avoiding death. I agree with earlier posters: where is the sense of achievement without that threat?

      A "sense of achievement" is not necessary to have fun in a game - having fun is.

    15. Re:Monkey Island by MemoryDragon · · Score: 1

      At least the lego star wars games had puzzle, but basically you are right one of the reasons why I stopped playing them after a while (the other being worn out on star wars, I simply cannot see it anymore)

    16. Re:Monkey Island by Digital+Vomit · · Score: 1

      So, resetting from the beginning of a "chapter" after a mistake is somehow a better way to go through a story? I'm glad movies and books don't work that way -- why should games?

      While watching a movie...

      "What did that guy say?"
      <DVD automatically rewinds back ten minutes to the beginning of the chapter>
      "Dammit"

      Starting over from the beginning of a level is a cheap way to add consequences for failure into a game. It's usually a sign of a developer wanting to artificially increase the length of a game.

      --
      Modern copyright is theft of culture from everyone and it retards the progress of the useful arts and sciences.
    17. Re:Monkey Island by Anonymous Coward · · Score: 0

      I've not played Lego Indiana Jones yet, but assuming it's the same as Lego Star Wars, you lose points (studs) every time you die. (Some of these are recoverable, some not.) So there are consequences, and if you die too many times, while you will be able to finish the level, you may have to repeat it to unlock other goals/levels/rewards.

      I thought it was a nice balance. If you want to get the best score you can, you'd better not die. If you just want to work your way through all the levels, you can do it (slowly, and providing you can solve the necessary puzzles) without having to go all the way back to the beginning each time you snuff it.

      (As an aside, in the original Lego Star Wars game, I got rather a bit of enjoyment repeatedly sending Jar-Jar off a cliff, into a masher, etc... )

    18. Re:Monkey Island by Anonymous Coward · · Score: 0

      Damn those rubber trees preventing me from saying otherwise.

    19. Re:Monkey Island by Anonymous Coward · · Score: 0

      Lies. Guybrush Threepwood at one point stated that he could hold his breath for ten minutes. A friend and I tested this. Guybrush can hold his breath for ten minutes, and not a second more.

    20. Re:Monkey Island by Alsee · · Score: 1

      Punch the Monkey.

      Punch the Monkey. Punch the Monkey!
      Punch the Monkey!Punch the MonkeyPunchtheMonkeyPunchtheMonkey!
      PunchtheMonkeyPUNCHTHEMONKEYTHEMONKEYTHEMONKEYMONKEYMONKEY!

      -

      --
      - - You can't take something off the Internet! That's like trying to take pee out of a swimming pool.
  7. Avoiding wasted time with a computer game... by captainpanic · · Score: 1

    Isn't wasting time the whole point of playing a computer game? It's not a bad thing to waste time sometimes. If you don't want to waste time, I suggest to press "quit".

    1. Re:Avoiding wasted time with a computer game... by Anonymous Coward · · Score: 0

      Isn't wasting time the whole point of playing a computer game? It's not a bad thing to waste time sometimes. If you don't want to waste time, I suggest to press "quit".

      It's never about wasting time. It's about enjoying time. Only when you're frustrated by "punitive time sinks" are you actually wasting time.

      I played the game, and I enjoyed every minute of it (which wasn't that short, actually.) The whole debate stems, I think, from the spacing of challenges. You can play for 10 minutes without any difficulty, but then you will find a place so difficult you are stopped. You will then have to repeat that 10 minutes of boring easiness to get back to that hard part for your next attempt. This game innovates by saying, "we know you want to enjoy the flow of the game, and we'd rather not waste your time repeating exercises that don't challenge you; have another go at the the things that do."

    2. Re:Avoiding wasted time with a computer game... by Wildclaw · · Score: 2, Insightful

      No the whole point is to have fun.

      If you think the point is to waste time, go play World of Warcraft. And no, that isn't meant as an insult to WoW. It is just WoW is built around having fun by wasting time. However, that is not the only way to have fun.

      If you don't want to waste time, I suggest to press "quit".

      I have a better solution. If you enjoy wasting time, restart the game every time you fail in a task. Heck, you can even give yourself three lifes before you have to restart (or any other set of rules). Real hardcore players know how to challenge themselves. It is the hardcore whiners that try to force their idea of gameplay onto others.

    3. Re:Avoiding wasted time with a computer game... by WhatAmIDoingHere · · Score: 1

      So...

      "It is the hardcore whiners that try to force their idea of gameplay onto others."

      "However, that is not the only way to have fun."

      Also, the article was written by someone you would call a hardcore whiner.

      --
      Not a Twitter sockpuppet... but I wish I was.
    4. Re:Avoiding wasted time with a computer game... by Wildclaw · · Score: 2, Insightful

      Oh, I knew "the other side are whiners also" argument would come up as soon I had posted my first response.

      There is a difference however. The "hardcore whiners" as I prefer to call them could easily restrict their actions to emulate a more difficult game. They however choose not to, because what they really want is everyone else to have as difficult a time as themselves. What they enjoy is to finish games when others can not. They are basically the "my car is better than yours" type of people.

      The opposite is not true. Players who enjoys gameplay that flows along can't simply tune down the difficulty of a hard game. Actually, there is quicksave, but letting a hardcore player save once at the start of each level and then reload if the game doesn't "punish" him enough breaks immersion less than having the non hardcore player press quicksave every minute in a difficult game.

    5. Re:Avoiding wasted time with a computer game... by MillionthMonkey · · Score: 1

      > Isn't wasting time the whole point of playing a computer game?

      With Ahriman the God of Darkness about to plunge the entire world into eternal darkness? I don't think so. The Prince has to battle Ahriman's corrupted lieutenants to heal the land from the dark Corruption and restore the light. What do you mean "wasting time"???

    6. Re:Avoiding wasted time with a computer game... by WhatAmIDoingHere · · Score: 1

      If you aren't able to play a harder game, either work on your skill or pick up another game.

      --
      Not a Twitter sockpuppet... but I wish I was.
    7. Re:Avoiding wasted time with a computer game... by Anonymous Coward · · Score: 0

      Well, just like you said, the problem is that the player is forced to play the game at a certain level. Why should I have to play a game where I can't die when I want a challenge? And why should a casual gamer have to die over and over again when they just want to have fun? The problem doesn't lie on the players, the problem lies on the developers. Why make it easy for everybody, instead of just providing an easy mode?

    8. Re:Avoiding wasted time with a computer game... by Anonymous Coward · · Score: 0

      I don't think that Ninja Guy Dan is so bad ...

    9. Re:Avoiding wasted time with a computer game... by Wildclaw · · Score: 1

      Thanks for proving my point.

    10. Re:Avoiding wasted time with a computer game... by WhatAmIDoingHere · · Score: 1

      Your point is that you want all games to be super easy for casuals so you don't have to be good to play.

      That's a dumb point. You're a dumb person for even trying to make it.

      --
      Not a Twitter sockpuppet... but I wish I was.
  8. Tell me by Anonymous Coward · · Score: 0

    Would Mario be fun if every time you died, you would start at that same spot instead of the beginning of the level?

    1. Re:Tell me by geminidomino · · Score: 1

      Would Mario be fun if every time you died, you would start at that same spot instead of the beginning of the level?

      Ohh... bad example... flashbacks of the original SMB with some tricky jumps where if you missed, you would start right before the jump. Good thing, right? Wrong. In the original SMB you couldn't scroll left, so you essentially respawned without the needed running room to make the jump without a great deal of luck... A perfect example of "Nintendo Hard"

      World 8-2, from hell's heart, I stab at thee...

    2. Re:Tell me by Krakhan · · Score: 1

      Oh 8-2 is child's play. Now 8-3 with all those god damn hammer brothers...

      Still an incredibly fun game, and not too hard if you do the trick to get many 1ups at 3-1, assuming you're playing all the levels of the game.

  9. Add more checkpoint by IDKmyBFFJill · · Score: 0

    Unfortunately, as Young notes, modern controllers are designed for players who have been gaming since they were kids, and have evolved to be more complicated to operate than an automobile.

    But that's the whole point, learning "difficult" control is part of the challenge, it's what makes it worth playing, especially to youngsters. Those who can't deal with modern controllers can stick with Solitaire.

  10. Assassin's Creed anyone? by ConanG · · Score: 1

    Prince of Persia uses basically the same retry mechanism as Assassin's Creed. Actually, I think Prince of Persia uses a LOT of the same stuff as Assassin's Creed. It's the same game engine isn't it?

    Yeah, real revolutionary.

    1. Re:Assassin's Creed anyone? by Narishma · · Score: 1

      The only thing they share is the engine. All the rest is different, including the climbing mechanics and whatnot.

      --
      Mada mada dane.
    2. Re:Assassin's Creed anyone? by Anonymous Coward · · Score: 0

      Prince of Persia uses basically the same retry mechanism as Assassin's Creed. Actually, I think Prince of Persia uses a LOT of the same stuff as Assassin's Creed. It's the same game engine isn't it?

      Yeah, real revolutionary.

      Didn't know that in Assassin's Creed a strange princess with a magical blue aurora, fly's out of no where, reaching her hand out to grab yours, just to pull you back to safety...

    3. Re:Assassin's Creed anyone? by ConanG · · Score: 1

      The mechanism is the same, the eye candy is different. In Assassin's Creed, you see your avatar "die", then you wake up for a couple of seconds, then reload at the point just before you screwed up. It's effectively the same thing.

    4. Re:Assassin's Creed anyone? by MemoryDragon · · Score: 1

      Same engine, and unfortunately similar flaws, the game is repetitive as hell, and to the worse part most of the hard puzzles are gone and replaced by
      a game logic which just needs to have the right button pressed within a 2-3 seconds window. The entire game reminds me more of an easy version of Dragons Lair than a real prince of Persia. The funny thing is they got so many things right storywise and graphicswise that it really hurts that they fucked up the entire thing with the gameplay and the synchro speakers!
      Not sure if Jordan Mechner still was involved with it, but I rather doubt it!

    5. Re:Assassin's Creed anyone? by SplayedAsterisk · · Score: 1

      Yeah, it's this huge window of timing that bugs me the most about PoP. I understand and have even learned to appreciate the whole no dying thing. But the fact that i don't have to get the timing right at all in order to do the platforming destroys most of the challenge and the fun for me. If i am wall/ceiling running towards a ring i can press the button for swinging past the ring at any point in my run. that just makes no sense to me. if i am shooting around with elika on the magic plates i don't even need to pay attention to the acrobatics needed to reach the next one. i can essentially take my hands off the controller while i hit the wall near the next plate, wall run automatically towards it and as long as i have pressed y again at some point in there i will successfully shoot off to the next plate. at the very least there should be a difficulty setting that puts the challenge of correct timing back in place. PoP is way too easy, but it has nothing to do with the fact that you can't die.

    6. Re:Assassin's Creed anyone? by Briareos · · Score: 1

      I think Prince of Persia uses a LOT of the same stuff as Assassin's Creed. It's the same game engine isn't it?

      That, and there's that Assassin's Creed model for the prince that you can choose in the extras menu after you type in the pre-order code you googled off the internet...

      np: Kid606 - Live at Ultrahang Fest

      --

      "I'm not anti-anything, I'm anti-everything, it fits better." - Sole

  11. Console vs. PC by Anonymous Coward · · Score: 1, Insightful

    many of today's games punish failure by wasting the player's time; being sent back to a check point, the beginning of a level, or sometimes even further.

    Not to start a flame war, but this is one of the reasons I prefer PC games. They typically allow for quicksave and/or a sane autosave.

    Other Console annoyances include:

    • unskippable cutscenes:
      They're acceptable once, but not every time I want to replay the game. And ANNOYING AS HELL when they occur after before a big fight and must be replayed after dieing.
    • forced deaths:
      Where you have die to advance the story. Especially when it's non-obious, so you replay the same peice over and over before you realize there's no way to win.
    • button mashing:
      Press a button as fast as you can to save your character.
    • Landmines:
      Any situation relying on the player being telepathic to survive (it's an old example, but still a formla devs use)

    I didn't mind so much when these issues only affected console games, but now with all the ports that are being done, us poor PC gamers are forced to suffer through these issues as well (plus really bad controls).

    1. Re:Console vs. PC by jlar · · Score: 1

      button mashing:
      Press a button as fast as you can to save your character.

      Guess you weren't a big fan of Decathlon in the good old C64 days:

      http://homepages.tesco.net/~parsonsp/html/decathlon.html

      I still remember the pain in my fingers, hand and wrist after the final event, the dreaded 1500 m run;-)

    2. Re:Console vs. PC by grumbel · · Score: 4, Informative

      Other Console annoyances include:

      Those really have little to do with consoles, PC games had plenty of all of them as well and the video in the last issue isn't even a real game, its a ROM hack meant to be nearly impossible to solve.

    3. Re:Console vs. PC by Anonymous Coward · · Score: 0

      Any situation relying on the player being telepathic to survive [youtube.com] (it's an old example, but still a formla devs use)

      That's a pretty poor example, seeing as SMB Frustration is a custom fan made level.

    4. Re:Console vs. PC by Anonymous Coward · · Score: 0

      True, but it used elements from the game; hidden blocks n'such.

    5. Re:Console vs. PC by Xest · · Score: 2, Insightful

      "Not to start a flame war, but this is one of the reasons I prefer PC games. They typically allow for quicksave and/or a sane autosave."

      Flamewars generally start when people say something that's inflammatory or outright false, not if they have a valid opinion. Unfortunately, judging by your comments below and the fact you posted AC you were surely fully aware that your comments were inflammatory.

      Not one of the points you cite is in any way related to console gaming vs. PC gaming. The majority of my gaming life has been on the PC and every issue you mention occurs in PC games equally, even when the game was built for the PC or was PC exclusive.

      "I didn't mind so much when these issues only affected console games, but now with all the ports that are being done, us poor PC gamers are forced to suffer through these issues as well (plus really bad controls)."

      Console gamers have equally had to suffer bad PC ports.

      Your issue isn't with consoles, because not a point you made is specific to console gaming, it's with general game developers and game design and even then the issues you raise are pretty uncommon on both console and PC. It does however seem that you have an axe to grind with consoles for some reason. The reasons why developers have moved to console gaming have been discussed on Slashdot previously, but it comes down to the fact they can make more money there. If you buy games (rather than pirate them) console gaming is no more expensive than maintaining a gaming PC at a level you can play the latest games and is so much more hassle free to boot- there's good reason PC gaming is losing out to console gaming, making up outright lies isn't going to magically change that.

    6. Re:Console vs. PC by tepples · · Score: 1

      Not to start a flame war, but this is one of the reasons I prefer PC games. They typically allow for quicksave and/or a sane autosave.

      That's fine for single player. But what do you do when you have friends over, and they don't have their own PCs to bring? Consoles have more titles that support single-monitor multiplayer.

      unskippable cutscenes:
      They're acceptable once, but not every time I want to replay the game. And ANNOYING AS HELL when they occur after before a big fight and must be replayed after dieing.

      Some games, such as Super Mario Galaxy and We <3 Katamari, use tasteful, short, but unskippable cutscenes to cover loading. Would you rather have the screen be black?

      button mashing:
      Press a button as fast as you can to save your character.

      What better control solution do you have for something like building up power ("Test Your Might" in Mortal Kombat) or resisting torture (scene with Revolver Ocelot in Metal Gear Solid) or quickly eating a fruit (several scenes in WarioWare Inc.: Mega Microgame$)?

      Landmines:
      Any situation relying on the player being telepathic to survive (it's an old example, but still a formla devs use)

      Let me guess: You got frustrated at Minesweeper. Perhaps you could try playing Luminesweeper, which includes a cooperative buddy that automatically marks obvious mines.

    7. Re:Console vs. PC by killmenow · · Score: 1

      unskippable cutscenes: They're acceptable once, but not every time I want to replay the game. And ANNOYING AS HELL when they occur after before a big fight and must be replayed after dieing.

      He's looking at YOU, Red Steel. Fucking unskippable cut scene replaying mother-fucking game.

    8. Re:Console vs. PC by geminidomino · · Score: 1

      Some games, such as Super Mario Galaxy and We <3 Katamari, use tasteful, short, but unskippable cutscenes to cover loading. Would you rather have the screen be black?

      And some games suffer from Xenosaga syndrome... cutscenes so long they actually have a save point in the MIDDLE of the (unskippable) cutscene. Unless the PS2 is downloading the ISO over a 33k modem, that's not load time...

      What better control solution do you have for something like building up power ("Test Your Might" in Mortal Kombat) or resisting torture (scene with Revolver Ocelot in Metal Gear Solid) or quickly eating a fruit (several scenes in WarioWare Inc.: Mega Microgame$)?

      Never played warioware, but as for the other two... no. Just no. If they can't think of a better way to do it than "mash the button" or, just as bad, those thrice-damned "Simon Says Press X to not die (3 msec) Too late!" games then they shouldn't be IN the game.

    9. Re:Console vs. PC by Orii · · Score: 1

      forced deaths: Where you have die to advance the story. Especially when it's non-obious, so you replay the same peice over and over before you realize there's no way to win.

      This is one of my pet peeves, but not because I replay the level thinking I can beat it (usually the story proceeds and it's clear I couldn't have won). What annoys me is that I've invariably used 95% of my items trying to stay alive and do some damage, and I have to reload to reclaim them.

    10. Re:Console vs. PC by iainl · · Score: 1

      Re: forced deaths, can you do me a favour and name an instance? Because the only one I can think of right now is the rather wonderful PlaneScape. And that's a PC game.

      --
      "I Know You Are But What Am I?"
    11. Re:Console vs. PC by FrostDust · · Score: 1

      Silent Hill 1 (PS1), first encounter of the game. You walk down an alleyway and get attacked by child ghosts with knives. At this point you have nothing but a lighter, and the path behind you closes up once they appear. There's no cutscene or other instruction given that you're supposed to die, except for your lack of other actions.

    12. Re:Console vs. PC by FrostDust · · Score: 1

      forced deaths: Where you have die to advance the story. Especially when it's non-obious, so you replay the same peice over and over before you realize there's no way to win.

      Even worse is that sometimes I expect this when I shouldn't. Sometimes when I'm fighting a massively overpowering boss, or other situation, I start to get the idea that I'm supposed to die, or that there's an alternative method of killing him/her (like attacking the platform the boss is on, or something). Of course, when I stop wasting supplies and let my character die, I just end up really dieing. It turns out the boss is REALLY hard on purpose, and I just don't have the right gear/spells/levels/etc. yet.

    13. Re:Console vs. PC by Anonymous Coward · · Score: 0

      Also Deus Ex 1. Also a PC game, and a rather wonderful one at that.

    14. Re:Console vs. PC by iainl · · Score: 1

      Ah, thanks. I don't really get on with survival horror games, after utterly detesting Resident Evil's tank-like controls and tedious resource management, so I'd missed it. I agree it's a rather irritating design choice.

      --
      "I Know You Are But What Am I?"
  12. New PoP is awesome thanks to the lack of death. by Sarusa · · Score: 4, Insightful

    I just finished this game and the lack of the death is fantastic. It makes it all about the awesome acrobatics and less about the stupid camera or dumb mini-boss killing me yet another time. Every time you fail is YOUR FAULT and not a big deal. I beat the original PoP games when they came out (and even harder games), so I can do hardcore ridiculous, but I no longer want to.

    I estimate I spent about 10 hours on the game, and I would far rather have 10 AWESOME hours than 40 hours of padded frustrating crap. I'm old enough I don't want to waste my time on stupid sh@# just for the sake of being hardcore like an internet suicide.

    The combat is eventually a bit tedious, yes. I'd prefer the game be even MORE stripped down. I'm perfectly willing to drop $40 for 8 hours of making you feel like a total badass.

    Elika is amazing - she is never annoying (which is astounding for a companion) and the dialogue is interesting and funny. And the ending is just fantastic; it deserves a mention even separate from the lack of death. I can't say anything much without spoiling it, but I love how it asks you (and you likely comply gladly) to subvert everything you've done.

    So yes, I've reached the age when I will gladly pay more money for less bullshit and more fun.

    1. Re:New PoP is awesome thanks to the lack of death. by stastuffis · · Score: 1

      I estimate I spent about 10 hours on the game, and I would far rather have 10 AWESOME hours than 40 hours of padded frustrating crap. I'm old enough I don't want to waste my time on stupid sh@# just for the sake of being hardcore like an internet suicide.

      The combat is eventually a bit tedious, yes. I'd prefer the game be even MORE stripped down. I'm perfectly willing to drop $40 for 8 hours of making you feel like a total badass.

      Elika is amazing - she is never annoying (which is astounding for a companion) and the dialogue is interesting and funny. And the ending is just fantastic; it deserves a mention even separate from the lack of death. I can't say anything much without spoiling it, but I love how it asks you (and you likely comply gladly) to subvert everything you've done.

      I can't tell if you're talking about a movie or a game. But then again, they'll starting to slowly merge IMO. HD graphics, motion control and CPU power getting better and better. Virtual reality is on its way. Part of me is psyched and the other part worried.

    2. Re:New PoP is awesome thanks to the lack of death. by Sarusa · · Score: 5, Insightful

      I know it's lame to reply to my own comment, but I've been reading the other comments and they make some interesting points, even if I don't agree with some of them.

      I have to say I didn't even consider collecting the light seeds a minus. There are 1001 light seeds in the game (as I found out by googling). You need 560 of them (just more than half) to beat it. This is easy for me - it's sort of like Crackdown: if you can see a light seed, the Power of Christ Compels you to grab it. I beat the game with about 800 light seeds without even really trying.

      For the people who are upset about the lack of punishment, I don't know. I do sympathize to an extent, since I can remember that feeling (I beat Contra), but I guess there's a point where your time is worth more than the cost of the game. Yes, I do want to blow through a game as fast as possible these days, getting only TEH AWESUM, because my stack of games is 20 deep because other things are competing for my time. While I admire the hell out of someone who can beat Morrowind in 7.5 minutes, that's just not for me.

      But this sort of meta-discussion is fascinating and one of the few slashdot threads where almost every comment is of interest to me. Unlike the predictable boring crud (windows vs linux vs osx Or ps3 vs x360 vs wii) this reveals a lot about what you value as a person.

    3. Re:New PoP is awesome thanks to the lack of death. by Sarusa · · Score: 1

      That's a fair point - but I think even slight involvement gives you far more emotional ownership than a movie involves. Watching Jake Gyllenhaal scale a tower gives you far less personal investment than doing it yourself by pressing 30 buttons gives you, even if those buttons are well telegraphed by the game (oh, there's a ring, better hit the extend button).

      I guess I wouldn't mind movies that pull you in further even if your choice is a complete illusion.

    4. Re:New PoP is awesome thanks to the lack of death. by Anonymous Coward · · Score: 0

      I don't mind not dying. But that means I won't have the sense of accomplishment from avoiding death. So I'd like to draw that somewhere else. I'm not getting any from the platforming, because there are no platforming puzzles to speak of (unlike the previous PoP games). I barely have to stop at all to figure out how to get somewhere. The combat is painfully easy too and feels like work because since you can't die, you just have to keep at it till you're done. The story so far is non-existent (I haven't finished the game yet). On top of that the seed collecting is forcing you to traverse the same levels you've already completed one more time. In, say, Warrior Within that was ok, since the ruined and non-ruined versions of the levels had different solutions. Here it's just tedious and boring. So where can I get some fun in this game?

    5. Re:New PoP is awesome thanks to the lack of death. by poetmatt · · Score: 1

      100% agreed.

      A game doesn't have to be 100 hours. If it's good AND 100 hours is one thing, but otherwise I'm with you that 10 good is better than 40 of garbage.

    6. Re:New PoP is awesome thanks to the lack of death. by eloki · · Score: 1

      I just finished PoP as well and I like the lack-of-dying. I'm the kind of nervous gamer that always saves compulsively because I hate dying and redoing bits, so Elika's autosaving fits me perfectly. I agree the game does feel a bit easy, as if progress is semi-inevitable. But that tends to be true in all platform games, you just have to pull off the moves and you advance. I remember playing Sands of Time and dying repeatedly, that didn't make me enjoy it more. But at the same time, knowing the penalty is there does make success more satisfying. With a sufficiently good game though, I tend to desire progress due to the story, and the puzzles are just tasks before the story continues.

      No-one's mentioned the directional assistance, which I think may have gone too far. Part of the platforming puzzle is figuring out how to get from here to there, or where to go next, and Elika's pathfinding magic takes that challenge away completely - sometimes I just want to know which way at a fork in the path, no need for the "climb this, jump there" tip.

      I agree that collecting the light seeds was a bit tedious, especially as most levels to collect them all you get to the top, heal the land, then find your way down and then all the way back up again (via plates), just to get back to where you started. That's poor game design, even if the levels themselves are often lovely.

    7. Re:New PoP is awesome thanks to the lack of death. by fuckinshitmotherfuck · · Score: 1

      I have played Assassins Creed (same developer) and did became frustrated whenever you have to walk accross the whole city just to retry a failed attempt. I put the game down after about 15 hours of play because the game is very repetitive and does not grow.

      On the other hand, my son (5) and I have been playing all the lego series of games (Travelers Tales). When you die as a lego guy, you just fall apart, lose some collected money, and reappear. It is great for a beginner, and fun for me. Also the jump in/drop out aspect of these games in two player mode is awesome. If my son cannot complete a tough move, he can drop out, let the computer do it, and rejoin. Beats swapping controllers.

      A game should not derive its worthiness simply by how long it takes you to complete it, rather how much entertainment value do you get out of it. I have played a bunch of games (PS2 mostly) that when I get done with them I consider the time I spent a waste of time.

    8. Re:New PoP is awesome thanks to the lack of death. by GaveUp · · Score: 1

      I agree as well. This is my biggest gripe with modern RPG games. The games have become anywhere from 40 to 100+ hours games for no reason other than taking longer to beat. The story hasn't improved. It doesn't need to be as long to make it fulfilling. For me the older, much shorter, RPGs were better games because they didn't have 80+ hours of fluff added just to make the game longer.

      Another thing is the cut scenes. Sure in an action game they can really move the story along or keep a player hooked. The xbox version of Ninja Gaiden did this really well, I think. It was the first game in a long time where I just had to see the next cut scene and get that much further in the game and in the end, putting in 30 hours or so to beat it didn't seem like a waste of time.

      I can remember playing through the Sands of Time in one sitting. It was short, and it did get repetitive at the end, but it was to the point. The game was primarily about the puzzles, and while I might argue the puzzles were too simplistic or some poorly designed it for the most part was well done. If this new PoP game improves on that great.

      Maybe I'm just more nostalgic than anything but I would love to see a resurgence of the old styles of games. Ones where could could pick them up, play for 20 minutes, and actually get somewhere. Puzzlers like The Adventures of LoLo, or old RPGs that are short enough for a casual gamer to stick with them long enough to beat them. It's telling of the quality of a game when people will still pick up a 15 year old game, play it, and get the same enjoyment out of it even if they've beat it before. With games of the past few years, there's only a handful that maybe fall in to this category and of those they're so reliant on the story that a lot of the fun isn't there once you've beat it the first time.

    9. Re:New PoP is awesome thanks to the lack of death. by IorDMUX · · Score: 1

      I'm curious... what is the replay value like for this game? Do you think that the save/time-sparing features affect its replay value at all? (Some would say it makes the replay value increase as the game is less frustrating, but others would say that it makes the replay value decrease as the joy/reward of the "mistake-free run" is removed from the game.)

      ...Just curious to hear some opinions.

      --
      >> Standing on head makes smile of frown, but rest of face also upside down.
    10. Re:New PoP is awesome thanks to the lack of death. by Anonymous Coward · · Score: 0

      I have to say I didn't even consider collecting the light seeds a minus. There are 1001 light seeds in the game (as I found out by googling). You need 560 of them (just more than half) to beat it.

      If you didn't start with the right power plate, many of the light seeds required substantial backtracking to obtain (tedious), it also reduced the game from the puzzle variety to a "collect shines" game.

      In themselves, the collection variety of games are usually great, it's a tried and tested formula which can deliver huge hits (zelda, mario, metroid, banjo kazooie, parts of GTA, etc.); the fault in PoP came when there was no reward for going beyond the call of duty, no purpose in getting everything.

      The inability to change the (depressing a bit) ending through a very obvious method in lieu of an ethereal sequel left my last impressions of the game as a very heartfelt "you dicks!".

      Why can't they just finish games anymore? This episodic crap is getting to me.

    11. Re:New PoP is awesome thanks to the lack of death. by kalirion · · Score: 1

      I dunno, I just beat PoP: Sands of Time, and I thought that handling of death was fantastic. You control the rewinding of time, but only up to a point. Once you're out of sand, it's back to the checkpoint. Plus you can rewind if you take a particularly bad hit, even if it's not fatal. How is the new way better?

    12. Re:New PoP is awesome thanks to the lack of death. by jtesorie · · Score: 1
      Sarusa,

      Your post has made me want to buy the game. It wasn't even on my watch list until now. I absolutely agree. I'd rather have 10 hours of awesome, too, because my time budget is far shorter than when I was 14 on my C64 figuring out how to max out my 8 virtues in Ultima4.

      In light of our shared sentiments, let me recommend "Uncharted: Drake's Fortune" for PS3. Don't pay 60 dollars like I did, though. You will consume it in 2 days, but it will be tons of fun.

      It's the same reason I loved "Portal", too. That 3-4 hours justified the entire Orange Box purchase.

    13. Re:New PoP is awesome thanks to the lack of death. by MemoryDragon · · Score: 1

      Actually I stopped playing after 5 hours, reason, the game was so repetetive and puzzle less that I personally could not cope with it anymore without being bored to hell....
      Personally graphicswise it is so far the best PoP but from a gameplay and overall perspective up until now the worst one (well I have not played prince of persia 3d yet which so far is considered the worst one)

    14. Re:New PoP is awesome thanks to the lack of death. by prutwo · · Score: 1

      I think you're indirectly raising the main point of why PoP is revolutionary.

      When I was younger (back in the days of the first PlayStation) almost ALL gamers were young.
      We all had plenty of time, but not plenty of money. I had no problem spending 30 or more hours on a game.

      Yes, having to go back to square one when I died was frustrating, but I could easily spend 5 or more hours a day gaming if I wanted to.
      No big deal.

      Now that I'm older and a father of two, I have "plenty" of money, but time is more precious than anything else.
      I'm lucky if I can find a couple of hours a week to play video games. The last thing I want is to play a game where I feel I'm "wasting" my time repeating what I've already done.

      The gaming industry has been growing up together with the players.

      The real challenge is creating a game that will appeal both to the younger crowd who has time to burn, and the older gamers that don't.

      It seems PoP has accomplished this.

      On a side note, instead of easy / medium / hard levels, maybe it would make more sense to have levels of play based on how much time you want to spend on the game: 10 hours / 20 hours / 40 hours :)

    15. Re:New PoP is awesome thanks to the lack of death. by MemoryDragon · · Score: 1

      Well the game is rather nonlinear in the sense that the levels are sort of parallel with some opening once the first round of levels is done.
      Problem is that the level design in the way it applies to the game mechanics, not the looks is very repetetive. Constanly the same obstacles and enemies with slightly different looks, almost no puzzles which makes it worthwhile to check out the next level. It goes on like checking out where to head next, then pressing the right button within a 2-3 seconds timeframe at the right time and at the end fighting the boss which you usually already have seen 5 times, then another okami sequence than going everything back collecting the lights!
      Every level is the same in this regard!

      I personally think if you ever went out to beat the game, you wont feel too much compelled by replaying again, although your game path might be different. This is not an rpg where your choice of character or how you behave alters huge parts of the game!

    16. Re:New PoP is awesome thanks to the lack of death. by Sparton · · Score: 1

      I haven't actually played the game, but I can infer that there's at least two major sources of replay value, gameplay-wise:

      1) Collect all the light seeds (you can go completionist and try to get them all)
      2) Complete achievements (one of which is go through the game with little/no "death" triggers, which is the "mistake-free run" you referred too).

      Especially in the case of the latter, hardcore gamers probably won't be disappointed if they like the game the first run through and want to really master it.

      Also, on PC with no DRM (aside from Steam).

    17. Re:New PoP is awesome thanks to the lack of death. by Kneo24 · · Score: 1

      I wouldn't say the replay value for this game is high, but if you can find it for $30 or less, it's definitely worth a buy. It is a fun game, and what makes it more fun is the fact that it's taken some of the tedium out.

      I personally wish this game had more combat involved, as I like the stylish acrobatic stuff. It's just fun to be the director of those type of things.

  13. nothing new. by Anonymous Coward · · Score: 0

    this has been done many times before;
    games such as Prey and Planescape: Torment (from 1999!) used a similar system.

    in Prey for example you enter a small mini-game upon death, in which you must kill flying spirits in order to regain health.

    in Planescape: Torment you are immortal. every time you die you end up back in the Mortuary, ready for more action.

    regarding the new PoP; sure, the "not being able to die" saves time, but the game still introduces other annoying and repetitive ways to sink time, such as collecting light seeds from a level you already cleared.

    most innovative game of 2008? I don't think there is one. right now I'm playing old games and I'm having more fun enjoying them than when I play one of the newer ones, such as PoP (which is one of the most repetitive games I've ever played).

  14. No skills? by DNS-and-BIND · · Score: 0, Troll

    If you don't repeat the game's content, then how are you supposed to get good at the game? You get killed, you try again, and you get better. If you're not enjoying the challenges that the game is giving, and you spend all of your time composing poorly-thought-out diatribes against the game, then the technical term for your state is "burned out", and you're better off moving to different activities in life other than video games. Trust me, you'll be happier when you're not clicking on a Skinner box.

    --
    Shutting down free speech with violence isn't fighting fascism. It IS fascism!
    1. Re:No skills? by Ma8thew · · Score: 1

      If you watch the video you'd se how it works. Instead of respawning at a checkpoint, you respawn at the point that your feet left the ground. This allows you to try the particular challenge you failed again without the tedium of getting there first.

    2. Re:No skills? by Sobrique · · Score: 1

      Is getting good at a game a transferrable skill then? I tend to find that the 'thinking elements' and the problem solving elements are the bits that are of most interest. They're also the bits that carry on past the game. All too often though, I find it's less about the game, and more about the interface - your 'getting killed and try again' is a substitute for a well designed game.

    3. Re:No skills? by DNS-and-BIND · · Score: 1

      That's my point, man - you're not playing the game, you're sitting around criticizing it and trying to get inside the head of whoever made it. If you sit around bitching about design, then you're probably burned out and would benefit from a change of hobbies.

      --
      Shutting down free speech with violence isn't fighting fascism. It IS fascism!
    4. Re:No skills? by vux984 · · Score: 3, Insightful

      If you don't repeat the game's content, then how are you supposed to get good at the game?

      Agreed. But what is the point of repeating the content you already mastered?

      Lets say I kill 3 guys, then jump through a window, land on the ledge, dodge the whirling blades, evade the fire trap, kill 3 more guys,...[six more minutes]... jump onto the pole before the floor collapses, all flawlessly and then mis-time my jump onto the swinging rope and fall into a pit trap and die.

      What do I need to get better at?

      "make the jump onto the swinging rope"

      or

      "kill 3 guys, then jump through a window, land on the ledge, dodge the whirling blades, evade the fire trap, kill 3 more guys,...[6 more minutes]... jump onto the pole before the floor collapses, then make the jump onto the swinging rope."
      ???

      Making me repeat the lengthy sequence of stuff I already figured out and beat just to take another shot at jumping the rope is just more annoying than anything. I've played games where I couldn't figure out the boss, but had completely mastered the 6 minute level to reach him... WASTING 6 minutes between each attempt to try a different attack pattern on the boss is just annoying.

      People who want to prove their skills should have difficulty mode with one life/ no respawns/ etc. But while learning the game or the first time through... What's the point?

      You get killed, you try again, and you get better.

      You try again to get past what killed you. Why exactly do you need to re-do several minutes worth of stuff you've already mastered?

      If you're not enjoying the challenges that the game is giving...

      The primary challenge in such games is simply one of my patience. The enjoyment comes from beating the parts you got stuck on, not on replaying the parts you were good at. I don't mind taking several tries to figure out a boss or a jump or a puzzle, but I do get pissed if I have to spend hours replaying the parts I've mastered just to retry the parts I'm stuck on.

      When I go mountain biking and have trouble with a section I'll back up a 100 meters and take another run at it, I don't go back and restart the entire fucking 10km trail. And sure, there is definitely a feeling of satisfaction upon reaching the level that I can do a given trail in one clean pass... but I certainly don't want to get to that level by restarting the entire fucking trail every time I have to put my foot down.

      then the technical term for your state is "burned out"

      No. That's the state I get to when I have to restart.

    5. Re:No skills? by WhatAmIDoingHere · · Score: 1

      "WASTING 6 minutes between each attempt to try a different attack pattern on the boss is just annoying."

      You should not be playing games with that attitude. If you go in looking to use time wisely, you're not PLAYING a game. Unless you get paid to review games, stop caring about the time wasted, because that's what games are FOR. Wasting time.

      --
      Not a Twitter sockpuppet... but I wish I was.
    6. Re:No skills? by DNS-and-BIND · · Score: 1

      You don't master a game just because you passed a level. You think people doing speed runs just did the level once? What you're talking about is removing any penalty for failure. Heck, if you want that, then perhaps something like Animal Crossing is more your style. You're also talking about reducing the total number of hours spent on a game. Let's face it, people buy a game based on hours of gameplay - why else would it be splashed across the box? If games are trying your patience, then you've probably outgrown them, and need to move on to more mature pursuits. It happens to everyone sooner or later. Playing games is about playing the games...not getting frustrated because the game you're playing requires you to play the game.

      --
      Shutting down free speech with violence isn't fighting fascism. It IS fascism!
    7. Re:No skills? by jlehtira · · Score: 1

      I've played games where I couldn't figure out the boss, but had completely mastered the 6 minute level to reach him... WASTING 6 minutes between each attempt to try a different attack pattern on the boss is just annoying.

      Maybe you should learn to do those 6 minutes quicker? I've seen a friend of mine complete the first map of Duke Nukem 3d in 18 seconds.

      Well, that, and most of the time when I first reach the boss, I already have lost hit points. So I need to do the level again without losing HP that I need against the boss.

      More seriously though, I like save option in linear games, and I like open-ended games even better. Ones in which I don't need to repeat the same 6 minutes after dying, but can do something different instead.

    8. Re:No skills? by poetmatt · · Score: 2, Insightful

      No. Games are for wasting time ENJOYABLY.

      Significant difference there.

      Those elaborate 6 minute timesinks are just for frustration/stupidity. It is an elaborate game mechanic to simply waste time. Kinda like not giving you an option of skipping a stupidly long cutscene before fighting a boss in a game.

    9. Re:No skills? by kitsunewarlock · · Score: 1

      Games can also lead to developing skills such as writing, graphic design, computer programming, mathematics, statistics, history...

      Oh wait, that's tabletop games.

      Video Games on the other hand...I guess can help eye-hand-coordination and reflexes...but really not as much as working out or driving.

      --
      Ginga no Rekshiya Mata Each page.
    10. Re:No skills? by slim · · Score: 1

      You should not be playing games with that attitude. If you go in looking to use time wisely, you're not PLAYING a game. Unless you get paid to review games, stop caring about the time wasted, because that's what games are FOR. Wasting time.

      Semantic problem. Games are for passing time pleasurably. Time passed pleasurably is not wasted.

      Now, if I find the boss fight fun, but I don't enjoy replaying a level to reach the boss - than that game is wasting my time.

      The difficulty for games designers is that people have different tastes. I know other people might enjoy that stretch that I find dull. So I'll pick another game and leave this one to them.

      For example, I used to think that RPGs were making a terrible error in having all those grind battles. Then I discovered that lots of people actually enjoy that stuff. So I don't play RPGs, and I let other people enjoy them.

    11. Re:No skills? by poetmatt · · Score: 1

      What you're looking at is completely unrelated things, and trying to put them together. Nice job with the blanket statement! What the hell does computer programming have to do with tabletop games? 0. Likewise, what the hell does working out or driving have to do with video games? Honestly, you're pulling stuff out your ass here. You know, that preview button is there for a reason. Maybe slashdot should read the comments before you submit them too.

      A more accurate example would be how video games can help a musician who plays an instrument such as a piano, guitar, cello, any of them via playing video games. Or how a tabletop game can (just like any other video game or just by definition, a game itself) help you in critical thinking/reasoning.

      Also as far as using physical rehabilitation via the wii for paralyzed people or for general health improvements? Yeah, I'd love to see a tabletop game that does that.

      All games have their place, and so does your head. Burying it in the sand is not that place.

    12. Re:No skills? by geminidomino · · Score: 1

      If you don't repeat the game's content, then how are you supposed to get good at the game?

      What's the point of having to constantly repeat the content you ARE good at, though? That's the thing. When you can get from the checkpoint to the Jump-o'-certain-death in 5 minutes in your sleep, constantly repeating it isn't going to earn you anything. It makes more sense to do what this game does... make you try the Jump-o'-certain-death again...

    13. Re:No skills? by geminidomino · · Score: 1

      Games can also lead to developing skills such as writing, graphic design, computer programming, mathematics, statistics, history...

      Oh wait, that's tabletop games.

      Can I have more of what you're smoking? Programming from a table top game?

      And if you think video games can't lead to using mathematics/statistics effectively, you've never done 100 runs of each to determine the relative profitability between farming Underworld or Tombs for ectos.

    14. Re:No skills? by bjourne · · Score: 1

      When I go mountain biking and have trouble with a section I'll back up a 100 meters and take another run at it, I don't go back and restart the entire fucking 10km trail. And sure, there is definitely a feeling of satisfaction upon reaching the level that I can do a given trail in one clean pass... but I certainly don't want to get to that level by restarting the entire fucking trail every time I have to put my foot down.

      And for the equally questionable counter-example; Let's say we're playing a game of tennis which I suck at. Each time I miss a point I can just say "oh no, that didn't count" and we continue the game as if nothing happened. No matter how much I suck or how good you are I will still beat you easily because there is no punishment or even possibility in losing. Exactly like with most modern games that you can play through in a few hours because they give you unlimited retries everywhere.

    15. Re:No skills? by jtesorie · · Score: 1

      Yeah, these game mechanisms are holdovers from arcade games where they needed a way for you to be interested in investing another quarter. It felt *ok* to repeat the stuff, because, "hey, 6 minutes of entertainment isn't bad for 25 cents".

      But, death is no longer an essential component to a video game. There's nothing wrong with having an uber mensch who solves problems unrelated to merely *staying alive*.

      Comic book heroes have been doing it for over half a century. The video game medium is just evolving to this form of narrative.

    16. Re:No skills? by Gizzmonic · · Score: 1

      The crybabies aren't going to like your argument.

      They think games are all about "unlockables" and watching cut scenes. Maybe they don't understand that the pleasure in playing the game should come from...the gameplay!

      You're a lonely voice, my friend.

      --
      (-1, Raw and Uncut is the only way to read)
    17. Re:No skills? by arkhan_jg · · Score: 1

      Man, you've nailed it precisely. I picked up Mirror's Edge the other day on sale. I just quit in frustration after finally completing one particular bit.

      At the autosave point, you're under fire from a helicopter gunship, while you then have to do a wall-jump up to a platform, another running jump, turn 180, then do a running walljump across to another platform. About a 1/3 of the time, she jumps *through* the wall surface and falls to her death. If you make it past the random walljump of death, you run round a corner, drop kick a cop off the edge, fall down a hole, then do another really long jump across a gap. Normally, this is about where you'd get another autosave point, but no. You now need to clamber up the building, defeat two more cops with shotguns - at which point I failed repeatedly. So every time I failed to get the 2nd cop before being killed (which you only get 1 go at before they kill you) I had to do the 'dodge the helicopter fire while trying to make the random walljump of death' for a minute or two before I got to fight the two guards, the bit I was actually stuck at. After that, there was another couple of massive leaps, which if mistimed would have sent me back to the helicopter section again. I think it took me about 25 attempts to complete this section.

      It really, really, made me pine for the new Prince of Persia method. If you screw up, you only go back slightly to tackle the bit you're stuck on, instead of having to do the same stuff over and over again you've already mastered. And if you're going to rely on edge detection, you shouldn't force the player to repeatedly redo something because your code is broken and you can't reliably tell whether to bounce them off a wall, walljump, or just jump through the wall entirely then insta-kill them for it, then force them to go back a long way to try again.

      I play games to enjoy them, not as some exercise to improve my rage-control.

      --
      Remember kids, it's all fun and games until someone commits wholesale galactic genocide.
    18. Re:No skills? by anagama · · Score: 1

      That's way off. You cannot win at tennis by missing the ball. You cannot win at PoP by missing the jump. In tennis, your partner will immediately serve another ball to you and you immediately get to try again -- trying again is not winning, it's trying again. In Pop if you miss a jump, you get to try again immediately too, but you still have to make the jump.

      In most video games, and this is precisely why I stopped buying them, if you miss that tennis ball, you are transported back home, have to drive 10 minutes to the tennis court where your partner will serve another shot. Miss, you get transported home ... in other words, you get to try 6 times/hr to hit the ball and spend most of the game just killing time. In real life, you'd be trying 60 times/hr. because you don't get sent home for missing the ball.

      Game designers have conflated "time consuming" with "challenging". Many challenging things in life are time consuming and doing the work to meet the challenge is satisfying. Not all time consuming activities are challenging and satisfying, e.g., standing in line to get a new license at the DMV. I'm sure not going to spend $40 to be bored. When the gaming industry figures this out, it'll do better.

      --
      What changed under Obama? Nothing Good
    19. Re:No skills? by vux984 · · Score: 1

      You don't master a game just because you passed a level.

      Perhaps not, but after repeating the level 7 times without taking so much as a scratch to get to the part I'm stuck on, I'm comfortable saying I've mastered that part of the level. And I certainly don't need to do it 13 more times for the privilege of trying the part I actually am stuck on.

      You think people doing speed runs just did the level once?

      You think people doing speed runs have any bearing on the conversation at all? Those people practice the level endlesslessly, analyzing it for shortcuts and optimum routes. They aren't even part of the discussion.

      You're also talking about reducing the total number of hours spent on a game.

      So? I reduced it by removing the hours I had no interest in. And their is nothing stopping them from having a 'challenge mode' where you have to do the entire game on a single life to soak up the hours from the hardcore players.

      Let's face it, people buy a game based on hours of gameplay - why else would it be splashed across the box?

      People buy games on the expectation that those hours of gameplay are actually new content. Making people play through the same level 140 times doesn't count as more gameplay. Otherwise Pac-Man has infinite hours of gameplay.

      If games are trying your patience, then you've probably outgrown them, and need to move on to more mature pursuits.

      Or they are poorly designed games, and I'm mature enough to recognize this.

      Playing games is about playing the games...not getting frustrated because the game you're playing requires you to play the game.

      I find it odd that you have made no provision for recognizing badly designed games. I guess no matter how arbitrary and stupid the game is, the developers are always right, and if you don't enjoy it then you've outgrown games?

      I disagree.

    20. Re:No skills? by vux984 · · Score: 1

      Maybe you should learn to do those 6 minutes quicker? I've seen a friend of mine complete the first map of Duke Nukem 3d in 18 seconds.

      Maybe I have no interest in doing that.

      I have nothing against speed runs, and in games I really like I have taken to that level. But that shouldn't be mandatory. Plus for a lot of games, that simply isn't an option - shmups for example typically scroll at one speed. I've been playing R-Type on the Wii Virtual Console, and I quite enjoy it... I get to the 5th level unfailingly every time I play now, and then promptly die. Its a game of learning the attack patterns.

      It took me quite a while to master the the level 4 boss. But primarily because I could only try a couple times an hour. It takes 10-15 minutes to play through the first 4 levels of the game to reach the level 4 boss, and after you die you lose all your power ups, making the battle that much harder, and then after a couple deaths you have to restart the ENTIRE GAME, not the level, the entire game. And its a fixed rate scroller so there's no 'going faster'.

      So now I've beaten the level 4 boss, and can reliably reach level 5 on one or two lives with both my 'continues' available, and die before reaching the level 5 boss.

      I really just need to practice level 5. Having to replay levels 1 through 4 every half dozen deaths just sucks back a lot of time. I've played level 1 probably hundreds of times now. I really don't want to have to play it over and over again just for the privilege of taking another crack at level 5.

      Well, that, and most of the time when I first reach the boss, I already have lost hit points. So I need to do the level again without losing HP that I need against the boss.

      Yep, if I reach the boss and think I need to go back and redo the level to reach him with more ammo and health, by all means I should have that option. But it should be an OPTION.

    21. Re:No skills? by vux984 · · Score: 1

      And for the equally questionable counter-example; Let's say we're playing a game of tennis which I suck at. Each time I miss a point I can just say "oh no, that didn't count" and we continue the game as if nothing happened.

      I happen to have a tennis game. Here's how it works:

      When you miss a point: the game CONTINUES -gasp-. You don't have to go back and restart it from the beginning!

      You can even lose a game or two, and still win the set. And win or lose the set, you are assigned a score and rank. The point of the game is to play more sets of tennis to improve your score and rank, and unlock additional courts, players, uniforms, etc...

      To actually win requires skill. But it doesn't prevent you from finishing a match if you suck.

      I actually quite enjoy it. I would enjoy it a lot less if every time I dropped the ball I'd have to go back and restart the entire fucking game.

      No matter how much I suck or how good you are I will still beat you easily because there is no punishment or even possibility in losing.

      Only if you define winning as "getting to the end". That doesn't define "winning" in tennis, now does it? The fact that a game of tennis was played to completion doesn't imply that you won it.

      It doesn't define "winning" in mountain biking either - when riding solo a win would be a clean run, or even a clean run within a time limit. Its generally assumed you'll reach the end.

      Similarly 'story games' and 'platformers' shouldn't be about 'reaching the end'. Winning is doing it clean and/or fast, but anyone should be able to reach the end. Mountain biking is little more than a real world platformer after all. Game devs should look how people approach that, and model games the same way.

      My shelves are full of games that I've never seen the end of, because I got bored of doing level 1 to see level 2, then doing level 1 and 2 to see level 3, then doing level 1,2,3 to see level 4... the more I played the worse it got. I had to keep repetitively replaying increasingly more of the game to see just a little more of it, until it just wasn't fun anymore to keep going. Playing for 10 minutes that you've seen 100 times for a chance at seeing another 15 seconds of new content... ? forget it.

    22. Re:No skills? by gknoy · · Score: 1

      What is the point of repeating the content you already mastered?...
      What do I need to get better at?

      Avoiding Failure at a tricky Point (Reload, fail. Reload, fail. Reload, fail. Reload, fail. Reload, success!)
      or
      Avoid Failure at in the appropriate context (in the flow of the level)

      I edited slightly to show how I tend to treat saving in a game. I frequently start out trying to go for the latter, and quickly retreat into quickload-itis. Whether it's re-loading until I can kill that patrol in Far Cry, or get past some segment without losing health, or until I've managed to get the short series of jumps from Ledge A to Ledge B and then to Ledge C right that One Time, I inevitably end up spamming attempts until I've gotten it just right.

      I'm not sure I've learned it, though, or mastered it. Sure, sometimes there's a particularly annoying portion of a level, where developers cheat, or where it's just a very slim margin of failure on a jump. I feel that I'm missing something, though, compared to if I were not depending on that crutch. Call of Duty 4's auto-reload mechanic is something I rather like, yet at the same time it's still a quicksave disguised. On harder difficulties, I was frequently finding myself loading, trying something, and failing -- repeating that checkpoint eight or ten times before getting to the next one. In a sense, I feel that I was lying to myself, a little: I didn't "beat" the level, I managed to squeak by a successive series of checkpoints. Unfortunately, I don't really have the inclination to go back and try to master it. (The hidden airliner level at the end is a good example of a place that has no save points in the middle, that I remember, and so it really challenges me to improve.)

      Repeating a gauntlet often sucks, especially when you've mastered the early part (which is now a time sink), but are wiping on the later part. As long as it's not the only way things get done, though, I still think it has value.

      I think that, for games like Prince of Persia, where the game is wrapped as "storytelling", or a game where time manipulation plays a part, the ability to go back and rewind is VERY nice. (I still found myself not using that feature much in Sands of Time, though, since it was just depleting a different player resource.) However, rather than rewind a set amount (what if your mistake was just before that?), or restarting to a quicksave (or milestone), I think it would be really neat if the degree of setback was randomized. Always to a semi-safe spot (so, before you've jumped, and probably not in the middle of a fight), but to a time that is maybe 15 seconds ago, or 30, or 60. This preserves a "storytelling" or similar integrated play feeling, but helps prevent the repeated tedium of "jump, jump, jump, flip, jump -- and now the hard part I haven't mastered yet". It'd make players like me actually re-play some, so that we'd likely end up learning more.

      Then again, button-mashing quicksave monkeys (like me!) will still find it frustrating, especially when it kicks you back to a point you had trouble with previously. ;)

    23. Re:No skills? by kitsunewarlock · · Score: 1

      Yeah, look around for how many janky programs are out there for tabletop gamers. Map making programs, online dice rollers, online grids, PDF library sorters based on statistics in various places...

      --
      Ginga no Rekshiya Mata Each page.
    24. Re:No skills? by WhatAmIDoingHere · · Score: 1

      It's punishment for failing. You don't get the cheese if you hit the "shock" button.

      --
      Not a Twitter sockpuppet... but I wish I was.
    25. Re:No skills? by scot4875 · · Score: 1

      If you do that, and you're playing against me, I won't care one bit. You can define your terms of "winning" the game however you want, and if they involve ignoring any of your screw ups, then that's your choice.

      *My* definition of winning any game is to not make any (unforced) screw ups of my own. My goal is not affected in the slightest by your choice of rules.

      If your enjoyment comes from reaching some arbitrary point total before I do, then more power to you. However, my enjoyment comes from personal improvement, not proving that I can beat you.

      How does this relate to PoP and being "invincible"? If the game is fun and I'm kicking ass at it, it doesn't matter if there's an auto-rescue feature, because I won't be using it anyway. You might get to the end of the game being saved 1000 times and getting to the end might be all that matters to you. My goal might be to get to the end being saved fewer than 20 times.

      So, really, someone else's childish, insecure version of "winning" doesn't mean jack to me.

      --Jeremy

      --
      Jesus was a liberal
    26. Re:No skills? by jlehtira · · Score: 1

      ..after a couple deaths you have to restart the ENTIRE GAME, not the level, the entire game. And its a fixed rate scroller so there's no 'going faster'.

      Oh. Ouch. Well, that just sucks on a level I didn't think possible in more modern than maybe NES games..

  15. Needs work by dmelchio · · Score: 1

    Takes a long time to make his point. I think it should have been a 5 minute video. Also seems to ignore the existence of casual games and talks as if ALL games have the punitive restart problem when it really applies to specific types of games.

    1. Re:Needs work by Narishma · · Score: 1

      If you bothered to watch the video, it actually talks about casual games and how they are too simple to be an introduction to more "hardcore" ones.

      --
      Mada mada dane.
  16. No punishment, no point. by NEOGEOman · · Score: 0

    It's funny, but a friend was telling me not half an hour ago how he picked up this game today, and he just hates it. It's impossible to die: "if you miss a jump, your magic friend saves you and brings you back to the previous piece of ground you were on. And if you're in combat and you lose, your magic friend pulls you out of harm's way"

    That's not FUN. Why try hard if you never fail? Stupid design is stupid.

    1. Re:No punishment, no point. by TurboNed · · Score: 2, Interesting

      Anybody play Prey? "Death" was a mechanic used to get more ammo. That's a really good way to cheapen what's supposed to be a rather major mechanic of gameplay. In my opinion, Half-Life 2 got the perfect balance. *VERY* frequent auto-saves (and it keeps 2 of them) with the capability to quick save anywhere you want. Obviously things are different for a console game, but I feel that Half-Life 2 hit the sweet spot where you wanted to avoid death, but weren't frustrated by it.

  17. Why was this posted? by Anonymous Coward · · Score: 0

    Is it just me, or was this a complete waste of electrons? Sure, PoP avoids "wasted time", but it doesn't say how, nor the fact that such "punishment" causes the player to evaluate risks, much like real life. If dying means nothing, then why do they even have dying in the game? Stupid article, and I think stupid idea to put into a game.

  18. Not Wasted Time by Tirno · · Score: 1

    Young brings up the fact that many of today's games punish failure by wasting the player's time; being sent back to a check point, the beginning of a level, or sometimes even further. This cuts into the amount of time players have to enjoy the meat of the game - the current challenge they have to overcome.

    Calling it a waste of time is quite subjective. For those whose idea of playing a game is simply to burn through it as quickly as possible, sure, it's a waste of time. But for some, it's not, especially if the game is a platformer. Could you imagine if every time you fell into a hole in a Mario game you simply respawned right next to it? There goes the joy of learning to skillfully navigate the levels.

    Unfortunately, as Young notes, modern controllers are designed for players who have been gaming since they were kids, and have evolved to be more complicated to operate than an automobile.

    Uh, perhaps because many games simulate things as complicated as driving a car? If you ask me, leaping from wall to wall to triple backflip somersault, etc. should require at least some skill to perform. Don't get me wrong, I like it easy now and then (I do own a Wii, haha), but if all one looks for in games is cheap thrills, then yeah, all games should be beautiful walks in the park. I was surprised by PoP's direction in this game, and the amount of forgiveness it has for errors turns me off a bit. And it's not as if making your game easier and improving the controls is some new, unheard of "innovation."

    1. Re:Not Wasted Time by Rakishi · · Score: 1

      Could you imagine if every time you fell into a hole in a Mario game you simply respawned right next to it? There goes the joy of learning to skillfully navigate the levels.

      It's easy to imagine, go play mario on an emulator with many quick saves. I've seen people beat megaman games on emulators with nothing but horrid abuse of quick saves.

  19. It's a good question, but the wrong perspective by holophrastic · · Score: 2, Insightful

    The question as to whether time-punishing is a good part of the game is really posed very well here. But I imagine it's more a measure of the player than of the game. Two games come to mind, as radically diametrically opposed examples.

    "The Curse of Monkey Island" (Monkey Island 3) is one of the old-school Lucas Arts adventure games where you can't die. The "puzzles" are simple combination-of-action puzzles. The game is extraordinary. Not because it's anything special, and not because it's particularly good in any capacity, but simply because it's very funny, and a smooth ride the whole way through. It's very much like a movie, and yo,u're never punished for anything.

    "Left 4 Dead" is the big, huge, enormous time penalties. Die at the end of a thirty-minute attempt, and you get to start all over again -- with your three friends too. Play it on expert, and you'll likely be retrying levels dozens of times. Is it frustrating? Not in the least. You get the action of "ooooh, so close!" And it becomes a strategy game of how the next attempt could be done differently, what else can we try, and where else can we go.

    It's important to note that the time-penalties discussed in the article, do more than simply force the player to redo things. It grants the player another opportunity to do something completely different. Now, when a game is completely linear -- as with super mario brothers the first -- then it's nohting more than a "do it again" concept, presented well by the article. However, when a game has many many many many freedoms provided to the player, and the player fails a challenge along the way, having the opportunity to change the past is a good thing. And being forced to do so gives the decision-making process some level of importance.

    Is it a waste of time? That's the whole purpose of the game. Does it matter if you're wasting time at the beginning of the game doing the same thing over and over again, or wasting time at the end of the game going through the whole thing once? If it's different every time, then there's no difference -- except for the potential to have more game to play, which is a good thing.

    The article uses a great example, that I felt was perfect. If people learned to drive the way they learn to play games, it wouldn't be by backing out of the driveway, it would be by driving a stick-shift in a rally race, and requiring many many humiliating failures before winning a single race.

    I agreed with this example at the time. Now, I'm thinking it better serves my perspective. Sure, if you're learning to drive your grandmother's car to go to the movies, backing out of the driveway and not being time-punished for mistakes is the way to do it. But if you designed and built the rally car, and are trying to develop a car to win races, having the chance to make design changes between failed races is precisely what you want. What didn't work, what did work, what can be tuned to work better.

    I'm thinkin', if you want to develop a car to win races, backing out of the driveway will get you no-where.

    So, when I play a video game, am I developing a playing strategy of a grand quality to pass the level, or am I enjoying the progression of an in-line story? The answer is a fairly simple and direct mapping.

    If the game is a comedy, then I want a straight story with no chance to fail. If the game is an action-adventure, then I want failure. Failure is a big part of action, challenge, and adventure -- it's all about the risk-taking. Failure is not a part of successful comedy. Actually, I guess that's slapstick. And I'm not a big fan of slapstick. But you know, if you could play a nice comedy, slip on a banana peel and die in a vat of goo, it could be funny.

    1. Re:It's a good question, but the wrong perspective by MobyDisk · · Score: 5, Insightful

      I think everyone is misunderstanding the problem entirely.

      The problem is not that when you die, you must repeat content: the problem is that the content is fixed.

      I can engage in a sport, lose, and then play again right away. I never say "Oh, that's the same game we just played" because every game is different. Few video games offer that.

    2. Re:It's a good question, but the wrong perspective by DeadboltX · · Score: 1

      Left 4 Dead is completely different for a couple of reasons, but the main one being: what you do for the previous 30 minutes is a direct impact on how well you can perform in the next 2 minutes.

      For example, lets say you hit a given landmark with everyone at 10% hp and 10% ammo. You execute the next intense battle nearly flawlessly given what you had to work with, but it became too much. Your failure was not in the final battle, but in all the battles adding up to it; not conserving enough health and ammo for future fights.

      So in this case, what is it that you need to get better at? the past 2 minute battle, or the previous 30 minutes? I would say the latter.

  20. shooting hoops != playing a video game by Anonymous Coward · · Score: 0

    The initial comparison is flawed:
    Shooting hoops = tutorial
    Playing a match = playing a video game.

    In a basketbal game, when you miss a shot, there is no instant retry, you *do* need to do all the work to get another shot again and again. And that's what makes games interesting: actual consequences.

  21. Anyone else remember ... by skegg · · Score: 1

    prince megahit

  22. Failure mechanics by Aexia · · Score: 2, Insightful

    One of the things I like about Puzzle Quest and Castle Crashers is that failure doesn't have much penalty. Certainly, you have to restart a level or boss fight, but any XP/gold/etc you've acquired stays with you so the "time penalty" is minimized. You may have lost but you've bettered your character in the process and can make another try incrementally better.

    1. Re:Failure mechanics by jtesorie · · Score: 1
      I totally agree with this.

      Castle Crashers is an impressive evolution of 2D scroller action gaming. The gold, XP, and item rewards are mere icing that make you smile.

      Redoing the level never made me feel like the time was "wasted", because it was a 5-10 minute commitment, and I was playing with my friends. Plus, the levels/bosses were interesting. Some of them required a couple of attempts, but with some brainstorming, our group figured them out.

      This was one of the few very satisfying group games I've played in a long time.

  23. Parent is not insightful, just missed the point by Anonymous Coward · · Score: 0

    You can still *fail*, it's just that the penalty of failing is only that you have to repeat the specific obstacle you failed at - not the two / five / ten / whatever minutes before it that you've already mastered and done over, and over, and over.

    I came in here to mock the video too, except that I watched it - and couldn't help but find myself agreeing with it.

    The video is insightful. The parent is not. I kind of get the feeling he/she came in to comment without actually watching it first.

  24. Same thing was said about Oddworld by Anonymous Coward · · Score: 0

    Oddworld was one of the early console games that actually had "no lives" listed as a bullet-point feature. PoP just takes it one step further with an instant respawn.

    PoP's incremental progression on this front is more about adding substance and immediacy to the concept.

    And let's face it: the only reason characters can die in the first place is a holdover from the long-gone days of the arcade platform, where you have to give reasons to make players insert more quarters. On the home console there's really no point to it. So instead of killing the player over and over with highly-tuned hardcore difficulty, just make sure they are entertained for a good 10+ hours.

    If you want to offer a way for the hardcore players to distinguish themselves, you can easily do so: the age-old High Score table (which inexplicably has disappeared), other forms of grading performance, and optional goals like unlockable extras.

  25. Don't forget by Tatsh · · Score: 1

    This is the game that Ubisoft was like 'We are selling this game with no DRM on PC. Let's see if these people really will put their money where their mouth is', meaning that now more people will buy it simply because there is no DRM.

    This is NOT the reason I buy games. I buy games if they are good. Ubisoft thinks they might even get those people who are thinking to support Ubisoft in their effort to set an industry example. As IF.

    But regardless, I refuse to buy EA and Take2 games. EA because of SecuROM and activation limitations and Take2 after the GTA IV fiasco that affected both legitimate users greatly (the game was bugged to hell!) and pirated users (do we care? Well, if security of the Windows system gets screwed up and leads to viruses spreading in the Windows world, then MS cares).

    1. Re:Don't forget by Narishma · · Score: 1

      So you refuse to buy games from EA and Take2 so you don't support companies that use DRM, but also refuse to buy games that don't have DRM to support the companies that don't use it?

      --
      Mada mada dane.
    2. Re:Don't forget by Tatsh · · Score: 1

      No, for one thing, I am not a big fan of PoP so I have no plans on playing it via any means.

      IMO, it does not mean much to say 'Our game has no DRM and theirs does', they being EA or whoever. People will buy games DRM-laden or not, because, they have no idea. I am not going to buy a game just because the developer says 'Hey it has no DRM!'

      DRM was always supposed to be invisible. People buy DVDs because the copy protection is completely invisible and has affected hardly anyone. Consoles prevent copies from running in the first place so most think that the only way to play a game is to get the real thing. Others are too afraid to pirate software (thinking they will get viruses, get caught, etc). So you get my point, people are ignorant, but it's not 100% their fault.

      As far as Take2 and Rockstar with GTA, almost EVERY version of GTA for PC has been a terrible port in comparison to the console versions which worked seamlessly. GTA IV even has video modes people want to utilise but the graphics engine is so heavy even on the best systems that they cannot use them and Rockstar says that they are for future computers. I call bull on that one. On top of that, bugs that affected even legitimate users. Rockstar should get some better PC developers if they wish to keep making PC versions.

    3. Re:Don't forget by Mishra100 · · Score: 1

      This article didn't say "Games that have DRM and failure mechanics".

      Can we please get through a gaming article without mention of DRM.

  26. Why God gave us "skill level" by Siriaan · · Score: 1

    You know, that thing at the start where you tune the difficulty to suit your level of ability? I tried the new PoP and was offended by the lack of challenge. The Sands of Time trilogy hit near-perfection with the timebending-mixed-with-checkpoints gameplay; all defense of the new mechanic can be boiled down to "I suck at gaming and wish all games to treat all players as though they suck too."

  27. What? by WhatAmIDoingHere · · Score: 1

    "and the lack of punitive time sinks."

    You mean punishment for failure, right? Because that's what going back to the last checkpoint is. The game saying "No, you're an idiot, try again." If there was no punishment for your failure you wouldn't be concerned about not dying as much.

    --
    Not a Twitter sockpuppet... but I wish I was.
    1. Re:What? by Anonymous Coward · · Score: 0

      No. The punishment for failure is not getting further. What you want is torture: Repeating the same, long, already beaten path to get to the hard part again.

  28. Avoiding Wasted Time With Prince of Persia by Anonymous Coward · · Score: 0

    by not playing it.

  29. What is a "controller"? by Bromskloss · · Score: 1

    Is it a physical device or the mapping of keys to actions in the game?

    --
    Swedish plasma phys. PhD student; MSc EE; knows maths, programming, electronics; finance interest; seeks opportunities
    1. Re:What is a "controller"? by Seriousity · · Score: 1

      Controller is a surname following Fat and can be observed on the childrens television show Thomas the Tank Engine.

      --
      This post was made in complete sincere seriousity; as such any attempts to derive humour are doomed to instant failure.
    2. Re:What is a "controller"? by drinkypoo · · Score: 1

      Is it a physical device or the mapping of keys to actions in the game?

      Ah, there, I knew someone would have already made my comment for me. The existence of buttons on the controller makes some game developers feel like they have to use them all. But it doesn't have to be that way, now does it? On the flip side, anyone who doesn't give me the opportunity to arbitrarily remap the controls is a fucktard and I don't want to buy his game, even on a console.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
  30. huh by JimboFBX · · Score: 1

    I have this but haven't opened it yet. I still got other games to enjoy, but I might put this in for my girlfriend who enjoys laura croft but hates how laura loves to re-enact scenes from "the happening"

    The video misses the whole point really that the fun from a game at its core comes from being presented with a challenge, not being able to beat/solve it, then overcoming that challenge. Sure there is story line and there is fun in knowing your so awesome that what is supposed to be challenging isn't for you, but at its core thats what games are about and that is how they are entertaining. Thats why games have had multiple difficulty levels for a long time. If its too easy, its boring. If its too hard, its frustrating.

    The wasted time as he put it is the idea that you get punished for failing, and helps create tension and a moderate amount of stress. Some people don't like that, some do. In many cases, there is a game mechanic that the player should be learning that they may not need to if the game is too easy. Either way, the punishment serves as a means of heightening the reward, but only if the punishment / reward is balanced properly. Its simple learning.

    In fact, his basketball example is terrible. If your shooting hoops and you miss, the ball could bounce far away from you. You have to go get it. If you make it, it will fall underneath the hoop. Thats a punishment/reward system that is a lot like most video games. If someone has a bunch of balls and there are a bunch of people getting the balls for you and throwing them to you while you stay in the same spot then that is simply practicing. You'll learn quicker (for that spot) but it isn't necessarily a game with dynamic challenges. It'll also get boring very quickly if all you do is the same thing for an extended period of time, and it teaches you absolutely nothing about the game mechanic of shooting when someone is trying to steal the ball or block the ball while you shoot it.

    Another thing he doesn't consider is that many games teach you a concept in an area where you can learn it without punishment, then put you in an area where you apply what you learned with punishment. Going back to basketball, you practice shooting free throws, then in a real game you only have select, spaced out moments where you get to shoot them. If you make it under pressure, its rewarding. If everyone just stared at you until you inevitably made your free throws then there is no reward.

  31. Playability by macraig · · Score: 4, Insightful

    The way to improve playability in strategy wargames, and so-called 4X games especially, is to use variable degrees of abstraction to address issues of game scale. There is NOTHING more annoying than playing a huge game of, say, Sword of the Stars, with hundreds of stars and countless units and economic factors, AND HAVING TO DEAL WITH ALL OF IT PERSONALLY. So-called "micromanagement" is fine in the early game, when a single less-than-optimal action could decide the game against the player, but later in the game it simply isn't practical, nor is it a reflection of reality: if the player represents an emperor or five-star general, such a figure would NOT be dealing with all that minutia personally at that point. Nowhere is this failure more evident than in so-called "real time strategy" games (which are almost all really "real time tactics"), where not only is the player forced to micromanage but the time required to do so costs him in terms of the game, because the computer AI opponents at least don't suffer from this problem.

    Sadly, I know of no single game that employs this level of intelligence in the player interface, and the game I mentioned, Sword of the Stars and its sequels, is actually one of the biggest recent failures in this regard. It also has bugs that persist across sequels and a dev team with no coding discipline, which may or may not be related to the aforementioned failure.

    1. Re:Playability by ThePhilips · · Score: 1

      Try RTS "Total Annihilation." (I doubt you can buy it now - but it is still available on torrents.)

      The "micromanagement" word didn't exist in the times yet. TA solved the problem beautifully by allowing you to automate pretty much all units and (!) all buildings. This is also the only RTS where "Patrol" command is useful.

      Played it many times. Still have it installed. Still enjoy it.

      P.S. Remake called "Supreme Commander" unfortunately was not up to the level of original. Not to mention - extremely slow and buggy. Also graphics was problematic: essentially, you never see your units (since they game made unit sizes proportionate: imaging real scale of battleship vs. rover) - only geometrical figures on strategical screen (which is only usable view). Since GPG moved on to next game, I doubt they'll patch the game anymore.

      --
      All hope abandon ye who enter here.
    2. Re:Playability by macraig · · Score: 1

      Old news to me... I still play TA regularly and visit the TA Universe forums. Hell, I'm one of the few suckers who is donating a few bucks every month to persuade the site owner to keep it running! I also have SupCom so, yeah, I know.

      TA actually DOES have its own peculiar brand of micromanagement, and in large games - on 40x40+ maps with a high unit limit set - there are most definitely micromanagement issues. For instance:

      - no context-sensitive menus for factories, to allow selecting a group of the same factory type and ordering ALL of them to build the same thing;
      - no "policy" options for factory output, construction, or resource management (you have to specifically order the location and construction of every single resource unit, for instance); and
      - no unit formation controls or engagement policies (beyond the simplistic).

      TA is basically just like Sword of the Stars: an empty shell of a game with no real intelligence, such that ALL the burden of management is basically placed on the user's shoulders. Did you ever play board wargames? Do you recall the original promise that migrating those games to "microcomputers" held for gamers? That promise has never really been sufficiently fulfilled, from my perspective (and mine is a LONG one, just over 30 years).

      It was precisely this micromanagement problem that drove me to experiment with modding TA, and also to use TA:Mutation as a base platform for playing the game. For years I tweaked the game in various ways and created TA:M mutators, trying to work around the micromanagement issues; since the game was (and STILL is) closed source and the developer defunct, actually fixing the micromanagement problems directly was not even an option. My modding efforts were only marginally successful, and I had to tweak the game and units in bizarre ways to achieve even that.

      I have been trying to tweak games to resolve micromanagement issues ever since Master of Orion II, and the effort continues with SotS and other games. :-(

  32. SHOW, ME, THE, CUT, SCENES by synthesizerpatel · · Score: 1

    The '10 awesome hours vs. 40 hours of padded crap' reminds me of when I shut my xbox360 down (and stopped playing)

    After getting into Hexic and playing it fairly regularly, I checked the leader boards and someone had clocked a cumulative 2 week game of Hexic with a score that was probably close to MAXINT on a 64bit system.

    I realized that, there's someone out there who's monomaniacally going to become the world's best at whatever video game and no matter what I do I will never, ever, be as good as them. Probably because I couldn't be, but more likely -- I don't want to sacrifice my time to something so trivial.

    Which brings us back to 10 awesome hours vs. 40 frustrating ones. Yeah, I guess hard games are cool if you want that kind of performance stress during your gaming time. I'd rather play some ETQW to get that type of excitement.

    Single player games should be interactive movies as far as I'm concerned. Don't punish me for buying your game. Reward me by showing me the cut-scenes. Give me cheats so that if I get bored with the overall effort I can just zip through and see the end.

    I'll leave it to the poop-sockers to be the world's best hexic players.

      I like my sox. They're comfortable.

  33. Even Slashdot thinks this game is a waste of time by Seriousity · · Score: 1
    Fortune at bottom of page:

    You are wise, witty, and wonderful, but you spend too much time reading this sort of trash.

    --
    This post was made in complete sincere seriousity; as such any attempts to derive humour are doomed to instant failure.
  34. So this shows it was on the wrong consoles by ookaze · · Score: 5, Interesting

    Prince of Persia is a huge bomb sales wise.
    Now the question is why?
    This analysis would lead us to understand that it was on the wrong console then.
    Especially this tidbit from the OP: "as Young notes, modern controllers are designed for players who have been gaming since they were kids, and have evolved to be more complicated to operate than an automobile. The combination of these factors therefore limits or prevents the interest of new players; a problem Prince of Persia has addressed well through intuitive controls and the lack of punitive time sinks."

    There is the problem. The audience to whom this was adressed, is not on PS3 or XB360. The game didn't solve anything, as the people scared by these modern controllers just won't buy the consoles that come with them. There's only one home console this generation that solved this, and this is the only one where Prince of Persia wasn't released. Go figure.
    So basically, they published a game that solves only half of the problem, but unfortunately, they released it for the wrong audience.

    The audience on PS3 and XB360 is not scared by these old mechanics, and don't want what they think are dumbed down mechanics. Those that are veterans but still wanted this to change also bought a Wii, but they're not the bulk of the audience needed.

    This just shows this PoP was a very stupid move, these 3rd parties look more and more stupid as time passes.

    1. Re:So this shows it was on the wrong consoles by Anonymous Coward · · Score: 0

      It bombed because it came out at the wrong time. The end of the year is when all the big titles came out. It's competing against Gears 2, Fallout 3, Fable 2, etc.

      The Wii has nothing to do with this. If it had come out on the Wii, it would've been passed over for Carnival Games or Wii Fit. People who own Wiis wouldn't even think of looking for a Prince of Persia game... they're looking for sudoku or mini-games to shake the Wiimote around a bit.

    2. Re:So this shows it was on the wrong consoles by angrytuna · · Score: 1

      People who own Wiis wouldn't even think of looking for a Prince of Persia game... they're looking for sudoku or mini-games to shake the Wiimote around a bit.

      I have to disagree with this last statement. I was just visiting a friend who owned a Wii, and had Splinter Cell: Double Agent for it. While by and large the games he owned would live up to your statement, it's not always true.

      The game was fairly difficult as well, primarily due to usage of the Wii remote and the nunchuk adapter in conjunction to move and shoot. Far cry from most Wii games. I don't own a Wii (yet), but the fact that both types are available is very appealing to me, as that means I can enjoy this type of game myself, and still have the more out-of-the-box-intuitive games that everyone can enjoy.

      --

      It is a solemn thought: dead, the noblest man's meat is inferior to pork.

    3. Re:So this shows it was on the wrong consoles by MemoryDragon · · Score: 1

      Actually I bought my wii mostly for games like Zelda , Okami, Lost Winds etc....
      I even love the prince of persia on the wii, I personally think this version has the best gameplay mechanics!

    4. Re:So this shows it was on the wrong consoles by MemoryDragon · · Score: 1

      It probably bombed because the game simply is not good and had to compete against a huge load of very good games. This year as far as excellent game releases were amazing. PoP got one thing right the graphics, but not even raving reviews could save it, the game is a stinker! And word of mouth probably got out pretty quick.
      (See my long comment below why)
      Funny thing is not adding DRM probably helped them even saleswise. I would not have bought it without DRM before I really knew if it was a stinker or not (PoP always is a hit and miss thing qualitywise)

  35. Wasting time... by Anonymous Coward · · Score: 0

    'Cmon...all time with Prince of Persia is wasted time :-D

  36. If there's no risk to the story, why watch a film? by Xest · · Score: 4, Insightful

    It's the same as why watch a film when there's no risk involved in the outcome of the plot?

    I play some games this way, I treat them as interactive stories, that doesn't mean I need risk, it just means I'm more immersed in the story than I would be a film and the stories usually last longer and are hence more interesting- many people hate film adaptations of books because they have to cut so much, this is less of a problem with games as the player creates large

    Games don't have to be about challenge, they can equally be about story telling as movies and books are but with a form of interactivity and hence immersiveness that can improve the story telling. In a book you might get a description of a beautiful scene (coastal Thailand on Tomb Raider: Underworld for example) which is great, but in a game you can spend time looking round that scene and admiring it.

    That's not to say I don't play games with risk as well, I always play through the Call of Duty series on veteran difficulty for example. I find games with little risk nice to relax to sometimes though and unlike playing Call of Duty on Veteran you're not stuck in the same place over and over for 30mins+ so the story flows much better and is much more suited to those of us who don't have 50 hours to burn on a single game. Dead space was a good example of this, as was Bioshock- I didn't find either game very hard at all (even on hardest difficulty) and hence I would say these are games with little risk, (certainly there was no part that required repeating more than once which is in contrast to Call of Duty on Vet.) yet they were still absolutely excellent.

    I agree with the article, punishing people for a minor slip up is not something that should be implemented in every game, nor is it something that should be taken too far. An example of an excellent game, completely destroyed by the risk of an improper save system is Dead Rising- the gameplay was superb, the story was good, the graphics were great, but the save system made the game simply too frustrating to play. Even autosaves/checkpoints have made gaming so much better than it used to be without them- I recall the frustration of losing hours of play if you forgot to/couldn't save all too well.

  37. Done by kurtis25 · · Score: 2, Informative

    Lego Star Wars has been doing this for years... Even my wife can play and beat the game.

  38. What's the point of winning ... by JensR · · Score: 1

    ... if you cannot lose?

    1. Re:What's the point of winning ... by DNS-and-BIND · · Score: 1

      You might try asking the legions of nerds who cheat at counterstrike, or who play locally at 0 ping against modem players. I had a coworker who would sit and play Quake for hours, racking up 50 kills while second place player would get maybe 6-7 kills, and the other 10 players even less. He never got tired of it.

      --
      Shutting down free speech with violence isn't fighting fascism. It IS fascism!
    2. Re:What's the point of winning ... by Anonymous Coward · · Score: 0

      It is not about winning or losing, it is about playing. Many games are entertainment, like watching a movie. Playing the winning role is more fun than playing the losing role.

    3. Re:What's the point of winning ... by JensR · · Score: 1

      I see where you're coming from, looking at the popularity of cheat cartridges/discs or "trainers" for cracked games there are many people who just want to run through the game without any danger for themselves.
      The question is, is it a sign of quality to target those people exclusively? All games are entertainment, but not like a movie they are a game. And part of a game is that you win or loose. Where is the reward for finally completing a risky section, if you haven't failed half a dozen times beforehand? What is worth fixing are unnecessary delays like long loading times to play what should be already in memory or a cutscene you can't skip. But removing the risk means removing the reward as well.

  39. Predictability by CambodiaSam · · Score: 2, Insightful

    How about predictability?

    I understand and agree with the analysis made by the author, but it seems to be based on the idea that the enjoyment comes from the discovery within the game. The first time someone plays a game, it's a new experience. After that, they learn the topology and it comes down to refining your ability to reflexively work through the game. I believe the rise of multiplayer gaming has in part driven more people into games since it's a slightly new experience every time you log on. Sure, you can learn the map and objective, but you never know quite what you'll get.

    I can only think of one title in Video Game History that had both dynamic maps and interactive elements that were different every time: Larn. It's a 20 year old DOS title that used nothing but ASCII characters. But hey, it rocked since it was new every time.

    Can you imagine what a typical shooting game would be like if the enemies were moved around on the map every time? How about a driving game where the road was always different?

    1. Re:Predictability by slim · · Score: 2, Informative

      Can you imagine what a typical shooting game would be like if the enemies were moved around on the map every time?

      It would be like Left 4 Dead, in which replaying a level is a joy instead of a chore.

    2. Re:Predictability by Jerf · · Score: 2, Informative

      I can only think of one title in Video Game History that had both dynamic maps and interactive elements that were different every time: Larn. It's a 20 year old DOS title that used nothing but ASCII characters. But hey, it rocked since it was new every time.

      I almost hate to do this to you, but... are you aware that that's actually just one member of the genre called "roguelikes"? My preference is for Angband, but you should also try Nethack. There are tens of other good ones. (IIRC, Angband is closer to Larn writ large, but Nethack has its own charms.)

      I'm sorry for the hundreds of hours I just sucked out of your life. Perhaps you should just ignore this message and forget about it.

    3. Re:Predictability by CambodiaSam · · Score: 1

      Doh! :)

      I wonder why this methodology hasn't made it into the more popular titles...

    4. Re:Predictability by Anonymous Coward · · Score: 0

      Well, there's Diablo at least. (And Crawl is the best roguelike! Play Crawl!)

    5. Re:Predictability by Anonymous Coward · · Score: 0

      Slaves to ARMOK, ARMOK of Blood: Chapter 2: Dwarf Fortress will be the best roguelike ever once it's out of extremely early alpha.

      As it stands, the roguelike mode is entertainingly gory (you can rip someone's arm off, beat them with it, then grab their head and gouge out their eyes), and the fortress-building mode is a really neat game, even if it does suck hours out of your life, and even if your fortress is doomed to end in a catastrophic manner.

      There's just something about the game that makes people think "Hey, you know what this fortress needs?" A moat! OH ARMOK WHY IS THE WORLD FLOODING. Ooh, you know what would be better? A moat of lava! And the whole thing should be controlled by this lever, which I am sure I will never accidentally use! OH ARMOK WHY IS THE WORLD ON FIRE.

      Hm. How about a waterfall (with a fancy dining room overlooking it, of course, big glass windows and all) dropping into a river of lava? Mm, clouds of steam, that'd look nice OH ARMOK THE WORLD IS BOTH FLOODING AND ON FIRE. OH ARMOK A KITTEN CAUGHT FIRE AND RAN INTO THE FOOD STORES AND SET THEM ON FIRE. OH ARMOK THE DWARF WHOSE KITTEN THAT WAS HAS SNAPPED AND GONE ON A BLOODY RAMPAGE.

      OH ARMOK.

      And now the elves are besieging me for cutting down too many trees and the goblins are invading too and they brought trolls and oh dear.

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

      Can you imagine what a typical shooting game would be like if the enemies were moved around on the map every time?

      Ya, I can. It was called Quake in the online Multiplayer mode. Computer enemies you say? You never faced a level full or Reaper 'bots then.

      But I do get your point... the problem is that really random content is usually very generic-looking and tends to feel 'stale', or just feels... well, totally random.
      It's very difficult for a random layout, etc. to provide a sense that forces are working against you, etc. & usually those types of games end up in a series of 1-on-1 confrontations.

      The fact is that no generated content can approach the complexity, ingenuity, and sheer "nifty-ness" that a hand-crafted content can provide. IF we ever reach the point where auto-generated content approaches this level, there will be a LOT of artists, level designers, etc. out of jobs.

    7. Re:Predictability by Anonymous Coward · · Score: 0

      Slaves to Armok, God of Blood, even.

  40. I'm sorry... by kitsunewarlock · · Score: 1

    There's nothing innovative about this kind of game. As a video game...maybe. But please put "video-" prior to the word "-game" if your talking about a video game. Most tabletop games do not punish you to do what you already did if you die (there are some exceptions; in "Zombies", for example, you can "respawn"; but in games like DnD and Magic, death or mistakes just means you get to try again, usually with a whole new experience no one else other than you will have).

    Tabletop Games, especially roleplaying games, are still the dominant force in innovation and the most enjoyable games I've played in my life. They are games custom tailored to suit me and my needs, and can be played in a group of any size--from 2 to 14+.

    As for solo adventures, online roleplaying has allowed for many new innovative systems reguarding the use of "personal chapters" that, although graded by humans for experience points at a later date, are itself "played" by yourself. Although this seems like its just creative writing, limitations on character and random encounters by enemies whose stats are given to you little-by-little can actually make the seemingly "impossible-to-lose-at-task" suprisingly challenging and rewarding.

    --
    Ginga no Rekshiya Mata Each page.
    1. Re:I'm sorry... by Anonymous Coward · · Score: 0

      You are the pedantic-est motherfucker on all of slashdot. Put a bullet in your brain.

  41. Wow by ZekoMal · · Score: 1
    I guess that the idea of getting to the next part is no longer a reward, either.

    The point of dying was to add some form of realism: it taught you that you needed to not suck at this game, you needed to come up with strategies or else you will lose progress (sometimes the progress was based on when you last saved, and not just a checkpoint). If you never lose progress, you really have no incentive to play with any style except run in there mashing buttons like a maniac until everything dies.

    It seems like a grand waste of time; why even bother playing? Just go on youtube and watch the cutscenes, if any, and there you go. You just put as much effort into the game as they did.

    1. Re:Wow by slim · · Score: 2, Insightful

      Did you watch the video? It's evident that mashing buttons would never get you past an obstacle in Prince of Persia.

  42. Dizzy by doas777 · · Score: 1

    I got a copy of this game recently, and it looks neat (once I got my PC controler working), but it give me vertigo and a bit of a headache.

    does anyone else have this problem, or any advice on how to enjoy the game without losing my lunch?

    1. Re:Dizzy by slim · · Score: 1

      Dizzy's a bugger for making you sick, because the little egg fella flips head over heels when he jumps.

      I recommend you start with the Genesis version "Fantastic Dizzy" because the higher resolution graphics might help with your nausea.

      The Dizzy series was really punitive. Touch an enemy and you die. Die three times and it's game over, with no save points.

  43. Full Throttle... by VeryLargeNumber · · Score: 0

    ...from Lucas Arts had the same idea - the player cannot die, cannot get stuck doing things in wrong order, and is not restricted in time.

    Very, very good game.

  44. Huh? by BagOCrap · · Score: 1

    Avoiding Wasted Time With Prince of Persia

    So, how exactly can I avoid wasting my time by wasting my time playing video games?

    --
    -- Chaos, panic, pandemonium... My job here is done!
  45. Far Cry 2 is my game of the year for opposite by oldbamboo · · Score: 1

    I think PoP is anodyne, and the handholding took away any feeling of risk. FC2 I love. Played on hard, just getting to the required map point is brutal but always interesting due to the savagely smart, hard to see soldiers at checkpoints, road patrols, etc. It forces you to think, proceed with caution, and engage the enemy in a real seeming way. If you get gunned down, you are going to retry, and that half hour of terrain doesnt seem boring, none of it does, because the scenery, enemies, and weaponry, are just fun to hang with.

    --
    You may not agree with what I say, but you should fight to the death to allow me to say it, by modding me up.
    1. Re:Far Cry 2 is my game of the year for opposite by Anonymous Coward · · Score: 0

      But then you can figure out that with the dart rifle, an AK47, and a pistol/IED will get you through the entire game. Sure I brought in the 50 cal sometimes for fun, and it worked well enough when I was far away from the enemy bases, but when you had to raid a stupid hut you of course needed the rifle to walk through camp.

      The fact that the got near infinite ammo didn't help. I never had less than a clip left on my AK. Alternatively, you could jump in an assault truck and blast everything out of sight. Jump off when you need to heal, and if you screwed up the timing and died there was a random dude to come in and save you.

  46. Punishment? by heathen_penguin · · Score: 1

    "You keep using that word. I do not think it means what you think it means."
    Is the mountain climber who doesn't make it to the top being punished?
    If you play a superior chess player, is he punishing you by not letting you win?

    1. Re:Punishment? by geminidomino · · Score: 1

      Since you mention the mountain climber, a good analogy was mentioned above by someone who likened it to mountain biking. If he has to put a foot down 6km into a 10km trail, he doesn't have to go back to the start of the trail and do it all again.

    2. Re:Punishment? by heathen_penguin · · Score: 1

      True, he doesn't have to go back and do it again. But I was commenting on the idea of punishment. If the biker were in a contest where the rules dictated that putting a foot down requires him to go back the beginning, then it still would not be punishment. I believe penalty and penalize are a more appropriate choice of words.

      What is being discussed is really just game mechanics, and penalties are a valid mechanic. A game can be seen as a collection of restrictions. Violating restrictions results in penalties. Also, "bad" moves will result in a penalty when playing against an opponent who exploits it, e. g. losing your queen in chess.

      Obviously, it is up to the player to decide whether this collection of restrictions and penalties is fun or not. I would say if it feels like punishment or work, then it is time to pick up another game. Of course, what promotes these feelings will vary from player to player. If it feels like punishment, then either the right game is being played the wrong way, or the wrong game was chosen.

  47. Are you kidding me? by wiplash · · Score: 1

    The new prince of persia is my biggest gaming disappointment for 2008 -- ubisoft (whom I'm willing to forgive this one mistake because of their past laurels) have gone insane with the formula of replacing actual gameplay with pretty graphics. The game itself looks stunning, but all the fantastic control that you used to have in the previous games (especially the second one - warrior within) are GONE. Want to run along a wall? Simply jump towards it. Want to do a double jump up to a higher platform? Simply jump up once. Want to try something crazy and stupid without any consequences? Do it anyway and we'll bring you back to where you started from. Where is the tension and excitement of the Dahaka chasing me down corridors and through traps that I have to perform intricate maneuvers in order to navigate?

    As for this comment:

    "Young brings up the fact that many of today's games punish failure by wasting the player's time; being sent back to a check point, the beginning of a level, or sometimes even further. This cuts into the amount of time players have to enjoy the meat of the game"

    Okay, this *may* appeal to some gamers who suck at their games in general... if developers were clever about it (as they have been in the past) you would be given several opportunities to figure out the next move before having to go back to a checkpoint. In anycase, this becomes a moot point, as the new POP relies quite heavily on you navigating through an already completed level all over again in order to collect those life-flashy-things. While this may be a cheap way to extend gameplay, they could have done it in a much more friendly/intelligent manner as they did in the earlier games. (I keep pointing out Warrior Within here because I ended up replaying that after being disappointed with this new one).

    Navigating through a level again just to collect tokens does not a fun game make, and destroys this theory of using invincibility as a means of cutting "into the amount of time players have to enjoy the meat of the game".

    Oh, and since when does making the character invincible make a game "the most innovative". Ever play an adventure game? Save words like "innovative" when describing platform games like Psychonauts.

    /rant. Time for coffee.

  48. The next new game? by DigitalReverend · · Score: 1

    You insert the CD, and "You Win!" pops up on the screen.

    --
    I read Slashdot for the headlines, because the headlines, unlike the articles, are usually original and never duplicated
    1. Re:The next new game? by Shados · · Score: 1

      There's something totally wrong with that statement. Yup, you guessed it...thats exactly it.

      There won't be a CD! Digital distribution is the future! Exactly!

    2. Re:The next new game? by dzfoo · · Score: 1

      So you download the game, double-click it (or "poke" it, on the iPhone version), and the words "You Win!" pop up on the screen.

                  -dZ.

      --
      Carol vs. Ghost
      ...Can you save Christmas?
    3. Re:The next new game? by Shados · · Score: 1

      I'm sure if you made that game for Iphone right now, you'd get a few sells. A lot of sells if there's a picture of Cloud defeating Sephiroth in the background of the "You Win!" message.

      Thats said, but its true :(

  49. Different level designer, different goals by tepples · · Score: 1

    That's a pretty poor example, seeing as SMB Frustration is a custom fan made level.

    True, but it used elements from the game; hidden blocks n'such.

    All that shows is that the game engine is capable of frustration. That's why Nintendo's level designers made the wise choice to use these potentially frustrating elements much more sparingly. I don't remember ever seeing anything but an out-of-the-way 1-up mushroom in any of the official invisible blocks of SMB1, but then I've never played all the way through SMB2 (J).

  50. Homebrew by tepples · · Score: 1

    If you buy games (rather than pirate them) console gaming is no more expensive than maintaining a gaming PC

    What about if I download games with the author's permission? I play games developed by amateurs in their spare time in addition to games developed by commercial businesses. On the PC, this is easy: download, unzip, run exe. But if I wanted to play games developed by amateurs during the early days of the GBA scene, I had to buy a $200 flash card for a $90 system. (Now GBA flash cards are down to $20, but that's beside the point.) The NES has the same problem: most NES games go for well under $10 used on online trading sites, but the "PowerPak" that runs homebrew games costs $135 and is often sold out.

  51. Careful by Anonymous Coward · · Score: 0

    If there's no challenge, there's no game.

  52. Re:If there's no risk to the story, why watch a fi by daveatneowindotnet · · Score: 1

    Excellent point, maybe you shouldn't call a game without the chance for a failure a game at all. And while you (or anyone for that matter) "playing" without risk of failure doesn't make you a bad person, it does strongly imply that you are not that good at video games. I think this topic is more about revealing psychology thru games then people seem to realize.

  53. Re: Not Losing =/= winning. by trdrstv · · Score: 1

    Because "not losing" isn't the same as "winning"...

    Yup. Ask McNabb about his weekend in Cincinnati.

  54. Video? by Theaetetus · · Score: 1

    How about avoiding wasted time by having a page of text that I can read at my speed, rather than a video that I have to watch at your speed?

  55. The innovation I'm waiting for by killmenow · · Score: 1

    I am still waiting for a game that plays like real life. You have ONE life. If you die, the game is over. There are no spawn or save points. Start the game over.

    I envision a mystery/thriller game that forces you to slow down and BE CAREFUL to solve the mystery. I personally get tired of run & gun games or games that force you to die or google a walkthrough to beat it...where you can't possibly know what the next stage is unless you buy a game guide, search online, or just save and go for it, knowing if you die, so what?! You'll just restart and now you know not to do X or that you have to do Y or whatever to beat the level.

    I'm looking for something that offers plenty of clues and information to the player upon investigation and exploring with relatively little danger (kind of like Myst) and something that will reward a player for that work by giving you the strategy to defeat enemies up front.

    But I realize a game like this that forces slow, methodical, problem-solving, exploration and discovery well before engaging any enemies would probably bore the hell out of ADHD kids even though they'll gladly spend three hours customizing their stupid Guitar Hero character.

    1. Re:The innovation I'm waiting for by justinlee37 · · Score: 1

      While that isn't a common game design, it wouldn't be an innovation either. Try Diablo 2 or Hinterland on "hardcore" mode.

    2. Re:The innovation I'm waiting for by russellh · · Score: 1

      I am still waiting for a game that plays like real life. You have ONE life. If you die, the game is over.

      I, on the other hand, am waiting for saved games and checkpoints in real life.

      --
      must... stay... awake...
  56. Procedural content generation by Janek+Kozicki · · Score: 1

    You missed one point: PROCEDURAL CONTENT GENERATION.

    Let me explain. Games serve only one purpose - to give as much fun as possible. We all agree that playing through the same game content multiple times is boring (not fun). Please notice that there are two possible solution to this:

    1. When player dies - move back in time few seconds just before the death. (in some games that's an obsessive saving-loading sequence, which makes playing unfun, in Prince of Persia this is automatic).

    2. When player dies - make sure that the game content (in new game) is totally different.

    Solution 1. is the simplest one, so no wonder that everyone does it, but also it makes gam unattractive to play again, after it is finished (even without dying).

    Solution 2 makes game always attractive to play, because even after it's finished, a new play will be totally different. Placed in different time, with different randomly generated quests and different.. everything. It's crazy difficult to make such a game.

    Currently only roguelikes provide Solution 2. The "text" game interface makes it possible to do so, because it simplifies a lot level generation, removes a LOT of 3D graphics work, etc. It's a LOT because to have 3D graphics one would have to draw thousands of 3D tiles, and write extremely difficult level generation algorithms. And this is the sole reason why roguelikes have such a great following among those who tasted it. You live once, but each life is different. My pick is adom, and I tell you - no other game can give me the same fun and excitement because I live just once. Adrenaline gets high when I'm in tight situation and could die. It makes the experience a lot more real, and I like it.

    Have a look here - it's a long read about that topic, but if you made such a long documentary addressing Solution 1, the perhaps reading through 6 pages about Solution 2 will be interesting for you: http://roguelikedeveloper.blogspot.com/2008/01/death-of-level-designer-procedural.html

    (wikipedia - http://en.wikipedia.org/wiki/Procedural_generation )

    --
    #
    #\ @ ? Colonize Mars
    #
  57. Mod parent down by Anonymous Coward · · Score: 0

    Not insightful. He clearly hasn't watched the video and notes he hasn't played the game.

    1. Re:Mod parent down by Azarael · · Score: 1

      Not true, I watched a review online and read the critique on Wired.

    2. Re:Mod parent down by Kneo24 · · Score: 1

      If you watched the video, then you'd know your complaint doesn't really follow for this discussion (and instead you creating a tangental topic which would be offtopic), and therefore you should get modded down as off-topic.

  58. This is a bad idea by Fear+the+Clam · · Score: 1

    If levels are less cumbersome then it will take drug dealers' accountants less time to get to level 10 to do their nefarious spreadsheet deeds.

  59. I'm at a loss for words by Holammer · · Score: 2, Funny

    Stupid casual gamers and their dumbing down! Rarrrrgh! If you can't operate a modern gamepad you might as well start doing crossword puzzles and reading the obituaries instead.

    1. Re:I'm at a loss for words by Durgen · · Score: 1

      It's funny how the skill of operating a game pad has exactly zero use elsewhere in life; whereas doing crossword puzzles (writing and thinking) and reading obituraries (reading and thinking) are. It's all a matter of perspective, but muscle memory on a game pad seems a lot less important to me than reading, writing, and thinking. So I'll stick with crossword puzzles, obituaries, and games that don't require a gamepad, thank you very much.

    2. Re:I'm at a loss for words by Talgrath · · Score: 1

      Actually, various studies have found that playing action games boost hand-eye coordination.

      http://news.nationalgeographic.com/news/2003/05/0528_030528_videogames.html

      Additionally, more complex games such as strategy games and RPGs can increase cognitive thinking much like pen and paper games and testing can such as a crossword puzzle (though the vocabulary and spelling benefits only occur if you play a word game).

    3. Re:I'm at a loss for words by Durgen · · Score: 1

      That's a good point about the hand-eye coordination, but on the other hand, it turns a lot of kids into mouth-breathing droolers, so I'm not quite sure about the trade off. :)

  60. Good sportsmanship by Anonymous Coward · · Score: 3, Insightful

    There is a thing called good sportsmanship, apparently you've never heard of it. If either of you called each of names, rubbed it in each others faces, or took your ball home- you've failed. Teaching good sportsmanship is good parenting.

  61. Time Wasters by Durgen · · Score: 1

    Punitive time wasters are there to extend the amount of time you play the game to make you *think* that you've enjoyed the game for a long time. It's a way to make the game seem longer than it actual is, and to conserve resources that might be spent writing content for the next time-wasting game. I am very into games where there is an extended storyline rather than a grind, and it's one of the reasons that MMOs didn't work for me for very long.

  62. I'm a bit of a new-again gamer and... by shypht · · Score: 1

    I used to play video games when I was younger, but the last console I owned was a SNES. I'd play the odd game here and there since then (excluding MMORPGS), but generally found that most games for the PS2/XBOX and now the next-gen seem to fall into the category of "geared towards gamers that have been playing games for years".

    Trying to get into games like God of War, Resistance, etc generally leaves me with a sense of just being over-whelmed and not wanting to play them. Now and then some games come along that capture my interest and hook me - ones that come to mind are : God of War, Katamari, Okami, Jade Empire, Fable, Final Fantasy 12, and a few others.

    These are games that I generally found, struck a nice balance between difficulty / ease of getting into / penalty for failure (if applicable) / etc.

    Now and then I'd be in the mood for a more challenging game, and would load one up. But, at the end of the day - what I'm usually looking for when I'm playing a game, is a brief moment of escapism, to run around pretty / neat / imaginative environments and losing myself in the game to ENJOY myself.

    Yes, there needs to be some challenge so you have a sense of 'reward', but I don't think that challenge needs to come at the cost of frustrating the hell out of your players. Things that are frustrating for me are

    • Load times
    • Long distances between 'check points'
    • Cut scenes after check points (especially if you cant skip them) and before difficult parts of the game where you are likley to die

    An example of this is the Final Fantasy for PSP. I initially started the game on easy mode for a bit, and was finding it to be too easy. So, I quit and re-start in hard mode. And, for the most part - I was finding this to be a more enjoyable way of playing until I ran into the problem of hitting a 'hard' part that was not close to a check-point and had a load screen or two AND two cut scenes.

    I'd die, then have to sit through that crap over and over again, and eventually made me switch back to easy mode. That is frustrating, not challenging - I'm fine with biting the bullet and dying in a game now and then, just don't make me want to throw my console across the room as I'm forced to sit through a cut scene for the 5th time.

    What I'm enjoying about Prince of Persia - it's easy to get into, it has a fast pace to it, and its just a joy to run around, jump around, try new things without that constant fear of getting the loading screen yet one more time. I'm more inclined to jump around, try new things, explore the world and try different routes to do things.

    When doing general running around - I know if I miss a jump from being lazy, it's not going to set me back that far. This is very handy when you're doing runs for light seeds and just 'pissing around' in the game - it's fun, its relaxing, its enjoyable. I know if I miss that jump it's not the end of the world.

    Once you start leaping around the power-plates and getting into longer jumping-runs : I'll get onto my toes a bit more. It sucks when you see the end of a series of jumps in site and make a miss-press and get whipped back up to the start of it. But, this is simply just a check-point system without the "loading" screen, and I don't see anything wrong with that. It's challenging but not frustrating. What indicates to me that it's challenging? That I didn't get it right on my 1st try, and that it changed my mind-set from being relaxed/lazy to being more focused during that portion of the game. I don't need to get mad at my game to let me know it's challenging.

    There are hard-core gamers who love the deeply involved/complex/challenging to the point of sometimes frustrating games - and there's lots of games to pick from for there, maybe PoP isn't for you. Then, there are the super-casual gamers, and hell - there's pretty much an entire console (Wii) dedicated to them. But then theres people like me that fall in between - and PoP (and some of the other games I listed above) seem to fill that niche rather well.

  63. End credits music by Man+Eating+Duck · · Score: 1

    1,000 geek points to whoever can identify the music in the end credits.

    Sounds familiar, Dune 1 I think? When do my geek points arrive? :)

    --
    Are you a grammar Nazi? I'm trying to improve my English; please correct my errors! :)
  64. Why! by Anonymous Coward · · Score: 0

    Why do people keep saying stupid stuff like "Prince of Persia is the most innovative game of 2008"? With Wii Fit, Mirror's Edge, Little Big Planet, games that have a totally unique experience he picks Prince of Persia because you don't die? The mechanic is pretty much the same as the Sands of Time except it's automatic. Why do videogame journalist seem to be getting more and more stupid as time passes?

  65. "brutal, deceitful and unkind" by Anonymous Coward · · Score: 0

    Let's see... he said he would take it easy on him if he played and then didn't (deceitful check). Continue playing against him in such a way that you know he isn't having any fun (griefing) would in my mind fit the brutal and unkind (check).

  66. Six years ago by paazin · · Score: 1

    Young brings up the fact that many of today's games punish failure by wasting the player's time

    I hear the Playstation 4 implements dual electric shock controllers, for more direct punishment of failure.

    Already been done:

    <snip>
    The game ends only when one of the players decides that the pain is too much to bear and lifts a hand off the PEU. All of which sounds straightforward, but in truth games often continue long past the point where common sense has given way to stubborn machismo.
    </snip>

    http://www.wired.com/gaming/gamingreviews/news/2002/03/50875

  67. Avoid wasting time playing this... by Anonymous Coward · · Score: 0

    http://fc57.deviantart.com/fs17/f/2007/189/3/a/The_Fresh_Prince_of_Persia_by_Chill91.png

  68. Don't get angry, get even by Slasher+Dave · · Score: 1

    Don't be too hard on the kid, he's just a teenager after all. What guy that age doesn't have some angst to vent?

    Nobody likes to get their ass kicked in a game - take some time to play it by yourself then have a re-match with him and kick his butt(in a nice way). You'll have more fun and he'll respect you for beating him on his own turf.

    But there are games you're never going to win at, so if he wants to play with you, then make sure to play some games where you are the expert. This will ensure no one is always winning (or losing) and give you the feeling of fairness you're looking for.

  69. I liked the game, but something else bothered me.. by anomnomnomymous · · Score: 1

    I very much liked the game, and as others have pointed out, the 'not being able to die' can as well be seen as constantly autosaving yourself.

    The thing that -did- bother me is that this 'saving before falling to your death'-animation is your companion quickly flying down to grab you and drop you back on the last ledge you've stood on.

    Ok, so I'm a guy, trying to save that same princess from something evil, but before I can face the main boss, I'd have to swing, jump, slide etc towards it: Why isn't that freaking woman instantly flying me there in the first place?
    No, only when I make a mistake can she be bothered to show off her amazing flying skillz.

    *grumbles* bitch *grumbles* ;-)

    --
    When you shoot a mime, do you use a silencer?
  70. No risk by Anonymous Coward · · Score: 0

    Personally, I think that auto-quicksaves take a lot of the fun out. If there's no penalty for faliure, there's no risk to any action. I like that little feeling of trepidation when you think, "Will this work? I hope so..."

    Failure penalties don't just penalize mistakes, they reward forethought. Sick of being sent back in the level? Maybe you should stop charging into the middle of firefights like an idiot and try to actually preserve your character's life by taking cover and using a bit of tact.

  71. Innovation caused a lack of difficulty, tension by rxan · · Score: 1

    I've been playing POP on the PC with the 360 controller. I really like the game and it's one of the best I've played in a long time. But the never dying feature really reduced the difficulty of the game so much that there was no sense of tension from failure.

    There are points in the game where they try to create tension by having platforms crumble just as you pass them, or by having poisonous gas released into the air which should eventually "kill" you. But with the lack of death, these things seemed laughable since there was no chance that they would actually kill you. They were all for show.

    Despite this, the battles are done really well I thought. Even though you can't die, every time you fail the enemies' life bar gets refilled a bit. So some battles can take half an hour simply because the enemy is owning you so badly.

    I would have preferred a difficulty option where timing was required. I would also have preferred sending you a few platforms back upon failure, not just from when your feet left the ground. Right now the game just seems like "well I'll just see if I can jump that way and see if it works."

    At one point in the game the prince says to Elika, "If you don't value your life, it's as if you never cared about everything you lived for." This is pretty analogous to the difficulty of the game.

  72. Stupid gamers... by argent · · Score: 1

    My "gamepad" has 101 buttons on one side, and three buttons, a wheel, and a positional sensor on the other. And don't talk to me about your "boss" levels, I've got a real boss to worry about.

    Stupid console gamers and their dumbing down. If you can't operate a modern compiler you might as well go out and shoot hoops instead.

    1. Re:Stupid gamers... by Anonymous Coward · · Score: 0

      You should probably go ahead and kill yourself.

    2. Re:Stupid gamers... by MemoryDragon · · Score: 1

      Why? Because he had actually something worthwhile to say?

    3. Re:Stupid gamers... by argent · · Score: 1

      I keep forgetting this is slashdot. I'm obviously not holding up my end. :)

  73. newbs by omfglearntoplay · · Score: 1

    To be blunt, the summary of the article just sounds like more of the trend to make games easier for the newbs. Since I have less time for gaming, I don't hate this as much as I did. But I also find myself going back and playing 10 and 15 year old games more and more. Thank god for the classics. By the way, if you like street fighter and own the ROMs (I'm no legal expert, but I wonder if you bought it on 3 different systems if that means you own the ROMs?), try out GGPO. The net code is AMAZING and makes it almost perfect as if you are playing in the same room. I still don't know how they do it.

  74. Re:If there's no risk to the story, why watch a fi by CrashPoint · · Score: 1

    Except that it isn't "a game without the chance for failure". It's a game where failure isn't expressed as the death of the protagonist, and the retry process is automated and integrated into the narrative. In no way, however, do these things keep failure from being a possibility.

  75. Permadeath by Kozar_The_Malignant · · Score: 1

    The game you are looking for is called Nethack. It has been around since 1987 and is probably the world's champion time-suck. When you're dead; you're dead. You start the game over from the beginning. Since it does save if you quit, you can, of course, copy the save file, but that is considered cheating by most players. The original is ASCII, but there are newer versions that use graphic tile sets. You have been warned. @

    --
    Some mornings it's hardly worth chewing through the restraints to get out of bed.
    1. Re:Permadeath by Krakhan · · Score: 1

      You can also remove the temptation to copy over the save file by playing on nethack.alt.org through telnet. Far more fun, plus you can interact with other people on there (through mail, bones files and other people can watch you play), and on the freenode irc channel too, where people can give you help if you're stuck.

      But yes, dying is a really big deal in Nethack, and you definitely do want to go slowly and be sure you're prepared for all the various kinds of shit the game will throw at you.

  76. The thrill of losing by Rutefoot · · Score: 1

    It isn't losing that gives a game more thrill, it's the threat of losing. The losing part actually kinda sucks. It can be frusterating, it can ruin immersion and it can turn off those who are new to gaming.

    Ideally, a game should provide you with the thrill of losing while rarely allowing you to do so. Some ways to do this would be the use of dynamic difficulty and level design. Kind of like how Left 4 Dead's engine will spawn zombies or health and ammo depending on your current situation.

    The problem with Prince of Persia is that this 'helping hand' needs to be invisible to avoid ruining immersion and insulting the less casual gamers that play the game

  77. Avoid wasted time by MemoryDragon · · Score: 0, Troll

    avoid the new prince of persia entirely. Well lets not be too harsh I bought the game for several reasons, I loved the recent three installments of the series and I loved the fact it had no DRM.
    The good point about this game is that the graphics are amazing, but that is the only good point.

    Well not dying is an issue which I personally do not despise because you cannot die but at the same time you do, by being transported back to the last platform or by resetting the boss to the start point.

    This is a no issue on the positive or negative side, but that is the last positive I have to say about this overrated boredom.

    The reason why I call it despite the load of work which obviously went into the game is following.
    The game is more or less the easy version of dragons lair, the entire game mechanics are without thinking just pressing the correct button at the correct time. Gone are the days of having to think your way through the surrounding, gone are the days when it was hard to trigger the right button at the same time. Think of it as a jump and run which forgives everything within a timing of 3-4 seconds and which has almost all the puzzles removed which made the series great!

    Add to that the voice acting which seems to be straight out of the Zelda cartoons, gone are the days of having a rather depressive british speaker, and it is replaced with an actor who sounds exactly like the one who seems to have spoken the dreadful zelda cartoons (excuuuse meee princess)

    Ok now to the second bad part, the boss battles, dont get it wrong they are boss battles, but the designers tried hard to make the game more like a gods of war and again failed. The reason this time, you constantly have to fight the same bosses again and again, they almost do not change their strategies, so you have to fight for instance the dreaded concubine 5 times at the end of each section, while the first fight is fascinating you want to throw your mouse back into the moonitor the fifth time. No change in pace no change how to fight her, the same lousy in fight jokes nothing new.

    Now to the level design, while excellent graphically it bored me seriously to death, they basically used the same 10 different types of background obstacles ad nauseum.

    Well the two good points i am not sure if they can hold up against the myriads of bad points the game has to offer. That it still got mid 80 ratings while the far superior Tomb Raider Underworld got 10% less does not really speak for the reviewers nowadays. I personally think while Tomb Raider Underworld has probably the better game mechanics and is a master of environmental puzzles it has some small graphical glitches PoP does not have but it is an excellent game which should be rated way higher than the new PoP.

    Overall the new PoP probably is the Asassins Creed of the Prince of Persia while graphically highly impressive, the game behind it is highly boring and repetitive...
    Second try Ubisoft second faile with the same engine! Same high ratings of reviewers who probably seem not to get it, that a good game needs more than impressive graphics!

    Please UbiSoft do us a favor, hire the old voice actors again and do a decent (non idiot user) remake of Sands of Time with the new engine!
    Or get Jordan Mechner back on board, he seems to know how to do a decent Prince of Persia!
    You obviously have the talent in programming and some good ideas but you need some serious overhaul in the game design departement!

  78. GTA IV time saver by dave562 · · Score: 1

    I've been really impressed with GTA IV. I have been playing the GTA series since the original, and in fact it was the game that pushed me to get a 3dfx card. Ahhh, memories. Anyway, one of the features that I like about the most recent iteration of the game is the ability to quickly replay a failed mission. After failing a mission, you are presented with the option of trying it again. Exercising that option automatically takes you back to beginning of the mission. In the past, you had to waste time travelling across the city to start all over again.

    I have to wonder if a trend is forming. Maybe game designers are catering to the older crowd? They realize our time is limited and we aren't going to play games if we have to waste huge amounts of time.

    1. Re:GTA IV time saver by MemoryDragon · · Score: 1

      Actually it is less the time you spend on a game, I played lost winds and enjoyed every minute of the about 5 hours. I hated so far 4 of the 5 hours I played into the recent installment of POP.
      Well sands of time while graphically more on the low end side simply was an interesting, fun game which made me feel my time and money was spent worthwhile. While with the recent PoP i had the feeling of having graphical impressive boredom in front of me.Now I paid almost four times as much on PoP than I did on Lost Winds, so go figure how much I care about the time i spent!

  79. Punishment. What an interesting choice of words. by Requiem18th · · Score: 2, Interesting

    And very wrong too. It's simply in the nature of failure that the task is not considered done, in real life if you screw up and the only consequence is getting another chance that can't be called punishment of any kind, punishment is not receiving another chance or far worse things.

      The problem is not death but instant death. Death should not be the consequence of a single mistake but the result of a chain of accumulated failures, by the time the player dies he should have a very good idea of why he died, he should feel he "earned" his death.

      But there's more, different kinds of failure should result in different kinds of "punishment" for instance failure to aim results in reduced ammo in your guns, failure to grab healers results in reduced health, failure to kill some enemies results in those enemies coming after you.

      The first reason is of course realism, the second and most important one is that it adds to the gameplay, the kind of tactics you use when you've got a full health bar and fully loaded plasma cannons of are different than the ones
    you use when you are injured and using a kitchen knife.

      The idea is that the player should follow a long curve into his deathbed.

      It also gives the him another incentive to play well besides reaching the credits screen faster, overcoming his limitations don't just allow him to die less, but allow him to play more gracefully and enable him to attempt harder stuff, not just because he is alive, but because he is fully armed and more skilled.

      And it goes without saying but, don't surprise-kill the player, its cheap.

      Constant autosaving or simply making immposible for your character to die is not the solution, it only makes the game boring, it reduces the game into a movie, you may say that movies are still great but consider we're talking about a *video game movie*, since when any of those are good?

      Immortality is only the solution when the game fails to proportionately "punish" the player, when all your blows are death blows and cheap kills then you may turn on god mode, but it will be boring.

      And your son is an ass, Halo has co-op campaign, its a great trainer and builds team-ship.

    --
    But... the future refused to change.
  80. Micromanagement problems by Animats · · Score: 4, Insightful

    So-called "micromanagement" is fine in the early game, when a single less-than-optimal action could decide the game against the player, but later in the game it simply isn't practical, nor is it a reflection of reality: if the player represents an emperor or five-star general, such a figure would NOT be dealing with all that minutia personally at that point.

    Hm. The way that ought to work is that the player gets to appoint "subordinates" to various jobs, each of whom has an identity and a back story. The subordinates all have different personalities and decision styles; some favor military action over negotiation; some don't. Some are bold generals; some overprepare on logistics. (Do you want Montgomery or Ike in charge?) The player has to monitor how they're doing, and be prepared to fire or move around subordinates.

    This is what a CEO of a big organization really does. It's a good skill to teach.

    1. Re:Micromanagement problems by macraig · · Score: 1

      I actually have one game on the shelf that attempts a small-scale version of what you describe, so it's not a new concept.

      Part of the problem, as I see it, is that every new game development team seems to wander into the process with blinders on, and naively begins to repeat every single shortcoming and error of omission that has ever been solved in previous games. It's as if these teams are always comprised, from bottom to top, entirely of people too young to have ever played the older games and thus learned from their mistakes and successes. What's that old cliche about being doomed to repeat history?

      There's another more sinister conspiratorial theory to explain this repetition of mistakes, one that theorizes that it's quite deliberate to maximize profit by stringing gamers along with the eternal promise of a better game NEXT year, but corporations would never engage in such behavior!

    2. Re:Micromanagement problems by magus_melchior · · Score: 1

      It's been implemented before, albeit in a primitive fashion. I remember Master of Magic (a fantasy Civilization-like game from the DOS days) having a Grand Vizier who can build your cities for you and an auto-combat option, meaning that other than casting spells and moving your units around, the game played itself when these are activated (I rarely bothered with diplomacy, since your opponents find some reason to go to war with you no matter what you do to placate them). The problem, which was apparent in the early games, is that the computer isn't very smart when it comes to deciding on strategy, unless it can see a win or a loss within a few moves ahead. That sort of AI is easy in a turn-based game; imagine trying to re-tool that for a real-time game.

      There may be a few problems from a game design perspective, and some may recall a huge and apparently still-ongoing discussion over skill vs. automation (i.e. micro vs. macro) at Blizzard's community forum in regard to StarCraft II. The question is, how far can you automate the game before you start to rob the player of the necessary interaction that makes the game fun for as many gamers as you can hope to please? You might detest having to right-click the mineral patch to get resources, but a seasoned gamer would probably protest that the game would be too easy without that mechanic.

      Maybe a threshold of, say, 50 units activates a management console that lets you direct your workers along a general build strategy, while you busy yourself moving your armies?

      --
      "We are Microsoft. You shall be assimilated. Competition is futile."
    3. Re:Micromanagement problems by Alsee · · Score: 1

      I think a good solution is that you build/buy things to take over various micromanagement tasks. In the beginning of the game you manually direct your gatherer units to collect what and where. Wen you start getting too busy, and have the money available, you hire a foreman or management building to automate that task. Give it an interface to set management priorities and controls - to prioritize the collection of one resource vs another, to set how far and how risky workers should be allowed to be sent, and for the manager to intelligently manage/retreat workers that come under attack.

      You can then progressively hire managers to take over additional tasks as you shift attention to higher level activities like attack and defense.

      -

      --
      - - You can't take something off the Internet! That's like trying to take pee out of a swimming pool.
  81. Arcade games did it right by DreadPiratePizz · · Score: 1

    Arcade type games, like streets of rage or metal slug do it right: when you die you lose a life, but respawn right away. You're punished, because you have fewer lives and can therefore not progress as far in the game, but you don't lose any time because you pick up exactly where you left off. Unfortunately the idea of 'lives' seems to be taboo now for video game developers, so this wonderful mechanic is pretty much dead.

  82. Why I didn't like the latest Prince of Persia by Hahnsoo · · Score: 1

    I hated Prince of Persia IV, but not because it was a terrible game. The art is gorgeous, the boss fights are over-the-top, and the jumping puzzles are inventive (although extremely easy, with the Quick-Time-Event mechanic). The "not dying" mechanic is just a streamlined, limited version of what the previous three games offered.

    But I cannot forgive the game for not being Prince of Persia: Sands of Time.

    It's streamlined to tell a mystic and magical story. Like a Disney movie. But for me, the Prince of Persia series was all about platform puzzles and jumping around in realistic looking environments. I felt like I was running around in amusement park rides in Prince of Persia IV, rather than ancient ruins or stately Arabian buildings. I realize that the game designers have moved away from the puzzling to "let's make the player look awesomely cool in messed up worlds". But that isn't the kind of gameplay that I'm looking for, so it is a lesser game in my eyes. I want to emphasize that I can see how this game can be fun for other people (it certainly has a "God of War" vibe to it which is quite inticing), but it wasn't fun for me because it lacked the thoughtful platforming of the first remake.

    1. Re:Why I didn't like the latest Prince of Persia by MemoryDragon · · Score: 1

      Actually for me it was less the art style, which I actually liked, one of the reasons why I hated it was the boss fights. Not that they were not gorgeous, they were. Not that they were not challenging again, they were. But the issue was that you had to fight over and over again the same boss! And that mostly without any change in strategy.
      I am not sure how many times I already have fought the concubine, but after the fourth or fifth time I simply stopped playing the game.
      There were other reasons, but if you want to play PoP because of interesting bosses, then donÂt!

  83. Re:If there's no risk to the story, why watch a fi by jtesorie · · Score: 1
    Re: Dead Rising

    It took me a while to understand why the save system is actually quite wonderful for Dead Rising. Like many gamers, you and I both probably wanted to be able to *save everybody* and kill each boss.

    An important thing to realize is that the game is likely impossible to clear perfectly on the first play through. This wasn't obvious to me at first, but I could appreciate it more once I accepted that fact.

    You can *finish* Dead Rising without ever leaving the roof in the beginning of the game. Just stand there and wait for the helicopter to come back. But, the fact that the events happen in quasi-real-time means that you have to pick and choose which ones to attend to. As you get more skilled and better gear, you'll be better able to try to do it all in subsequent playthroughs.

    Know things work this way makes for a better appreciation of how it saves the game. Sure, you won't be able to save half of the people, because you just saved the game... But, big deal. You can try to see that content next time.

  84. Save game systems by shlepp · · Score: 1

    I don't get why they have a checkpoint system, its totally useless to me. Since im used to games like Half-Life and any other game you simply hit F5 or F6 to save your exact spot. Games like Mass Effect on 360 have save game manually still (through hitting pause) but sooo many games now only save your checkpoint, they don't save your exact location after battling a horse of monsters/enemy's and having 10life left. If you save after some chaotic moment and the checkpoint/save spot is through even more chaos, you absolutely cannot save where you desire. I hate redoing things ive already done in a game (Call of Duty 3, 4, 5 are good at this annoyance) I would still prefer to be able to hit start and SAVE my EXACT location with my ammo and life bar where they are at. So when i die i dont have to redo some stupid fight with 100 soldiers poking their heads out of a trench tossing grenades at me.

  85. Re:If there's no risk to the story, why watch a fi by DreadPiratePizz · · Score: 1

    Video games are about interactivity. That's what separates them from say, film as a medium. When you are interacting, by definition the story cannot progress, since the story is a non interactive element presented to you. In your example, yes, you could be looking around at the scenery of the coast, but the story is at a standstill during that time. Games cannot have a sense of pacing because of this, and tend to tell their stories in 3 second bursts (half life 2) or in cutscenes. If all you care about is the story, then why are you PLAYING a game? By watching a movie, you can get a directed story, with pacing. You absolutely cannot have the same pacing in a videogame: it's a fundamental limitation of the medium.

  86. Money and time by Xistenz99 · · Score: 1

    I used to be big into console games, but I stopped because I could no longer afford to waste 50 or 60 dollars on each game I wanted, so I gave up all together. This more than anything puts games away from people knowing they have to spend at least 300 dollars or more to even start to play, and if they want to play with a friend, buy a controller if they don't have one. I am 28 now and at Christmas time I played Call of Duty- World at War on 360 with my cousins of course they kicked my butt, but I am sure if I had time at least would have been respectable.

  87. Human mind geared for failure by avandesande · · Score: 1

    Gambling games are more 'addictive' if the player loses than if they win every time, even if they are winning money.

    --
    love is just extroverted narcissism
  88. Gameplay value by bussdriver · · Score: 1

    As Nintendo and others discovered, the serious user of the game is hooked by the game and not happy with just end credits; they want more levels and sequels. Some like collecting, skill challenges such as racing the clock, or high scores etc. and some feel they must master or complete the whole game. A few like storyline in which case they should be reading more books or maybe playing RPGs.

    Most Mario Games (a good example because they influence everything:)

    Usually setup so that with little planning you can get bye without being able to do everything. It gives a sense of accomplishment and hope that 80s games lacked (many which went on forever until you died.)

    They include elements of all the above human desires to motivate people to go beyond the simple path:
    Star collecting is also a form of score.
    Coins are a score but have more worth because you get rewarded (in an easy to identify way) plus most the time you collect many of them in the game.
    Minor Easter eggs are often so easy you wouldn't think of them that way (but to a child it is--even then its still rewarding.)
    Levels / mini games where you race or have limited time.
    They've added more "story" to shut up a minority and everybody jokes or bitches about it.
    Extra levels or areas within levels that are more difficult and likely unseen by beginners.

    Mechanics:
    You press ONE button to jump but as you get better you realize the subtle timing involved... not that you couldn't do the whole game without realizing it. The controls try to limit buttons and cover 90% of what needs to be done; skilled users find better shortcuts. Additionally, context plays a part. Throwing fireballs also has you run; many games tend to think this is limiting and give you separate buttons.

    Proper punishment system for death; although, they give too many lives in the modern games... Better players are bothered more by death especially when something is hard and those lives do run out. They know they can beat the game but they know they can do better than a 7 year old and not cut corners.

  89. Difficulty & Old Games by Burning1 · · Score: 1

    In my experience, the difficulty of older games wasn't purely about difficulty, it was about making a small amount of content entertaining for a long time.

    I'm a fan of older Super NES games. Going back with a modern emulator, such as SNES9x is a very interesting experience. The emulator not only allows you to save state, but also to fast-forward through boring parts, or rewind slightly, to just before a fatal mistake.

    In my experience, when dieing and grinding are eliminated, most older games are surprisingly short. Many old shooters can be completed in the course of an hour or so. RPGs may take longer, but not nearly the 80 hours they used to consume back in the day.

    Modern games can eliminate the grind thanks to the vast amounts of content. Completing half-life 2 takes nearly 4 hours when played straight through, with minimal deaths or saving and loading. The entertainment factor in modern games is about the environments, obstacles, and stories. It's about a good twitch, rather than the pleasure of overcoming an extreme challenge (Contra 1?)

  90. How is this difficult? by Talgrath · · Score: 1

    I keep hearing people say that modern games have controls that are "too complex"...and that confuses the hell out of me. A control has, at most, twelve buttons and two sticks; most games use six or fewer buttons and just the left stick. If you can't handle learning how to play a game on a console and you don't have some sort of mental or physical disability...kill yourself for the good of humanity, you're too stupid to live. Sure, not everybody is great at video games, not everybody is a pro, but at least you can do okay with them.

    For that matter, how is it -less- complex to operate a car than play a game, which has more buttons and not only that it requires a certain degree of familiarity with how to accelerate, brake and generally avoid accidents? Just because you drive more than you game, and are thus more familiar with the operation of a car, doesn't mean operating a car is easier.

    1. Re:How is this difficult? by Shados · · Score: 1

      Those 12 buttons and 2 sticks have different uses at different stage of the game, and games go fast in general. Add 15 input "Dial-A-Combo" like Ninja Gaiden 2, and you have something relatively complex... Then stuff like various pressure sensitivity, and the sticks being clickable, and it can get confusing in the heat of the action. Driving a car is slooooooooow (at least, if you obey the signs) and heavily repetitive. The wheel always does the same thing, and the widest difference in behavior you'll get is if you go in reverse =P

      Add that all games are different, and you have to relearn constantly... its tricky. Even worse if you have multiple consoles. The SNES controller was optimal. Everything since then has just been bloat.

    2. Re:How is this difficult? by Talgrath · · Score: 1

      Then it's really the "fault" of games that are complex; the controller is hardly complex, the game that uses 15 button presses to preform a combo are. That said, those games know the crowd they are aiming for are not "casual" gamers, but action game fans who want to the challenge of pulling off those difficult combos.

      And obviously you've never driven a car in rough weather or on difficult terrain; you must live in someplace warm.

    3. Re:How is this difficult? by Shados · · Score: 1

      -20C with enough snow to cover an entire car in front of my place... so no, I wouldn't really say warm :)

      The "game" gets harder, the controls stay the same.

  91. Misread title by Anonymous Coward · · Score: 0

    Did anyone else think this was going to be a warning to gamers not to waste their time playing Prince of Persia, because it was awful?

  92. Saving time by crossmr · · Score: 1

    are we talking about that rewind feature..you know..the one that was introduced in Prince of Persia sands of time in 2003...?

  93. Anton Ego in Ratatouille by TheGreatGraySkwid · · Score: 3, Insightful

    "In many ways, the work of a critic is easy. We risk very little yet enjoy a position over those who offer up their work and their selves to our judgment. We thrive on negative criticism, which is fun to write and to read. But the bitter truth we critics must face, is that in the grand scheme of things, the average piece of junk is more meaningful than our criticism designating it so. But there are times when a critic truly risks something, and that is in the discovery and defense of the new. The world is often unkind to new talent, new creations, the new needs friends."

    --
    The Humblest Mollusk on the Net
  94. PoP Review by Anonymous Coward · · Score: 0

    OK, it seems a few posters have got the points mixed up.

    The innovation is the respawn system after failing. Elika simply restores you to life, no loading, no stoppage in gameplay. I think that is a bonus and works well in this game.

    If that alone gives it praise for most innovative game of 2008, then I'm shocked.

    The game does have its frustrating points, though. Sometimes the player runs in the wrong direction on a wall (up instead of down), the fighting system is par, at best. Elika having to jump on my back when I get into a wall-climb is annoying. Fighting a boss is annoying, because if you 'die' they get a little bit of their power restored. It's better than starting over, but I would rather have better boss battles.

    My main complain is that the jumping puzzles are repetitive and an joke... no actual difficulty to the game.

    All in all, I would rather play an amped-up shadow of colussus.

  95. Yes, that the idea, now I have to 1. patent it. by DigitalReverend · · Score: 1

    2. Wait til someone else develops a game that does it.
    3. Sue them
    4. Profit!

    --
    I read Slashdot for the headlines, because the headlines, unlike the articles, are usually original and never duplicated
  96. Just an into this today on POP-3 by WiiVault · · Score: 1

    I just picked up the 3rd Prince of Persia game a few days ago, I beat it on PC a couple years ago, but it was cheap. Anyways I am a little more than halfway and I've been stopped dead by 2 bosses, and just to get to them every time I must beat a tedious race, which takes about 8 intense minutes. it is very frustrating to have to get through this just to see if I can ever beat these bosses.

  97. Fertile by Anonymous Coward · · Score: 0

    FOR CHRIST'S SAKE!!!
    It's pronounced FERT-IL
    NOT FER-TILE

  98. Re:If there's no risk to the story, why watch a fi by SoupIsGoodFood_42 · · Score: 1

    Speaking of Call of Duty. There is a level in COD4 that relates to this article well. There is the sniper stage on one level where you just have to take out one target, but if you fail, you have to go through the whole scripted scene again. I just found it annoying. And when I got the target after a few tries, I wasn't thrilled that I had beat it, just thankful that the damn thing was over and I could move on to something more exciting. I've replayed the game a couple of times, and I still find that stage a chore, rather than a challenge, even if I do make in on the first shot.

  99. For those of you who don't know Shamus ... by beathach · · Score: 1

    His other works include Rollercoaster Bowling and DM of the Rings
    Very worthwhile stuff, and an all around cool guy.

  100. Great parenting by malice · · Score: 1

    My response to him was to quit. After trying to play with him for at least 30 minutes, I just quit and told him I would never play against him ever again because he was brutal, unkind, and deceitful.

    You got frustrated with the game, so you acted like a baby, quit, and insulted your son.

    The Parent of the Year award is headed your way... well done!

    1. Re:Great parenting by Uberbah · · Score: 1

      Or maybe his son was just being a dick and this will be a good lesson for him. If I'm going to try to talk my wife into playing Quake with me, I'm not going to go 50-0 with her because that prevents her from having fun or wanting to play again.

  101. Club Drive on Atari Jaguar did it 14 years ago by Bill+Kendrick · · Score: 1

    I started playing Club Drive on the Atari Jaguar (pretty crappy game-wise, but interesting enough, and it really entertains my 2 year old son). It has a Rewind feature where you can rewind the action at any point. (It also auto-rewinds to bring you back onto the road if you fall off a cliff and into the ocean, in the San Francisco world, for example.) This game was from 1994. "Prince of Persia: Sands of Time" came 9 years later.

    Sorry, the Atari fanboy in me is showing.

  102. Re:Punishment. What an interesting choice of words by Justin+Hopewell · · Score: 1

    A lot of good points, but I probably would have done without calling his son, who's probably a child, an ass. Then again, I have had the misfortune of playing with quite a few little jerks on Xbox live, so...

  103. You're doing it wrong by ShadowMarth · · Score: 1

    They seem to be going about this wrong. The trick isn't to remove danger, it's to balance the damned difficulty such that it doesn't take a tireless obsessive to beat it.

  104. who says everyone has to play by Teriblows · · Score: 0

    millions of people can figure out these controls. i somehow doubt these folks are somehow smarter than the rest. many of the folks who can't handle it just really aren't interested in gaming in a way that would matter. these are folks that buy a wii and after the 15 minute novelty session toss in in the corner to collect dust. controls are complicated because it lets you do more. people spend dozens if not hundreds of hours playing a good game. its not a matter of just "jumping in", its a matter of making the controls good enough to handle such a depth of game play that will last a long time, not just enough to let the n00bs in for 15 minutes of tossing around a bit. basically he's asking to dumb things down. the creator of the wire had it right when he said that he didn't give a sh*t about casual viewers. he wrote stories with long season arks that rewarded those who stuck with the series. who wants a casual viewer? his response was correct, the question people have is wrong. why is it better to cater to people who don't give a squat or can't be bothered. perhaps its better to just ignore them and do your own thing as well as it can be done. leave them to decide whether it is worth it.

  105. Idiot by Anonymous Coward · · Score: 0

    Many of us play games for an entertaining experience, not to challenge ourselves with the possibility of failure. I use games to relax. Why, why, WHY would I introduce an element that could suddenly exchange joy for rage, and put me under more stress than I ever experience when not gaming (having just wasted any amount of leisure time tends to send me to the heights of fury).

    That said, I play a lot of games where I can fail. But I do NOT play ANY game where I would have to repeat more than 10 minutes or so of play, or replay extremely difficult sections. At that point, the acrimony far outweighs any eventual reward for success. The thoughts that go through my mind after failing a section and having to repeat it:
    - I've seen this already
    - I've done this perfectly already and I may not be able to do so again
    - The x minutes that I spent doing this already would have been better spent doing nothing but quiet breathing
    - The developers of this POS game are so incompetent that they couldn't make a long enough game, so they artificially inflated the play time by making me repeat things occasionally
    - I want to find said developers and slap them in the face (palm, backhand, repeat) until they either convince me that they honestly thought it would be fun to reverse players' progress as an additional injury to the insult of failure, or admit the real reason, at which point I will educate them in better game design.