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Can Video Game Accessibility Go Too Far?

A piece at GameSetWatch questions whether modern game companies are taking accessibility a step too far in their rush to attract people who don't typically play video games. This worry was inspired, in part, by the news that Nintendo's New Super Mario Bros. Wii would have the capability to play itself in order to let a human player get past a tricky part. Quoting: "Bigger audiences finishing more games is certainly a worthy goal, and Nintendo has shown that accessibility is the servant of engagement. History has rarely — if ever — dared to disprove the wisdom of Miyamoto's foresight. History has also never disproven, however, the principle that any medium and any message degrades the wider an audience it must reach. Art was never served by generalization, nor language by addressing all denominators. Entertainment for the masses ultimately becomes empty. There must exist an absolute point beyond which greater accessibility means less engagement. Making a game so easy it can play itself for you at the push of a button just might be that point."

164 comments

  1. Why? by hardie · · Score: 3, Insightful

    "Bigger audiences finishing more games is certainly a worthy goal"

    1. Re:Why? by Anonymous Coward · · Score: 0, Funny

      My gaydar detects that your a macfag with full-blown AIDS. Have you been having sex with Steve Jobs lately?

    2. Re:Why? by Anonymous Coward · · Score: 0

      1.) Attract a bigger audience of people to buy your games.
      2.) Ensure that bigger audience finishes more games.
      3.) That audience now goes out and buys more games once they finish their current one.
      4.) Profit.

    3. Re:Why? by wjousts · · Score: 1

      I think it makes sense from a business point of view rather than from a gaming point of view. From a business point of view, does it make sense to invest money and resources in making a really great, memorable ending to an epic game, when most casual players will move on to something else before they get there? Or does it make more sense to make shorter games that can be finished in a dozen hours or so and take the time saved to make another sequel?

      As a gamer who enjoys epic games, it makes me sad. But it's a reality for business of games, especially as the hardcore gamers become a less significant portion of your customer base.

    4. Re:Why? by haystor · · Score: 2, Informative

      Why should Nintendo be singled out here? So many PC games over the years have had godmode and other cheats. It doesn't detract at all from your experience if you want to play without it. Some of these companies are spending tens of millions of dollars on game production and people hear that and never get to see the end of the story. One can only wonder about future sales that are lost when someone gets fed up with only ever seeing 2/3's of each story.

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      t
    5. Re:Why? by Xaoswolf · · Score: 1

      The difference between godmode and what Nintendo is doing, is that with cheat codes, you are still playing the game. You aren't just watching a movie. Sure, maybe with the cheat you don't run out of ammo or can't die, but you are still playing. It's still a game. Once you cut out player control, it stops being a game.

    6. Re:Why? by Kayden · · Score: 1

      Cheat codes are, first and foremost, developer tools. Even if you do turn on god mode, the character just sits there; wholly different from a game that plays itself. We already have games that play themselves, they're called movies.

    7. Re:Why? by GrievousMistake · · Score: 1

      Well, to be fair, while clearly not as pristine an art form as games with the direct involvement of the peruser they command, there have been movies made that may be said to possess some degree of artistic merit.
      While not what Nintendo is doing here, a movie that you can optionally interact with isn't per se a bad idea.

      --
      In a fair world, refrigerators would make electricity.
    8. Re:Why? by lena_10326 · · Score: 2, Insightful

      Is it a game if you watch someone else play? In my quake days, I used to go into spectator mode and watch the top player for the purpose of picking up new tricks or figuring out his play patterns (or just resting/chatting). There are also times I've watched a chess game play out in "Computer versus Computer" mode. I felt I was still involved in the game because I was learning how to play better for the next match. Nintendo's feature isn't any different than those two scenarios

      --
      Camping on quad since 1996.
    9. Re:Why? by Xaoswolf · · Score: 1
      You aren't playing, someone else is. The same is true if you are watching the computer play chess with its self. You are no more involved with the game than if you are involved with The Rock as he was fighting aliens in the movie adaption of Doom. The only difference is that if you are in the same room with someone who is playing, you can talk to them.

      And even there, you are watching a game being played where the outcome is not certain. Like sporting events, games can be fun to watch. This is mainly due to the nature of some games, and due to the uncertainty of the outcome. You don't know who will win. With this feature however, the game plays itself with the express intent to win all on its own. This makes it nolonger a game.

    10. Re:Why? by haystor · · Score: 1

      If you're in godmode you aren't playing either. You're just going through the motions, but it is no longer a game. At that point it is interactive fiction very similar to what Nintendo is presenting since in their games you still have to navigate to the boss in the first place.

      The fact is that Nintendo has just made a much more elegant godmode that will tailor itself to the particular situation. Their version will play in character instead of breaking character with invincibility.

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      t
    11. Re:Why? by Xaoswolf · · Score: 1

      You still have to solve puzzles in god mode. You still have to navigate any jumps or pitfalls in god mode. You are still playing a game, you just can't die.

    12. Re:Why? by Golddess · · Score: 1

      IDKFA
      IDSPISPOPD

      True, they aren't godmode, but why are we limiting the discussion to just the "cannot die" cheats?

      --
      "I'm not sure I like the fugnutish tone you used in your post!" -RogL (608926)-
  2. Automatic discussion by Anonymous Coward · · Score: 0

    All posts following this will be generated automatically by slashdot, so you won't need to bother posting.

  3. What? no challenge? by Capeman · · Score: 1, Insightful

    In my opinion this eliminates any kind of challenge, if you are stuck, you let the game play itself and that's it, no worries. I remember when I was a kid playing Super Mario Bros on NES, I liked it because it was a challenge, it was difficult and when I was stuck it kept me trying to play more and more to get out of that part instead of letting the game play itself and be bored.

    1. Re:What? no challenge? by PrescriptionWarning · · Score: 1

      Maybe this is more evidence of the "Here let me do that for you" society we have become.

      We know who to blame: CLIPPYYYYYYY!!!!!!!!

    2. Re:What? no challenge? by Hatta · · Score: 1

      Of course Super Mario Bros. got the difficulty level about right. Anyone could pick it up and play it, get pretty far, and beat it with a little practice. I think SMB is a good example of a very accessible game. If it gets much easier what's the point in playing? Other games, say, Ninja Gaiden required a lot more dedication to beat. But that's good for the right kind of game player. We need more games like Ninja Gaiden. Still other games, like say, Ghosts 'n Goblins were, in my opinion, unreasonably difficult. I'm glad we've backed off a bit from that level of difficulty.

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    3. Re:What? no challenge? by JPLemme · · Score: 4, Insightful

      "When I was a kid...I liked it because it was a challenge."

      Exactly. But as an adult life has enough challenges already. Games are the only thing where I even have the option of saying "this is too hard, let's skip it."

      /I'd kill for that power in the rest of my life...

    4. Re:What? no challenge? by Jellybob · · Score: 5, Insightful

      If you want a challenge, don't use it.

      Personally, while I enjoy a challenge, I don't enjoy playing the same level for hours on end, and never getting any further. I'll be using the "I'm bored, please let me play the next bit" button sometimes.

    5. Re:What? no challenge? by Bashae · · Score: 1

      Exactly! Personally I'd never use it, but it doesn't bother me that it's there. Why would it? No one is forcing me or anyone else to use it at all. They're probably smart enough to include a "number of seconds played automatically" meter so people who truly beat the game can brag to their friends with evidence ;)

    6. Re:What? no challenge? by gEvil+(beta) · · Score: 5, Interesting

      Personally, while I enjoy a challenge, I don't enjoy playing the same level for hours on end, and never getting any further. I'll be using the "I'm bored, please let me play the next bit" button sometimes.

      Exactly. There was one of the Metroid Prime games where I got to one of the bosses and I had a bitch of a time fighting it. Never did beat it. I spent several hours going through the same routine of reloading the game, skipping the cutscene, finding the boss, skipping the next cutscene, starting the battle (this process of just getting to the start of the fight took something like 7 minutes IIRC), fighting for a few minutes, getting my ass wiped all over the floor, lather, rinse, repeat. I eventually just gave up. It's a shame too, cos I really liked the game. But putting one part in there that I couldn't get passed ruined the experience for me. Honestly, I think the best approach is the one where after 3 or 5 failed attempts, the game gives you an option to scale back the difficulty for that fight.

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      This guy's the limit!
    7. Re:What? no challenge? by sorrowsjudge · · Score: 3, Informative

      The World Ends With You for DS does exactly that. You can change the difficulty of the game at any time (except in battles), which affects the items and XP you get from fights. If you lose a fight, you have 3 options: Quit, Retry, and Retry on Easy. Great system.

    8. Re:What? no challenge? by gEvil+(beta) · · Score: 2, Insightful

      The difficulty of some boss battles is one of the things that pisses me off about the FF games. I've heard good things about The World Ends With You. I should definitely look into it.

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      This guy's the limit!
    9. Re:What? no challenge? by macshit · · Score: 2, Insightful

      Personally, while I enjoy a challenge, I don't enjoy playing the same level for hours on end, and never getting any further. I'll be using the "I'm bored, please let me play the next bit" button sometimes.

      Exactly. There was one of the Metroid Prime games where I got to one of the bosses and I had a bitch of a time fighting it. Never did beat it. I spent several hours going through the same routine ... my ass wiped all over the floor, lather, rinse, repeat. I eventually just gave up. It's a shame too, cos I really liked the game. But putting one part in there that I couldn't get passed ruined the experience for me.

      Exactly2!!

      I gave up Metroid Prime 3 after attempting the same stupid boss like 50 times. No doubt it was my fault -- I just suck too much, and I'm not very good with the Wii controller -- but I play games for fun, not to brag how hard-core I am. I know it feels great to finally get past a hard bit after having honed your skills through endless attempts, but sometimes enough is enough.

      Of course there are alternative approaches:

      1. Dumb down the game generally. Seems obviously worse, because it takes away the choice from the player, and you know the same people bitching in this story would go insane if they did that.
      2. Traditional (chosen at game start) difficulty levels. This gives the player some choice, but it's generally quite a clumsy approach, as it's very hard for a player to estimate beforehand what the appropriate difficulty level is.
      3. Dynamically switchable difficulty levels. This is better but no doubt this also would result in bitching by the "no challenge" crowd.

      Anyway, I'm glad they're doing something, because I like games, but I'm not always very good at them!

      --
      We live, as we dream -- alone....
    10. Re:What? no challenge? by kalirion · · Score: 2, Interesting

      You can blame Penny Arcade for giving them ideas. Except their version was more interactive...

    11. Re:What? no challenge? by Anonymous Coward · · Score: 0

      My dad never beat the original Super Mario Bros.. I think he did get a kick out of trying though.

    12. Re:What? no challenge? by secondhand_Buddah · · Score: 1

      I agree with the parent. I have at least half a dozen games sitting unfinished on my shelf because my enthusiasm exceeds my ability.
      I've actually got to the point where I don't really want to buy new games because I hardly get to finish them
      Admittedly I'm obviously a bit retarded when it comes to gaming abilities, but not being able to finish games has curbed my enthusiasm, and definite potential future purchases. So I am also glad that they are doing something about this.

      --
      Participatory Governance : The only feasible option for a real democracy, where everyone really does have a say.
    13. Re:What? no challenge? by Draek · · Score: 2, Insightful

      Well, most DVD players also have a "Fast Forward" button so you can skip all the dialogue thingie and just get to the next action scene, so games certainly aren't alone in that respect. I'd still consider that to be intelectually lazy, however.

      --
      No problem is insoluble in all conceivable circumstances.
    14. Re:What? no challenge? by JPLemme · · Score: 3, Insightful

      The purpose of a video game (for most people) is to have fun. I'd hardly call skipping the parts that aren't fun "intellectually lazy". It's more like "pragmatically efficient".

    15. Re:What? no challenge? by AvitarX · · Score: 1

      scaled difficulty needs to be done right though.

      Oblivion for example gets harder as you level up at some difficulties.

      Want to beet the game, rush through the required missions before they approach impossible.

      And I am not one for a level treadmill, but for a game with so much content, I really wish they required a little bit of it to complete the main quest.

      --
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    16. Re:What? no challenge? by Hatta · · Score: 1

      Personally, while I enjoy a challenge, I don't enjoy playing the same level for hours on end, and never getting any further. I'll be using the "I'm bored, please let me play the next bit" button sometimes.

      What you have a problem with is games being cheap. The correct solution is for game designers to design better games, not to slap a cheap fix to cover up their cheap ass level design.

      --
      Give me Classic Slashdot or give me death!
    17. Re:What? no challenge? by Hatta · · Score: 1

      There was one of the Metroid Prime games where I got to one of the bosses and I had a bitch of a time fighting it. Never did beat it. I spent several hours going through the same routine of reloading the game, skipping the cutscene, finding the boss, skipping the next cutscene, starting the battle (this process of just getting to the start of the fight took something like 7 minutes IIRC

      I agree this sucks, but it would have been much better if it saved right before the boss. There's no reason to force someone to go through an entire level again, or even watch a cutscene twice. If they had just put in a save point, practicing against that boss would have been a lot more fun, and you probably would have beat it eventually. Letting the game play itself is the wrong solution to this problem.

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    18. Re:What? no challenge? by Nukenbar · · Score: 1

      I believe God of War II had Dynamically switchable difficulty levels. Another reason that it was such a good game.

    19. Re:What? no challenge? by ryllharu · · Score: 1

      To be honest, I thought SiN: Episodes accomplished this the best. (Not that anyone but me apparently played it...) The game would automatically ramp up or ramp down the difficulty depending on how well you were doing. You take down a lot of soldiers efficiently and quickly, around the next corner there would be a dozen instead of three. If those dozen killed you a few times, the next reload, there would be only eight. If you still couldn't get past it, they would roll it back down. You set an initial difficultly, and how responsive you wanted the system to be. Would you start out on easy and have it ramp up and down quickly, or would you start out on medium/hard and have it move slowly back and forth? The gradual scale never made it seem like you were giving up, or surrendering and if you could accomplish it, it wouldn't baby you. Once you got used to it, you didn't even realize the system was there. It adjusted very quickly to your skill level, while tossing in the occasional challenge to keep you interested. It made the game incredibly enjoyable.

    20. Re:What? no challenge? by Darkness404 · · Score: 1

      A lot of RPGs do that. The Tales series has the same option (though you have to manually do it) however your Exp goes way down, and you don't get any GRADE.

      --
      Taxation is legalized theft, no more, no less.
    21. Re:What? no challenge? by Chabo · · Score: 1

      I don't play RPGs much, but if a boss is beating you hands-down, isn't that usually a sign that you need to level up more?

      --
      Convert FLACs to a portable format with FlacSquisher
    22. Re:What? no challenge? by TheRaven64 · · Score: 1
      In the specific example the grandparent gave, the solution is simple; don't put stupidly-difficult bosses anywhere other than at the end. Or, to generalise, have a gentle difficulty curve. At no point should the game ever go from insanely difficult to much easier. This is what a boss like this generally does; it's really hard to beat, and the next level is incredibly easy by comparison.

      It's possible to go too far in the other direction too; the end boss of Return to Castle Wolfenstein was so ridiculously easy I tried to make it more of a challenge to defeat it with each weapon in turn, without losing any health (and succeeded, and I'm not that great at FPS games).

      The other thing to beware of is grind. If, at any point, a trivial AI can play the game (e.g. something that just presses the same four buttons in sequence, repeatedly), then remove that bit of the game. It makes the game shorter, but it makes it more fun. Blizzard games are the worst at this, but a lot of point-and-click adventures have puzzles which are obvious and just boil down to 'go to this end of the map, then back to this end'. If playing a game in an emulator that lets you run it at 10x normal speed makes it more fun, you've probably done something wrong.

      --
      I am TheRaven on Soylent News
    23. Re:What? no challenge? by Draek · · Score: 1

      The problem is that skipping the "not fun" parts means all you look for is the type of entertainment that can be quickly enjoyed without much work. The problem with that thinking is that leads to movies like Terminator: Salvation or Transformers, which are what a great movie would be if you removed anything that didn't have action or sexual innuendo, AKA all the "non fun" parts.

      Games, like all other media, are an experience and to skip anything that doesn't give a direct stimulation is doing yourself, the game, and the whole genre a disservice.

      --
      No problem is insoluble in all conceivable circumstances.
    24. Re:What? no challenge? by Anonymous Coward · · Score: 0

      If you take away the challenge, what is the point of the game? Are you skipping the hard parts so you can see the cut scenes? ;)

    25. Re:What? no challenge? by Jason+Quinn · · Score: 1

      I can't believe I just read that. Tampons are in Aisle 3.

    26. Re:What? no challenge? by Darkinspiration · · Score: 1

      Not always, There are some game where leveling up does not significantly add to your party fighting ability, collecting, buying and timing are the way to go then. It's a way to replace the level up grind by another kind of levelup but it as a tendency of making the game more complex and it does tend to push you to your friendly strategy guide. And then you have the all the monster level at the same time as you aka FF8, Oblivion so leveling is useless in this system as well.

    27. Re:What? no challenge? by petermgreen · · Score: 1

      Yeah being able to change the difficulty setting during ths game is a nice feature.

      Sometimes though in games I find the easiest setting still isn't easy enough.

      --
      note: i'm known as plugwash most places but i screwd up registering that here somehow in the past and now can't register
    28. Re:What? no challenge? by JPLemme · · Score: 3, Insightful

      First of all, I think your argument has more or less merit depending on the artwork in question. For something like The Lord of the Rings, perhaps you're doing yourself a disservice if you don't slow down and experience the whole thing. But if you're watching Star Trek: The Motion Picture, fast-forwarding is simply efficient. (I thought it dragged in fast forward.) Your argument presumes that all parts of all artwork are equally worthy, but I don't think this is always true.

      Second, there's a time for thinking and a time for not thinking. It wasn't until my third child that I realized why America's Funniest Videos is on at 8:00 on Friday. It has no plot to remember, no characters to keep track of, no storyline that lasts more than 30 seconds, and it mostly consists of sledding accidents and people getting hit in the crotch. There has never been a show that demands less from its audience. (So as to retain some shred of credibility, I don't watch AFV (my kids do). But I've seen enough of it to appreciate its utter simplicity.)

      Third, in this particular case we're not always talking about skipping something because it's boring or because you want to get to the good bit. If I need to spend hours "practicing" a game to get past a difficult mission then it's the game that's flawed. Demanding that I pay $50 for the right to play a game is one thing. Demanding that I spend 50 hours of toy guitar practice before I can play all the songs on the disk, or demanding that I play 50 boring quest or racing missions before I can unlock Las Venturas and play virtual video poker is...poor customer service? Poor game design?

      The fundamental argument is the right of the artist to control how you experience his art vs the right of the consumer to experience the art on his terms. By your logic, it would be lazy to skip songs on a CD to get to the song you actually want to hear. Certain artists may agree because they carefully wrote and sequenced the songs to achieve a certain effect. But ultimately I believe that I should be the one to make the decision.

    29. Re:What? no challenge? by petermgreen · · Score: 1

      4: make it possible to win by improving your character (whether though leveling up, buying better armor buying better weapons or whatever).

      Many of the Ratchet and clank games did this to a large extent, saving up and buying the ryno (and in later games levelling it up afterwards) would let you defeat the final boss without much skill.

      One big problem I find with both difficutly levels and character improvements is that they usually only affect the fighting aspect of the game. Puzzles and jump chains stay just as difficult regardless of what difficulty level you select or what you do to improve your character.

      --
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    30. Re:What? no challenge? by jizziknight · · Score: 1

      It didn't happen to be the Boost Ball Guardian in MP2: Echoes, did it? That thing was insanely hard for being that early on in the game, and if you didn't do it exactly right and move around fast enough, you'd die pretty quick. Not to mention you were pretty well constantly losing health due to being in the Dark atmosphere. And I do remember there being quite a bit of running through the level and cutscenes to get to it from the nearest save point.

      I can't think of any in the first game that were that hard. Corruption had some that were hard, but none of them were overly ridiculous until the end. Well, as long as you were playing on the easiest difficulty that is. On the medium and hard difficulties, they got a lot tougher, and the final boss was largely an exercise in luck and endurance on the hardest difficulty.

      --
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    31. Re:What? no challenge? by gEvil+(beta) · · Score: 1

      It didn't happen to be the Boost Ball Guardian in MP2: Echoes, did it?

      It was MP2. Not sure if it was the Boost Ball one or not. It was the moth/serpent-like thing that you were fighting on various platforms floating/sinking in lava (I think that's right--this was quite a few years ago), and it was definitely the dark world. Huge PITA.

      --
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    32. Re:What? no challenge? by gEvil+(beta) · · Score: 1

      Your leet skills and scathing wit just proved how unworthy I am to even think of playing games.

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      This guy's the limit!
    33. Re:What? no challenge? by Jellybob · · Score: 1

      Yes, that would also be nice, but Mario is a platform game.

      The whole principle of that type of game is to give you awkward bits that require a precise combination of movements to get through them.

      If this was an RTS, or FPS game, then I'd be less happy about them slapping a band-aid on it.

  4. Say what now? by Dachannien · · Score: 1

    Is it just me, or did that quote manage to use a hundred words without actually saying anything?

    1. Re:Say what now? by Rogerborg · · Score: 3, Insightful
      Let me translate:

      Nintendo did something new. I can't praise it without being labeled a 14m3r fanboi, and I can't criticize it because it'll probably turn out make them even more pots of money and then I'll look like a doofus. So I'll just talk around the issue to fill the space between these important messages from our sponsors.

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      If you were blocking sigs, you wouldn't have to read this.
  5. This is new? by Andruil · · Score: 4, Interesting

    So... As near as I remember ever single player game used to come with a whole slew of "Cheats" to be used by whoever, whenever and for any reason. Commander Keen had things like screen clipping where you could fly through the walls in the level, or fly mode. Age of Empires had things where you could turn the birds into dragons, get babies on tricycles with shotguns or cars with heavy weaponry. Since when is this new? Heck I remember some games having an "I win" button. Can anyone tell me how this is different from the age old era of 286 and 386 video games? Heck now that I think about it, what about game sharks and other such devices designed to unlock cheats in the game? up up down down left right left right a b b a.

    1. Re:This is new? by ZombieWomble · · Score: 1
    2. Re:This is new? by Anonymous Coward · · Score: 0

      My main issue is that it's an advertised feature. It lowers the skill bar across the board. It makes the game more of an interactive movie than a puzzle or hand-eye coordination challenge.

      I'm the grumpy person on the left side of the frame. I can appreciate that this feature may make the game more fun for some people, but at the same time it feels like we're getting further from the challenging gameplay which I grew up and loved. I feel that it's just a cash grab. I feel that the art of challenging games is disappearing. I feel like they're just pandering to the masses.

      But I'm just a get-off-of-my-lawn type of person. When music changed, there always were old people complaining about how the new stuff isn't as good as the old stuff. Same with cars, food, customer service, airline flights, etc... It's just human nature.

    3. Re:This is new? by TaoPhoenix · · Score: 2

      No, that's DDR playing a remix of ABBA's Dancing Queen!

      (DDR seems to have gotten the difficulty scale right!)

      --
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    4. Re:This is new? by Anonymous Coward · · Score: 0

      Even with cheat codes activated, you still had to play the game yourself, and not let some AI take over for you on autopilot. Also, the only game I can remember that had an "I win" button was The Secret of Monkey Island, and that was meant more as a joke than anything (it just ended the program right then and there). It's not like the game would then display rest of the plot and ending for you. if that is what people want, then they're looking at the wrong medium for that.

      As a sidenote, the difference between a game shark and other well known cheats is that the former manipulates memory addresses in order to accomplish that task for whatever desire you want, whereas the contra code is built into the game itself by the developers.

    5. Re:This is new? by Rogerborg · · Score: 1

      I can see one significant difference. If you use a (heheh) "secret" cheat to get through a section, you didn't didn't learn how to play through it yourself.

      If you watch the game play itself through that section, you can at least go back and attempt it yourself now that you know how.

      In that respect, it's much like the walkthrough videos that YouTube is replete with. You know, an actual "trainer", rather than a God mode.

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    6. Re:This is new? by Andruil · · Score: 1

      I was thinking of the one for a basketball game. By doing A B B A you got a guy who could slam dunk all the way across the map.

    7. Re:This is new? by fermion · · Score: 1
      And I will take you back all the way to Donkey Kong. The cheat allowed me to work out the movement up first, and then worry about dodging the barrels. Or the 'no disaster' mode in Simcity. This allowed the user to learn how to build a town without having it destroyed just as you are moving to the advanced stages. In effect, you have a sub level for each level of difficulty.

      I would argue that having the game play through the really difficult parts allows the developer to add parts that would otherwise be labeled as 'too difficult' for the average consumer. As was stated in a previous game discussion, games are expensive to develop and everyone expects a huge return on their investment, be it time or money investments. This means tht games are meant to be bought and played by the largest audience, I think the niche audience that wants really hard games should be happy with this development. Just have the discipline not to use the cheat. And compete against yourself instead of complaining that others only finished faster because of the cheat.

      --
      "She's a scientist and a lesbian. She's not going to let it slide." Orphan Black
    8. Re:This is new? by Anonymous Coward · · Score: 0

      Even with cheat codes activated, you still had to play the game yourself, and not let some AI take over for you on autopilot.

      Is there really that much difference between playing on God mode and having an AI beat the game for you?

    9. Re:This is new? by stainless-steel-vash · · Score: 1

      You must have played solo. Personally I always use the unabridged, family size version: Up Up Down Down Left Right Left Right B A B A Select Start. Nothing beats sucking for a level and starting to steal the other players lives.

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    10. Re:This is new? by cerberusss · · Score: 1

      up up down down left right left right a b b a.

      Then what? "Dancing Queen" started playing?

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    11. Re:This is new? by Darkness404 · · Score: 1

      Yes, yes there is. With god mode the game is still a game. You can do all sorts of strange things just for laughs.

      --
      Taxation is legalized theft, no more, no less.
    12. Re:This is new? by Reapy · · Score: 1

      Thanks for saying this. I was going to but I figured someone would point out the obvious. IDDQD, IDKFA , up up down down left right left right ab select start, whatever. As a kid I never played civ without a money cheat pegged on. I played star control with unlimited fuel so I could fill the screen with ammo. I didn't learn to play those games "correctly". I saw the same content someone else who spent hours mastering contra did.

      And you know what...

      I don't care. I think it is really sad that people are upset that someone didn't learn how to beat a level in mario. Talk about asinine things to worry about. Single player game = fun the way you want, cheats or no.

      If you want the game hard, play it hard. Every game can be played in a hard mode if you self limit yourself. If you CANT stop yourself from using the 'autoplay' feature, then you know what, stop lieing to yourself and everyone around you about wanting a challenge, because if you really wanted one, you wouldn't 'cheat'. /grumble grumble at people worrying about "today's youth". You know what, you guys all sound like your freaken parents. Seriously when they told you the worlds going to crap, and you rolled your eyes, and you turned out fine, now as you get older the younger generation isn't like ours, and boo freaken who, the world is going to shit, kids these days!! Ladies and Gentlemen, welcome to becoming your parents.

  6. I'm waiting for by Random2 · · Score: 0, Offtopic

    "Mario does the weekly shopping" "Peach picks what to wear 20" "Mario house Party 52"

    --
    "Our goal each year should be to increase the number of goals we set for ourselves!"
  7. Finally! by JPLemme · · Score: 3, Insightful

    There's nothing more frustrating (in the gaming world) than playing a game for hours just to unlock a part of the game I already paid for! Slogging through a dozen crappy songs just to unlock Anthrax and Megedeth was no fun at all. I paid for Guitar Hero. If the very first thing I want to do is play Free Bird on Expert then it's my right. (Or at least it should be.)

    A lot of game companies don't seem to understand this, but a lot of gamers are adults with other interests and responsibilities. Spending hours "practicing" so that I can master a video game is not in the cards.

    1. Re:Finally! by WDot · · Score: 1

      One of the most frustrating things with many fighting games are the ridiculously cheap final bosses. Soul Calibur IV is a recent exception, but I remember many games that required beating the final boss several times to unlock all the game's characters. This isn't terrible except that final bosses aren't particularly smart AI, they just have lots of cheap moves that make fighting them frustrating. I don't plan on playing in fighting game tournaments, I just want to mess around in the game with friends with whichever character I choose.

      Honestly, I'd play a few bucks for DLC that simply unlocked all the possible unlockable content: characters, stages, modes, and other goodies instantly. I remember Guild Wars' PVP component allowed you to pay $10 to unlock all the spells and items instantly. This worked because Guild Wars PVP was more about skill and strategy than having the "BEST EVER" gear. Something similar for other games I think would be reasonable. I wouldn't always pay for it, but in some games I would.

    2. Re:Finally! by onion2k · · Score: 1

      Likewise though, there aren't many things as frustrating as paying a fair amount for a game only to get a few hours of entertainment for it. There's a balance to be struck, and a delicate one at that. If a game is too hard or too easy you'll feel you didn't get value for money.

      I think the 'auto-complete' idea is a good one, but it needs to come with a penalty. Spending a "life" to progress, or some points, or simply being branded a "cheat" on the end screen would be enough to make you try to play through again without the help. People without the time to invest would be able to access everything they've bought while people wanting the challenge would still have a reason to put in the required effort.

    3. Re:Finally! by JPLemme · · Score: 1

      Interesting. GTA 3 could be $49.99, and a "100%" save game file could be an additional $19.99. I'd consider it. And it's not like you can't just get one for free off of the Internet anyway. (They'd need to add some extra bonuses beside just the normal 100% completion bonuses.)

      Which brings up a related design flaw which would have made this unworkable with GTA 3. If I really enjoy a mission I should be able to replay it over and over again without using an old save game. Going back to the early missions with later weapons would be fun, which IIRC is the whole point.

    4. Re:Finally! by subsonic · · Score: 2, Insightful

      I think TFA cuts to the heart of my problem with Nintendo- their grab for marketshare seems to be at the expense of what makes videogames special. They are making the system and software more and more commodified. The game is a pacifier, rather than engager. And that's the point of games, to engage the player. I would never sit through a ten hour movie, but I've sat in front of Fallout 3 for nights on end, and blinked by dry eyes realizing I had been wandering the wastelands for hours on end.

      The ironic thing is that at least in the past, Nintendo (or its close developer counterparts) have been very adept at balancing challenge and accessibility. Mario Bros. wouldn't have originally been so successful if it was just hard (go play Defender or Robotron if you want an old school ass whooping). This is the lazy approach to game design.

    5. Re:Finally! by Logical+Zebra · · Score: 1

      Need for Speed Prostreet already allows you to do just that. You can play through the entire game to unlock all the cars, or you can pay an extra fee to unlock all the cars at the start.

      --
      I have a bad feeling about this...
    6. Re:Finally! by pgbrandao · · Score: 1

      'Bro, that's what cheats are for.

      Some people, including myself, enjoy to actually experience the game. That certainly includes the challenge (and sometimes frustration) of having to unlock parts of the game.

    7. Re:Finally! by Freetardo+Jones · · Score: 1

      Some people, including myself, enjoy to actually experience the game. That certainly includes the challenge (and sometimes frustration) of having to unlock parts of the game.

      Then I guess it's a good thing that this feature is entirely voluntary to use, 'bro.

    8. Re:Finally! by Fallingcow · · Score: 1

      God, that sounds... horrible.

      I dislike the huge amounts of locked content in some games, but the option to pay to unlock it seems even worse than DLC, which is already killing gaming IMO.

    9. Re:Finally! by Hatta · · Score: 1

      Is it really though? If everyone is encouraged to use the cheat button whenever they get stuck, what incentive does the game designer have to make a well balanced game?

      --
      Give me Classic Slashdot or give me death!
    10. Re:Finally! by Freetardo+Jones · · Score: 1

      Is it really though?

      Yes, it really is.

      If a player gets stuck, they'll have the option to pause play and allow the game to take over and play itself through any rough patches.

      If everyone is encouraged to use the cheat button whenever they get stuck, what incentive does the game designer have to make a well balanced game?

      This same statement could be said for the numerous cheats that have existed in PC and console games for ages and yet they haven't stopped game designers from making well-balanced games.

    11. Re:Finally! by powerlord · · Score: 1

      Well on the 360 of PS3 they could simply include a trophy/achievement like "Hard-Core" or "Old-School" for "having made it through the game without using the cheat mode"

      Most games already DO this by including a "Complete the game on Hard difficulty without changing the difficulty setting" Trophy.

      On the Wii? Who really cares anyway? There is no subjective way for people to measure themselves ala Trophies/Achievements, so why bother?

      The systems are built around entirely different models. The Wii only really cares about "local multiplayer" at most. Nintendo wants you to buy lots and lots of their "controller du-jour" to play with your friends. Friend-codes are a pain in the neck and most people I know don't even bother. On the PS3/360? The opposite. Fewer controller options, and most focus on on-line interaction/multiplay.

      Its an interesting dichotomy that I haven't seen anybody point out before.

      --
      This space for rent. All reasonable inquiries will be entertained at proprietors discretion.
    12. Re:Finally! by Anonymous Coward · · Score: 0

      Bingo. I paid for GT4 to noodle around with the cars and tracks I bought. I haven't been a kid for decades, and don't have kid-type blocks of time & enthusiasm to devote to "unlocking" everything to do that. Had it been completely clear that all those cool cars and tracks in the game /weren't/ available to me, and what highly reduced set was, I wouldn't have bought the game.

      Result: I learned to stop buying titles with locking & without cheatcodes ala DOOM. Nearly everybody I know has a threshold game like that. How is that good for the Game Industry? They've got people who want to buy your games and don't, because they jettisoned the Easy mode that let the casual gamer enjoy the assets.

    13. Re:Finally! by Darkness404 · · Score: 1
      You mean like some of the cheats here http://cheats.ign.com/ob2/068/823/823033.html that include

      Unlockable: Unlock All To unlock everything in the game, insert the following code on your guitar at the title screen: Blue, Yellow, Orange, Red, Orange, Yellow, Red, Yellow, Red, Yellow, Red, Yellow.

      I cant say that it works (don't own the game so I can't check) but Guitar Hero and other "sandbox" games usually have modes like that.

      --
      Taxation is legalized theft, no more, no less.
    14. Re:Finally! by Draek · · Score: 1

      And I hate having to play through Max Payne 2 three times in a row every time I reinstall it just to get myself some real difficulty, but this is at best only a half-assed solution to that problem.

      I'd rather ask for everything to be unlocked by default, or something like the unlock codes of old rather than use this, since it still means I have to spend ~6 hours in front of the computer pressing the "play by yourself" button, watching shit pass by and for that, I'd rather play the goddamned game.

      --
      No problem is insoluble in all conceivable circumstances.
    15. Re:Finally! by Gizzmonic · · Score: 1

      1)GTA has cheat codes. You enter them into your cell phone.

      2)"Easy" mode is much more prevalent than it used to be. Heck, the Easy mode on Ghostbusters even echoes what you said in your comment: "Enjoy the story without too much trouble."

      --
      (-1, Raw and Uncut is the only way to read)
    16. Re:Finally! by Anonymous Coward · · Score: 0

      A videogame is the manifestation of a director, and its story, rules and challenges exist as a cohesive unit.

      If you buy a DVD of Six Sense, it's not your right to make Bruce Willis not dead, just like if the developer doesn't want you to skip ahead, it's not your right to do so.

    17. Re:Finally! by Blakey+Rat · · Score: 1

      Even Soul Calibur IV is annoying. My favorite part of the game is the character creator, but getting through the stupid "Tower of Soul" levels and having to figure out the extremely vague and unhelpful "clues" to unlock equipment is annoying as hell (and takes ages). I just want to play dress-up damnit!

      I'd pay $5 or $10 to just have all the equipment and characters in the game unlocked.

    18. Re:Finally! by tepples · · Score: 1

      You mean like some of the cheats here

      In some newer cases, the cheat code is a different sequence of buttons for each distinct console, and the game's publisher will bill your credit card before disclosing the sequence. That's in part to encourage purchase and not rental.

    19. Re:Finally! by tepples · · Score: 1

      if the developer doesn't want you to skip ahead, it's not your right to do so.

      As is it my right not to buy a copy of the game. Nintendo puts these things in to sell more copies.

  8. Interest in video games is waning... by QuietLagoon · · Score: 0, Flamebait

    ... the game companies need to do something in order to continue selling their wares.

    1. Re:Interest in video games is waning... by Anonymous Coward · · Score: 0

      [Citation needed]

    2. Re:Interest in video games is waning... by Rogerborg · · Score: 1

      Interest in video games is waning

      Citation needed.

      Are you using a sample size of 1, perchance?

      --
      If you were blocking sigs, you wouldn't have to read this.
    3. Re:Interest in video games is waning... by Freetardo+Jones · · Score: 2, Informative

      I don't think the facts bear you out: http://www.guardian.co.uk/news/datablog/2009/jun/09/games-dvd-music-downloads-piracy

      Notice the bar for games sales and how it rises almost every year since 1999.

    4. Re:Interest in video games is waning... by brkello · · Score: 1

      I agree with you. As long as you agree that Democracy is alive and well in Iran.

      --
      Support a great indie game: http://www.abaddon360.com
    5. Re:Interest in video games is waning... by QuietLagoon · · Score: 1
      Notice the bar for games sales and how it rises almost every year since 1999.

      .
      Because the games developers are widening the appeal of the games to new audiences. Do you really think that elderly people using the Wii for bowling games is the same audience as 16-year-olds blowing up enemies?

      Let me put that a different way ... if the gaming market is growing so quickly, why are the game developers trying to entice a new type of audience?

    6. Re:Interest in video games is waning... by Krakhan · · Score: 1

      To make up for the fact that population growth in most 1st world nations where the gaming systems are sold is below replacement. Japan, where Nintendo is located, is particularly bad about that, since they are currently undergoing a negative growth rate. Hence they can't just expect growth from newer generations (if they could, the market share would just grow naturally in absolute terms), hence have to draw upon the existing population in order to get more people involved. It's all boils down to basic economics, essentially.

  9. Good Idea by arthurpaliden · · Score: 3, Insightful

    Just because the option is there does not mean you have to use it. Nothing is makeing you turn it on. You want the extreem chalenge never use it. However, if because you have a problem pushing the buttons fast enough due to a disability then this feature enables you to enjoy the game.

  10. They're already here by tepples · · Score: 0, Offtopic

    "Animal Crossing" "Animal Crossing: Wild World" "Animal Crossing: City Folk"

  11. It's to prove you didn't rent the game by tepples · · Score: 2, Funny

    There's nothing more frustrating (in the gaming world) than playing a game for hours just to unlock a part of the game I already paid for!

    It's to prove you paid for it, either full price new or half price used, not 1/10 of the price rental.

    1. Re:It's to prove you didn't rent the game by Anonymous Coward · · Score: 0

      umm, excuse me, but who are proving this to?
      anyone you invite over will see the rental sticker on the box.
      also, why should it take me several hours to prove i bought a game?
      i can usually do that instantaneously as i put the receipt in the jewel case in its a defect and i never lose the receipt.

    2. Re:It's to prove you didn't rent the game by tepples · · Score: 1

      umm, excuse me, but who are proving this to?

      To the game. It is programmed to deny you the full enjoyment unless you buy your own copy.

  12. It's just ONE GAME...don't sound the alarms yet... by VinylRecords · · Score: 2, Insightful

    If you want a challenge then pick up Starcraft II (when it comes out) or Virua Fighter 5. Learning to be competitive in either of those games will require hundreds of hours of practicing the games, reading about games, watching tournaments and taking notes, or learning maps or matches. Of course the video game 'journalists' are not willing to learn how to get good at RTS or FGs so they instead complain about a game of low difficulty (like Mario Brothers) being made easier. If you want to play games to be challenged try getting good at Starcraft or Virtua Fighter.

    This new Mario Brothers with its auto-level completion (tm) or whatever is not a hardcore game and it's not even a hardcore genre. If you want more difficult platforming try Ratchet & Clank, God of War, or perhaps even Nintendo's own Mario Galaxy. But don't say it's the end of the world for hard games. I doubt those 'journalists' who complain about games not being hard enough for them haven't touched competitive Starcraft or Virtua Fighter or Counter Strike.

  13. It made a very clear point by Piata · · Score: 2, Informative

    The more you try to gain mass appeal, the further you dilute the core qualities of the experience. This guy is saying that if you make games that can play themselves, they quickly cease to be relevant as games.

    1. Re:It made a very clear point by bwalling · · Score: 1

      This is a good thing for games and does nothing to detract from them. Everyone gets what they want out of the game, because the use of the feature is optional. This is really nothing more than adding a finer level of control to the easy/medium/hard/insane difficulty settings by allowing you to set a single scene/puzzle to easy and then go back to hard mode.

      The only real loss to gaming out of this is that people will be less able to act like a snob for being so elite as to have beaten a game that others could not. They'll be reduced to leveling insults accusing others of having bypassed the uber hard parts that they, in their infinite skillz, we able to defeat without even using their hands or having the TV/monitor on.

  14. Braid? by 2obvious4u · · Score: 1

    How is this different than everyone's beloved game Braid? I mean if you messed up you just rewinded and tried again. Isn't this just the next step?

    I also understand that Braid used it in a unique way that didn't solve the puzzle for you, but at least it kept you from having to start over every time you failed.

    1. Re:Braid? by gzearfoss · · Score: 1

      You said what the major difference is: Braid doesn't solve the puzzle for you.

      Yes, both methods allow you to avoid the 'grind' to the point of difficulty, but there's a significant difference between letting a person learn from their mistakes (and then trying something new), and letting a person 'give up' (and then watching the computer do it for you).

  15. All very conventional, it seems by hoarier · · Score: 2, Interesting

    Conway's "Life" plays itself, player pianos play themselves, soccer matches on the TV play themselves (as far as we're concerned) — what's new here?

    1. Re:All very conventional, it seems by Anonymous Coward · · Score: 0

      None of those are games silly. That's why we're concerned. ;)

    2. Re:All very conventional, it seems by Anonymous Coward · · Score: 0

      The new thing is, that if you are rooting for a virtual character that only exists on your computer - compared to a corporate soccer team, which at least features real humans - you know that your life has gone down the crapper.

      I find the image of a few friends sitting in front of the TV, cheering Mario as he jumps through the level, waving #1 foam hands and drinking beer slightly irritating.

  16. Win button by hansamurai · · Score: 1

    I can't for the life of me find the image right now, but there's a classic photoshop of a Gamecube controller with all the buttons on the right side replaced with a giant, green WIN button. This reminds me of that.

  17. Have we forgotten the Game Genie? by xjmrufinix · · Score: 1

    This masochistic mentality about how challenging video games should be is new to me. As has been mentioned, there have been cheats as long as there have been difficult games. Who really beat Contra without the code? And considering how many weeks of allowance were sunk into those things, is it really so horrible for a kid to want to see all the levels? All Nintendo is doing is saving kids the trouble of buying Game Genies and typing in the damn codes.

    1. Re:Have we forgotten the Game Genie? by gauauu · · Score: 1

      Who really beat Contra without the code?

      It wasn't really that hard, actually. A decent gamer should be able to beat the original contra without dying.

  18. Not everyone wants to beat their head on the wall by rotide · · Score: 1
    Not everyone pays for a game to sit there for hours on little overly difficult segments of the game.

    Yes, there is something to be said for overcoming a challenge, but not everyone buys games to be challenged. Some people buy them to merely have fun with friends and/or family!

    In my opinion there is more than enough room for both camps.

  19. So we got an interactive move for a game by Anonymous Coward · · Score: 0

    Seems like it is full circle. It now becomes a book, movie, show what ever you want to call it. You interact with it at some parts but then when you want the story to move along and you do not want to be stuck you let the game play. It is not a bad thing for games it is also not something I would want to use. The fun would definitely be gone for me and other gamers I am sure however the folks that want to have the story over the play would definitely enjoy it. I foresee this leading to many "choose your own adventure" games. Developers would love that as less time would be needed for game control programming. One could reach other "non-traditional" gamers. Replay values would be high but still the play through would be quicker than other games I would think.

  20. Everyone's Special by ThinkWeak · · Score: 3, Interesting

    Score one for the "Everyone's special" crowd. However, this could be good for the regular gamer.

    We have an entire generation of employees entering the workforce that can't think for themselves. A step like this in the video game world is not that surprising.

    It USED to be that you had to think to solve puzzles, complex puzzles, to continue a story - not just finish the game. This has been diluted over the years to give the end-user more flashy graphics without really challenging them.

    Now imagine if a developer could create mind-bending puzzles that would cause even the most experienced gamer problems - but not alienate the "I'm special" crowd. It COULD be a great step in the evolution of gaming.

    However, it probably will just be to assist those people that can't even handle the mediocre challenges that we currently see.

    1. Re:Everyone's Special by mashuren · · Score: 1

      Man, Gabe and Tycho were prescient.

      --
      An object at rest cannot be stopped.
    2. Re:Everyone's Special by mashuren · · Score: 1

      Oops. I meant for that to be a reply to the OP. My apologies.

      --
      An object at rest cannot be stopped.
    3. Re:Everyone's Special by analog_line · · Score: 1

      Yeah, we could call it, I dunno... Difficulty levels maybe? Yeah, that's the future of gaming.

  21. if you win, you get to see by Anonymous Coward · · Score: 0
  22. Well done for missing the point by DavidR1991 · · Score: 5, Insightful

    "Making a game so easy it can play itself for you at the push of a button just might be that point."

    No no and no. If anything, this is the [b]reverse[/b] - it means more difficult sections can be added to the game, without endangering less experienced players (by showing them "how it's done" and letting them skip the harder bits completely if they want to).

    This means each demographic gets what it wants - hardcores get a game with some nice tricky sections, and casual gamers get a fun game where they skim over the bits they find too difficult/tedious.

    The quoted article is just alarmist turd, and skims over the fact this is, effectively, difficulty levels on crack. There's absolutely no difference between this and selecting Easy/Medium/Hard - this is just a clever hybrid.

    1. Re:Well done for missing the point by DavidR1991 · · Score: 2, Funny

      Crud, for some reason I used a mish-mash of BB code bold and HTML. Please excuse my stupidity.

    2. Re:Well done for missing the point by BrotherBeal · · Score: 1

      That's okay - next time, just click the auto-comment button and let Slashdot post the tricky stuff for you.

      --
      I'm disabling ads until because I choose not to reward redesigns that are less usable than "view source".
    3. Re:Well done for missing the point by TheRaven64 · · Score: 1

      I hate you so much. Do you have any idea how much of a bad idea it is to suggest that to the same people who brought us Slashdot 2.0, Achievements, kdawson, and CSS that manages to render incorrectly in every browser.

      --
      I am TheRaven on Soylent News
  23. Just about the most pretentious quote ever by SageinaRage · · Score: 3, Funny

    A statement that somehow the message of art 'degrades' as it reaches more people is something I assumed to hear from some art snob complaining about reproductions of the Mona Lisa, not about a video game starring Mario. The whole notion is insanely elitist, and I'm frankly flabbergasted that someone saw fit to print it.

    Especially considering that they got the whole idea wrong - it's only a demo mode that shows you how to beat a section. In order to progress through the game, you still have to play it yourself!

    1. Re:Just about the most pretentious quote ever by cowscows · · Score: 1

      There's been a lot of this sort of attitude towards Nintendo and the Wii coming from the tradition gaming culture for a few years now. Rather than just accept the fact that Nintendo has decided to target a broader marker that doesn't exactly overlap with the "hardcore" gamers, some people have decided to be offended by it, and have been complaining almost non-stop.

      The fact that we're still consistently seeing articles from various gaming outlets about whether or not casual gaming is killing real gaming is almost laughable at this point.

      --

      One time I threw a brick at a duck.

    2. Re:Just about the most pretentious quote ever by 0xdeadbeef · · Score: 1

      For some people, being good at video games is the only accomplishment they have to be proud of. When these "casuals" come along and popularize video games that don't require obsessive repetition and the mastery of trial and error game mechanics, it cheapens their only achievement. It forces them to recognize the failure of their lives, so it is understandable that they'd put on an airs and whine.

    3. Re:Just about the most pretentious quote ever by Gizzmonic · · Score: 1

      You sir, have just made the most insightful comment in the thread.

      --
      (-1, Raw and Uncut is the only way to read)
    4. Re:Just about the most pretentious quote ever by Anonymous Coward · · Score: 0

      In an art form that is as inherently consumerist as video games, it might not all that stupid.

      We all know that the end aim of companies is to make the most amount of money possible. Why would they continue to compete for the smaller niche markets of the various types of gamers, when they could all target the mass market by diluting their games till its no more than electronic wanking.

  24. Performance vs. Learning by eagee · · Score: 1

    It's really all about the goals of the player. Personally I'm glad they added this feature - I've always liked the traditional style of mario genre - but because they're so frustrating the only one I ever finished was SMB2/Galaxy. The performance goals were always so steep and never gave me a measure of how I was improving. This is a nice compromise between the two that'll keep players playing longer. It's better than putting down the controller and giving up - which is what I would normally do by the third "Game Over". Miyamoto made a good call IMHO.

  25. God Mode by Mr.+Underbridge · · Score: 2, Informative

    This is no different than old-school games (ie, the ones I played growing up) like Wolfenstein or Doom, each of which had a "God mode" which everybody knew. Those codes would give you invulnerability and/or unlimited ammo.

    Sometimes it was fun just to use them and just go berserk, but one of the main uses of them was to get through portions of the game that you simply couldn't beat. I used them occasionally when I was just unable to beat some monster. As such, those codes (which have been used in many games by many gamers) are no different than the current feature in Mario, except that it's more interactive.

    I've favored games that automatically level the difficulty level so the user still does all the action rather than watching it. That's easier with combat style games than it is for platform-style games. Maybe they need ways of making the *physics* more forgiving as well - say make Mario jump farther/higher, have something rescue you if you fall, etc.

    1. Re:God Mode by Landshark17 · · Score: 1

      True, but with god mode and unlimitted ammo you could chose exactly how you wanted to complete the parts that were too difficult and you could have fun sandboxing around the game world unafraid of death. With this function, you're effectively skipping it. I'd much rather just be given cheat codes and left to my own devices than to just have the character run the course himself.

      --
      This sig is false.
    2. Re:God Mode by Mr.+Underbridge · · Score: 1

      True, but with god mode and unlimitted ammo you could chose exactly how you wanted to complete the parts that were too difficult and you could have fun sandboxing around the game world unafraid of death. With this function, you're effectively skipping it. I'd much rather just be given cheat codes and left to my own devices than to just have the character run the course himself.

      Totally agree - as I mentioned, I prefer the ineractive method of having it help me beat the game, rather than just watching the game. I guess my point is that this isn't anything new, and doesn't really justify the sweeping conclusions that some of the posters have claimed. Bottom line is, games have always been too hard for some of the people playing them, and people have always used other means of getting past obstacles if possible

  26. It is the new easy mode. by vortoxin · · Score: 3, Insightful

    It is how I look at most games. I like a challenge, but I do not want to have to allocate project management, tons of research, and bringing my A game every time I play it. This is just a new easy mode, same as a cheat for God mode, or turning down difficulty a ton like a combat slider in Oblivion.

    I want to be involved in the game story, get some enjoyment out of it, and not miss some part of the game because a different minority wants me to suffer through a game to get the best items or game play experience just because they had to.

    I give Progress Quest as an example of the game will play itself, you will watch it, and you will be amused as an example of this. http://www.progressquest.com/ It has a following, so maybe there is some truth in the matter.

    --
    When I was your age we didn't have music file sharing utilities. We had to go out to a store and shoplift the CD.
  27. More users allow for further segmentation by jayme0227 · · Score: 1

    As far as art goes, there's art for everyone. There are extremely simple drawings in children's books and highly abstract pieces for the intellectuals among us, and everything in between. Because the market for art is so large, everyone can find SOMETHING that they like. Hopefully, with a broader audience, video games can achieve the same segmentation. The larger the audience as a whole, the larger the market for niche or fringe type games that wouldn't otherwise stand a chance.

    My only fear is that this will further indoctrinate children that there should always be an easy button. As it is right now, too many kids quit when things get difficult, and this may end exacerbating that trend.

    --
    But then I realized the cable was blue, so I only gave it one star. I hate blue.
  28. Been There, Done That? by Logical+Zebra · · Score: 3, Insightful

    How is this different from the difficulty slider in The Elder Scrolls IV: Oblivion? If I get to a part that is particularly pissing me off, I drop the slider all the way down to easy and kill those pesky Dremoras with one swipe of my Sword of the Divine Crusader.

    There are those of us that do not want to be overly frustrated with video games; we simply want to have fun. While I enjoy a bit of a challenge, it's nice to know that if I fail at something 5, 10, or 25 times, I can just click a button and make it easier (or skip it).

    --
    I have a bad feeling about this...
    1. Re:Been There, Done That? by n00854180t · · Score: 1

      Because, even if you scale the difficulty down as much as possible, you're still interacting with the game, you're still playing it, however easy it may be. A game minus interaction is no longer a game.

  29. So what are they? "Challenge" or "art"? by sznupi · · Score: 1

    Are paintings, sculptures, music, photography, cinema (and so on...) challenging? For the one who receives them. Or perhaps it's more about what was in the mind of the creator and how do you receive this particular cultural artifact? (which might include challenge)

    Well...you decide that.

    So - decide, let others decide, don't yell "consoles are dumbing our games!" (I can see that bs already in this thread...), you still have and will have a choice. Sure, more "mainstream" games will appear to hijack the whole show, but you should know better.

    Plus it might bring some new talent. Also, I assure you - there is already enough past games which you'd love that you have things to play for the rest of your life. Sure, technical side of their visuals might be "obsolete"...but in this case who's "mainstream" now?

    --
    One that hath name thou can not otter
    1. Re:So what are they? "Challenge" or "art"? by Darkness404 · · Score: 1

      Plus it might bring some new talent. Also, I assure you - there is already enough past games which you'd love that you have things to play for the rest of your life. Sure, technical side of their visuals might be "obsolete"...but in this case who's "mainstream" now?

      The problem with older games is they lack content. Compare the first Zelda to Ocarina of Time, both had the same plot however OOoT has so many minigames and places to explore that it became a more enjoyable experience while still being about as difficult as the first Zelda.

      --
      Taxation is legalized theft, no more, no less.
  30. For the children? by readin · · Score: 1

    As a parent, these things bother me because I don't see the kids getting an opportunity to be challenged and learn to overcome. Legos. We go bowling, and the kids whine if they don't get to use the rails on the side the prevent gutter balls. We play Legos Star Wars, and they make little effort to avoid the toons getting killed because there is almost no penalty.

    How are they supposed to learn to overcome the frustrations of life if their games offer no frustration?

    --
    I often don't like the choices people make, but I like the fact that people make choices. That's why I'm a conservative.
    1. Re:For the children? by Anonymous Coward · · Score: 0

      A game doesn't need to be a teaching tool. It's primary purpose is to entertain. If I'm pissed off at a game, I'm not entertained.

    2. Re:For the children? by TCM · · Score: 1

      Having to think pisses you off. Entertainment != Intellect. Am I summarising your view correctly?

      Why do I get the feeling that this is a growing trend?

      --
      Of course it runs NetBSD. BTC: 1NT7QvbetmANwaMzhpVL6
  31. Spore, anyone? by odin84gk · · Score: 1

    "...taking accessibility a step too far in their rush to attract people who don't typically play video games..." Reminds me of a game called Spore. While it may have sold a lot of units, many people here would agree with me when I say this: I want my money back!

  32. Re:It's just ONE GAME...don't sound the alarms yet by hibiki_r · · Score: 1

    God of war for difficult platforming??!
    Mario Galaxy, the easiest 3D Mario game by a longshot?
    Did you really play those games?

    You seem to like to use words like hardcore game and hardcore genre, but that's all a bunch of bologna. There's no such thing as a hardcore genre. The concept of hardcore game is meaningless, and only a way for stupid teens to claim that other games don't have enough childish violence to appeal to them.

  33. They should just make a movie ... by sammyF70 · · Score: 1

    and get rid of that pesky "game" thing. It was just getting in the way anyway.

    --
    "DRM is like the Ford Pinto: it's a smooth ride, right up the point at which it explodes and ruins your day."-C.Doctorow
  34. Re:It's just ONE GAME...don't sound the alarms yet by Anonymous Coward · · Score: 0

    Are you saying that God of War I and II on Titan difficulty are easy? Please.

  35. Online play by alain_delon · · Score: 2, Insightful

    This is more symptomatic of the rising ubiquity of on-line play than the degradation of the medium. In the past, beating the game was the only verifiable accomplishment and source for bragging rights. These days, with XBox achievements, PS3 trophies and whatnot - there is much more fine structure to what you accomplish in a game. It is fine if there is a self-play option for the first-time gamers, as long as there are hard modes and special challenges for experienced gamers to show off their skills with.

  36. To prevent warez by tepples · · Score: 1

    All Nintendo is doing is saving kids the trouble of buying Game Genies and typing in the damn codes.

    Almost the same software (Bannerbomb + Homebrew Channel) can be used to run homemade games, to apply Game Genie-style cheat codes (Gecko OS), and to run infringing copies of game discs. By including built-in cheats, Nintendo reduces demand for Gecko OS and thus for Bannerbomb + Homebrew Channel, making it less likely that players will learn about warez.

  37. Progress Quest! by mac1235 · · Score: 1

    I've 'played' it. http://www.progressquest.com/

  38. They were referrring to Super Mario RPG by tepples · · Score: 1

    Man, Gabe and Tycho were prescient.

    Not so prescient. A Super Mario game developed by Square Enix using a turn-based menu interface has been around since the second quarter of 1996.

  39. There's no difference by hellfire · · Score: 1

    But it also points to a problem in our society... the need for instant gratification rather than trying to put some effort into it.

    First, I don't discount Nintendo or Elder scrolls for putting in options to make things easier for some people, like a difficulty slider. A difficulty slider allows people to have fun at their own pace and own skill level, as not everyone is the same. I do however, take slight exception to the idea that you give yourself a cheat to get past a hard part. Either you are too lazy to try getting past the hard part yourself, or the game wasn't designed well enough and this is just a "workaround" to that problem.

    This "play the level" for me feature is just stupid. Instead of a player trying to improve their skill, just let them hit the cheat and enjoy the game playing itself? Lame! It's indicative of trying to garner a greater audience to buy the game. They'll buy the game, play it a few times, use the cheats, then finish the game in a couple of hours and move on. Nintendo still got their $50 for selling the game. That's the insipid part... that a game maker would try to push and advertise a feature which will potentially make the game be less fun in the long run. It's hard to get interested in a game you feel is too hard and then cheat past every level and then try to work yourself up into playing again after you cheated all that time to beat it.

    I approve of using a difficulty slider for most of the game, but I think being able to use the difficulty slider to get past a hard part denotes a problem, in my book.

    --

    "All great wisdom is contained in .signature files"

    1. Re:There's no difference by Deosyne · · Score: 1

      Yes, it denotes a problem. The problem being that players stop having fun when they encounter certain sections of the games that they play. Sometimes developers throw a section that feels very boring or monotonous to many players into a game that is otherwise greatly enjoyed, particularly in a game like some of those in the Mario series that introduce multiple minigames that deviate from the core game dynamic. There have been a few times where I would have gladly skipped a part that was so tedious that by the time I got pass the challenge there wasn't even any sort of triumph, just a relief that the bullshit was over and an urge to go play something else. That's not necessarily a reflection on either the developer or the player; I absolutely love spending hours designing and tweaking the infrastructures in classic city builders like Caesar and Pharoah, but you could open a gate to Hell with the hate that would erupt if you dropped that dynamic into the middle of an FPS.

      Besides, while I greatly enjoy a challenging game, my daughter hates difficult games but loves simplistic, repetitive gameplay like that in Sims-styled games. While she enjoys Super Mario Galaxy, it quickly wears on her patience as she just wants to run around and see all of the cool environments without having to toil away like it was a job at the local service station where she gets paid in visuals rather than cash. Different strokes for different folks.

    2. Re:There's no difference by Blakey+Rat · · Score: 1

      Elder Scrolls' gratification comes from completing the story and interacting with the world, not by being difficult to play. It's different than, say, Ninja Gaiden in that regard.

  40. Is it religion? ;-) by Quiet_Desperation · · Score: 1

    Stuff like this makes me think of really religious people.

    "Someone, somewhere is having fun? We can't have that!"

    I'm surprised they don't have mass burnings of official strategy guides. These are the folks who write reviews like "The game made me want to smash the controller into a puppy's skull! My blood pressure peaked to the point where my eyes were bleeding. Score: 10++!"

    "It was never meant to be a game! -- Line from Rollerball

  41. Content locked out is a rip-off by Anonymous Coward · · Score: 0

    In Zelda Wind Waker, I got to a point where I had to swing on ropes and land on barrels. I tried for hours and couldn't do it. So, I couldn't get past that point, and I traded in the game. So I don't consider that a good game. I didn't get to see much of the content THAT I PAID FOR.

    The worst is driving games where you are only allowed to drive a junk car and have to win dozens of almost-impossible races against computer cars, in order to unlock content THAT YOU PAID FOR. Personally, I think that's consumer fraud.

    1. Re:Content locked out is a rip-off by Darkness404 · · Score: 0

      The point of locked content is to keep the game fresh. If the game mechanics are fun enough and the game is your genre/style you will find that you really like the hidden content because it keeps the game, especially the single player game fresh. Think of Halo, while you can beat the single player game in a few hours, getting all the skulls, beating it on every difficulty level and getting all the achievements makes the game have a lot more single player replay value.

      --
      Taxation is legalized theft, no more, no less.
  42. My take on it: by Landshark17 · · Score: 1

    Games that play themelves and let you watch are not games. They are machinima.

    --
    This sig is false.
  43. Elitist attitudes toward art by goodmanj · · Score: 1

    "Video games will become lame if they become too popular." -- Video game enthusiasts

    Congrats, gamers. You've now joined the fine art snob, the classical music afficionado, and the indie music twit in the ludicrous belief that nothing's any good if someone else has heard of it. And ya know what? Nobody gives a damn what *they* think either.

    Popular things are popular because people appreciate them. And since art is purely subjective, the only useful way to define good art is to ask, "do lots of people think it's good?" Anyone who thinks that popularity always leads to a loss of quality or intellectual content has apparently never listened to the Beatles, seen Star Wars, The Matrix or The Godfather, and never watched Lost or the Sopranos.

    Popular art can be good. Video games are no exception. Quit whining.

  44. Diminishing Returns by BaronHethorSamedi · · Score: 1

    I dunno. In principle I can't see a problem including a "game plays itself" feature if the developer wants to go that route. Let them put in whatever they want--it's their game.

    As a practical matter though, if "accessibility" comes to mean "player is now a spectator," it's not clear to me how you're attracting people to gaming. If you remove the interactivity, you have a film, not a game. In the case of Mario Bros., it's an extremely boring, linear film with shallow characters and only one possible conclusion.

    On second thought, maybe Nintendo is trying to make some sort of existential statement...

  45. Re:Not everyone wants to beat their head on the wa by orkybash · · Score: 1

    Mod parent up. I've put down games before because of one particularly difficult part that I was tired of beating on. That's where I am on both of the DS castlevania games I have (those bosses don't screw around!) I'd be there right now on the Slash battle in Guitar Hero 3 if the game didn't - guess what? - let you win that after a few tries.

    I just have better things to do with my time than get frustrated over a local maximum of difficulty. Some of those things are play other games that I can actually get through.

  46. and nobody actually reads about this by Anonymous Coward · · Score: 0

    You know, what's ironic is that it DOESN'T play it for you. It shows you how you can get past it, then rewinds to where it was when you turned the feature on, allowing you to do it yourself.

  47. Progress Quest by Fifth+Earth · · Score: 1

    Of course, this style of gameplay has existed for years in the form of Progress Quest, the fire-and-forget RPG.

    http://www.progressquest.com/

  48. Anonymous Coward by Anonymous Coward · · Score: 0

    This is hardly new. I played fighter games 10 years ago that let you watch two characters battle each other. must be a slow tech day

  49. Zone of the Enders 2 as proof this is a good idea by CelticWhisper · · Score: 1
    For some reason Slashdot doesn't want to accept HTML properly today, so I apologize in advance for the lack of line breaks between my paragraphs.

    Zone of the Enders 2 (PS2, 2003) was and is a great action game. It was a marked improvement over its predecessor, felt more like a finished product than a proof of concept (you could tell they were testing the waters with the first installment) and was generally a blast to play.

    And I only ever play half of it.

    Because about halfway through the game there's a boss battle that is so infuriatingly difficult that it outright removes any desire I have to play the game anymore, at all. This is despite my knowing full well that the best parts of the game take place after this battle. I've finished the game once or twice but don't have the patience to do so anymore because of this idiotic difficulty spike. What's worse is that on subsequent playthroughs, wherein you have the option of keeping your superpowered robot from the first playthrough, the fight actually gets harder as a direct result of your power increase.

    With a feature like this, the battle could've been a minor annoyance or just an opportunity to grab a drink while the game takes care of itself. As it is, however, it's resulted in my avoiding like the plague anything with Hideo Kojima's name anywhere near it. Having played Lunar Knights briefly on the DS, I feel most certainly justified in my avoidance of his games as it has similarly impassable and fun-killing parts as well.

    As I said in a previous post on a similar topic, does this make me "lame" or "not hardcore?" Fine. Good, even. I'm glad to be called "casual" if that's the case. I don't feel like dealing with hypertension arising from idiotic game design anymore. I had enough of that shit in my teens, I don't need it now.

    Same goes for the despicable practice of including "unlockables" in games. I don't care if it enhances a single-player experience. My ideal single-player experience entails doing what the hell I want with the game I bought and paid for. Bought a racing game? Cool, let me race the "bonus" rocket-powered flying car as the very first thing I do. Bought an FPS? Give me the BFG from the get-go if I want it. Bought a quirky JRPG like Ar Tonelico with conspicuously attractive female characters? Bring on the priestess/healer's skimpy lingerie outfit already. These things are all going to be witnessed anyway, and it feels like a ripoff to have the game's +10 radiant pack of tasty doom available only for the last half-hour of gameplay when it hardly does any good anymore. Because I'm realizing something, however slowly, as I age. Games are often a metaphor for life, or they can be. People get kicked around and treated like shit in life a lot of the time. It's certainly a reality of office work if nothing else. It's therapeutic to be able to come home, fire up a game, and absolutely crush the opposition without the opposition having a snowball's chance in hell of stopping you. At some level, subconsciously, you're crushing the people who mistreated you earlier that day and taking out aggressions. It's the very reason that violent videogames reduce the likelihood of actual violent behavior. It's the "save haven" argument in action. So to be told "no" by a game because I haven't proved to it that I love it enough to be deserving of the +10 ball o' awesome is just another perceived injustice that elevates blood pressure and worsens mood. Attention, game. I paid for you, I bought you, you are my property. You don't tell me "no."

    The only kinds of games where I can even remotely see it as being justifiable to limit resources are strategy games, since figuring out how to operate with limited resources is kind of the point of the game itself. But even then it's questionable, and I'd still prefer to have a big, bright "I just had a shitty day at work, unlock the nukes, release the hounds, cry havoc and let slip the dogs of war" button ready for the cli

    --
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  50. Duuuuuuude by Anonymous Coward · · Score: 0

    I wish more games had this feature, just sit back, spark up, and watch a "movie".

  51. Useful for beta testing by BigGar' · · Score: 1

    If the program kept track of sections people were skipping the game designers could then take another look at them and possibly tweak them to make them more enjoyable /playable, etc.

    --


    Shop smart, Shop S-Mart.
  52. Gran Theft Turismo? by tepples · · Score: 1

    I paid for GT4 to noodle around with the cars and tracks I bought.

    GTA has cheat codes. You enter them into your cell phone.

    Gran Turismo 4 is not a Grand Theft Auto game.

  53. Exactly, it is all about sales by RobertinXinyang · · Score: 1

    I used to play video games. I stopped. That means I stopped buying games. In simple terms, they got too hard.

    I enjoyed the Baldurs Gate / Icewind Dale series, and the mech-warrior series, along with fallout 1 and 2. However, I haven't even given serious thought to buying fallout 3. I know that to wow the new generation of gamers (and more importantly, game reviewers) it will be unplayable to me. The last games I purchased were Vampire: the masquerade, something with the Clive Barker name attached to it , and Half Life. I never finished any of them. They were simply too hard for me.

    The result is that I stopped buying games; after all, why should I purchase an story that I can not finish. Now some are thinking "wait, those games came out ten years ago." That's right, over ten years of not selling games to me.

    One of the basic principles in purchasing stock in consumer goods manufacturers is that you probably are within the bell curve. If you see there to be a problem a problem with a product, you are probably not alone. I see my friends playing ten year old games instead of new ones. I see a trend. The trend is a lot of people who like games but are not buying new ones.

    Now, I am not saying that this trend is absolute, obviously, there are people buying new games. However, there is a huge untapped market in the people who play games but haven't purchased a game in years. I used to, lightly, tease my wife about pre-purchasing games that hadn't even been released. As it stands, she hasn't purchased a game in years. She enjoys the games she has.

    When you ask this 35+ crowd what happened you keep hearing the same two things: first, they don't have the time, and second, the games have gotten too hard. This is a large market that has literally been lost. They used to purchase the product and they no longer do. To any business, loosing customers that they spent money to get is a disaster. Nintendo is doing the right thing from a business sense.

  54. Mario Party Fun Trick by Anonymous Coward · · Score: 0

    Not wanting to turn this into a post of favourite cheats, but all the Mario Partys (the grammer there doesn't look right but I suppose it is) have an interesting work around. When I realized that I would need hundreds of stars to open up all the maps and characters, (and therefore many many games and hours) I used the following: start a game, and pause, and make all players computer controlled. Then go have lunch. When the game is over, you'll have stars, with no work. Rinse and repeat. Why make so many things unlockable? Can't I just play the game with all the goodies? If the level, map, or song is that good, shouldn't it be available immediately? On the flip side, I suppose an adventure game's point is the progressive story and gameplay...