Are Games Getting Easier?
An anonymous reader writes "I can't help feeling that this generation of games for both consoles and PCs are getting increasingly dumbed down and easier to complete. There's no challenge in today's games, most of which can be completed on the day of purchase. Triple A titles such as Halo, Modern Warfare 2 are the worst of the lot. The whole reason for this article is Medal of Honor, this can be completed within hours of purchase. Where's the fun in that?"
In multiplayer.
Just like planned obsolescence in other products, there's less money to be made in something that will keep a customer challenged and occupied for months. Better to let them finish it quickly and back to purchase another game (or some DLC to extend it).
"Waste not one watt!" - CZ
Hey we're busy. We really don't necessarily all want to struggle with games. We want something fun, that's a little challenging that we can get through. 12 hours of content for 60 bucks? That's about even with a movie.
Personally, I gravitate to the games I can play over and over again, rather than big story games, but I get it.
And the games we do play a lot are usually more social these days. The author complains about a short story in Halo or Modern Warfare. Well duh. Most people are paying for the multiplayer experience which infinitely re playable. The single player parts are a sideline. Is a 5 hour single player worth the money there? No. But that's not what people are buying anyway. It's like complaining about hugely expensive veg and potatoes while ignoring the steak that came alongside.
I really enjoy games with interesting puzzles and goals, until I get to those damn boss battles at the end of a segment. Who finds that any fun after the second time around? Really, do I need to die 30 times before I manage to hang on long enough to get past it?
and what do you mean by easier?
The time to complete something it's a good indicator of whether or not a game is harder.
I played Might and magic and it took 100 hours to complete. Does spending 40 minutes killing 10000 skeletons by hitting the same two keys hard?
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Imagine if Tiger Woods just gave up the first time he swung a golf club because he didnt get a hole in one? What if Michael Jordan gave up because he couldnt dunk straight away? Both Golf and Basketball are games just like any other game, you play because its fun and in time you learn to play better and improve.
Well, if Tiger Woods had to play his first ever game of golf against Jack Nicklaus, he probably would have been so frustrated with the experience that he might have considered not bothering. That is how multiplayer (your favorite FPS here) is for many people. That is exactly why I only played the first Quake for about an hour - and the rest of the series not at all. People who are new to the games end up in multiplayer games against people who play it 16 hours a day and hence find themselves annihilated faster than they can even figure out which button opens a door and which button changes weapons.
People aren't giving up games quickly because they are hard - more often they are giving up because there is no point in trying to compete when there are no new players around. It would be as it there was no such thing as amateur boxing, everyone had to get started by fighting Mike Tyson; many people wouldn't even consider it out of fear of immediate death.
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Seems pretty obvious to me.
When I was a kid and had my NES, games were TOUGH. Old Atari games were tough as well. Even into the Genesis and SNES games were often still hard.
Now, I'm older, and better at games, so that makes a difference. But I'd say that the average game now, even on 'normal', is easier than it was.
There are a couple of reasons. First is games aren't coin-ops now. When I was a kid, most games were either coin-op conversions, or designed by companies who were used to them. They were used to designing games to make you fail, so you had to stick in more quarters.
Second, hard games turn people off. Battletoads was fun, but I couldn't get past the elevator stage as a kid, even in two player. Contra is famously hard. Super Ghouls and Ghosts? Tough! There were some easier games, but that could be killer. Rent a game and it's too hard, you give it up. You don't buy the game. You don't buy the sequels. When it feels like you're being punished by the game, it's not fun.
Games are evolving. Super Mario Galaxy had some very tough moments (especially getting all the stars). But you could die until you game over and lose basically nothing. The lives are irrelevant. Today most FPSes have regenerative shields (thanks to Halo) so you don't get stuck somewhere with 1 health, unable to move.
Games have moved on. They can still be punishing. Some are designed that way (Ninja Gaiden for the XBox), some can just be set that way (various songs in Rock Band on expert). Are things like Ratchet & Clank easier than older platformers? I'm not sure.
I'm happy about this. I enjoyed FF X and XII, but I never finished them. They got too hard, and I had to grind and grind and grind just to get to the next area. It stopped being fun. Last summer I played The Legendary Starfy on the DS. The game was easy as heck, but it was quite enjoyable. I expect the same thing out of the new Kirby game. That isn't always a bad thing. A game can be easy and still a ton of fun. We've learned replay value doesn't just come from forcing you to replay the game over and over just to survive to a new area.
What I really hate is what other commenters have noted: online play. When Q3 did it they had a good reason: it was a FPS with no story and the bots weren't that great. But today, it's an excuse to make less content. It's an excuse to make a buggy game. It's an excuse to try to force me to buy an XBox Live subscription. I almost never care. The only times I've really enjoyed online games where when I ended up stumbling upon a server I could play on all the time, with people I knew who would take care of griefers and generally played the game.
On the whole, online play is usually tacked-on and not that great. When I see a preview for a game that's not dedicated online, and online is one of the first features they talk about, I know I'm not going to care much.
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Don't get me wrong, games ARE getting easier, but that's not a bad thing. When I first played the new Halo Reach - it was with a buddy of mine and we were trying it on Legendary, no skulls. We got about half way through in one night - and its only because we've played all the halos through since the DEMO of Halo 1 - so our skills in those games are rather refined. When I was playing the game for myself, I wanted to jump in on multiplayer as soon as possible, but I also wanted to finish the campaign, just for the storyline - I would do Legendary another time when I felt like the challenge. Being able to breeze through the campaign on easy was a good thing, like an added feature to the game. When a game is storyline driven, as most games try to be now-a-days, its not a bad thing to have an easy difficulty setting where you can progress the game more like a movie.
I've found I do this more and more often. I just don't have the time anymore to slog through on the higher difficulty settings, trying levels over and over. I used to love that, but now I just want to see the story and have some good, relaxing fun.I think the change in difficult reflects the changing demographic of game players. When I was young, and Nintendo games were all the rage, it was basically only kids playing - kids with ample time to try and re-try the same level until they do everything perfectly. You could get away with having a challenging game, because even if you frustrate the player, they are going to come back for more - because they have ample time to master it. Today, gamers are on average significantly older, and they (generally) just don't have time to master every game that comes along. If I run into a roadblock in a game these days, where I try a few times and can't get past something, I'm unlikely to pick up that game again - I get to the point of frustration, but don't have time to work at it until I get beyond the frustration to the reward. When that happens, I tend to move on to the next game.
That said, I grew up playing games on PC (and before that Commodores; first PET then 64), and there were very few that I'd say were all that hard. It is mostly the impenetrable platformers from the NES and other consoles that people remember as being really difficult, and I never had much interest in those anyway.
As others have mentioned, of *course* there is limited ammo by default. The skull makes enemies drop half as much ammo as they would normally.
Ironically, you compare Goldeneye, the game where you could carry every gun you found so you'd never have to make the choice of "do I want 2 rockets or 60 shots in my DMR?" that Halo has.
Next you'll be telling us kids to get off your lawn.
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The same way you build muscle by lifting weights until exhaustion.
But you don't start with a weight that you can't lift for even one repetition.
The problem with that line of argument, which I'm sympathetic to personally, is that the rough numbers I'm describing are (give or take 5%) reflected across every major FPS/action title in the past several years.
Quality and engaging stories are critical to good base sales and customer satisfaction, but you'd be surprised by how little impact they have on player completion rates.
The solution taken by the better studios in the industry, and I apologize as judging from the responses I seem to have poorly presented my point - is not to phone in the ending, but rather to shorten the experience while maintaining consistent quality throughout.
I think a lot of people don't realize that the levels you see in, say, Modern Warfare 2 cost literally millions of dollars to make, and the debate regarding optimal running time is still very much in progress.
--Ryv