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Razeak said:
ICStats said:

I've been a gamer for almost 30 years and I disagree that today's games are easy.  Many old games used to be so simple that they could be completely mastered from start to finish. Today's games are usually complex, open ended, and difficult to master.

Let's not confuse bad controls with good difficulty. An example is NSMBU which is a challenging game due to classic controls which are restrictive and sloppy.  They're not intuitive for someone new to the game, so it's not surprising those teens had a hard time playing SMB for the first time.


Those games are quite tight and responsive. As for being intuitive press right, go right and so on. Those guys were completely gutted on the first Goomba and couldn't get the arc of the jumps down to save their life. Granted, it may have been selective editing and only showing the very first attempts.

The controls are simple, but the motions are not that intuitive.  Releasing jump in SMB causes an abrupt drop which is not that intuitive, and differs from other games.  The acceleration and apparent jump lag take practice to compensate for.

It's the differences from other games which make SMB/NSMB tricky to play well.  For example right after playing through SM3DW and then playing NSMBU I fell off edges while trying to time certain edge jumps countless times.  When that happens: "I pressed jump close to the edge but Mario just walked off the edge to doom" it doesn't make the game feel challenging in a good way , it feel limited and dated.

A simple example is Resident Evil with tank controls.  They're restrictive, they make the game harder by slowing you down, and they feel dated.  These days we expect controls to not get in the way, and difficulty should be built in different ways.



My 8th gen collection