| hershel_layton said: but why should a game suddenly be inferior for not being difficult? Would that mean a game like Mario Galaxy 2 is worse than Duck Hunt or any other old game which(most likely) was more difficult?
I love the megaman series for its wide variety of gameplay methods and difficulty. However, I prefer the newer starforce series over the old ones. Yes, the originals are amazing, but the newer games we see today gain much more depth and content to it. That isn't to say that either gens deserve bashing- they both sacrifice something in exchange for an advantage they can boast.
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Thats the issue as games have grown and matured, their difficulty has dropped. it didn't grow with them. And by difficult I mean games that require a certain degree of skill. Eg. ninja garden series Dark souls, bloodborne....etc. Once upon a time, games like that were the norm, and when the game lacked a heavy skill based combat system they in its place had puzzles that would at least require you use your head.
What we have today, that in most cases you call depth and content, is literally quantity over quality. I'm not saying games should all revert back to those six stage games of old. But I'm saying those games showed that you don't have to literally have 40hrs of content to have a good game.
do you realize that instead of having a game lowered with 20 fetch quests and 20 go here and kill these enemies quests they could make only 10 proper side quests with real depth and substance and that would be enough? Ever play games like soul reaver? there wasn't a single side quest in that game yet if you ask anyone that has played it they will tell you it was one of the best games they played.
And hard games shouldnt default to indie sidescrollers. Games these days are just too easy. Even uncharted on crushing is easy. And I see all that as a manifestation of continuously poor game design. There is a reason why game guides were so popular back then.
take this for instance, in FF7 and example of a "side quest" was getting the gold chocobo. If you hsve any idea what I'm talking about and know what it entailed to do that then you will see just how far down game design has gone. In FF8 there was a certain something you would get if you could dodge the lightning strikes 99 times in thunder plains. In vagrant story the possible combinations in weapon crafting was a game in of itself. soul reaver took enviromental puzzles to a while new level. I could go on and on.
I'll just settle for this instead; games are poorly designed now. Aiming for quantity and glamour instead of engaging challenges.







