danasider said:
No need to resort to Ad hominem. Using the word "EVERY" may have been hyperbole, but the same idea I've been arguing remains. Changing a niche gameplay style to appease a broader audience is only good if the dev wants to do it and sees it as something that won't ruin the gameplay they designed. If the dev doesn't (which, after 5 games in the multiple series that birthed a new genre of game, it hasn't), then gamers should move onto a game/genera they like instead of complaining about not being able to get through these games. |
It isn't ad hominem to say you are distorting replies because they deny your try of "no other medium this happen" and you recognize that by dropping it on your reply even if not saying it.
It doesn't change the gameplay style to have more stamina, damage dealt and less damage suffered on a EASIER mode. Made right that person would probably following similar rules and playstyle that you do but inside their own limitations.
Yes it's impossible that people are doing construtive criticism just because you don't want it to happen. And certainly everyone that were complain about how other games changed and don't met their needs aren't doing just the opposite and usually with holier-than-all attitude.
And sorry to tell you, but there are plenty of series that had 5 entries following a formula and had a big change, that is usually to prevent fatigue.
Qwark said:
How on earth do you die ten times in a single battle in The last of us outside of crushing difficulty. The game is very managable on hard if yu craft and search for ammo. For me it breaks immersion if recources are plentyful years after an apocalypse and mebeing a litteral bullet sponge. |
I didn't say I or anyone dies 10 times per battle on Normal mode on TLOU. I said that if that was to happen it would break immersion much more. But yes you aren't supposed to find bullets lying around in anywhere anyway (not that most devs care about it), and certainly if you don't care or is worried about scarcity of your inventory you aren't feeling what the game is supposed to be. But what is considered scarce and how many times you die is changing for everyone.

duduspace11 "Well, since we are estimating costs, Pokemon Red/Blue did cost Nintendo about $50m to make back in 1996"
http://gamrconnect.vgchartz.com/post.php?id=8808363
Mr Puggsly: "Hehe, I said good profit. You said big profit. Frankly, not losing money is what I meant by good. Don't get hung up on semantics"
http://gamrconnect.vgchartz.com/post.php?id=9008994
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