Chrkeller said:
I'm not entirely sure what you are saying but QoL have gotten better with time. Zelda, dying and starting with 3 hearts is annoying. Zelda 2, dying in a dungeon and starting back at start is annoying. The things above are not good design. Battletoads, on the NES, is flatly punishing, especially two player. Games are more balanced now. Edit Actraiser 2, MDK2, etc. Good luck playing those games. Christ the difficulty is brutal to the point of no fun. No map in the original Metroid wasn't good design. |
Starting with 3 hearts in Zelda is a perfect way to annoy the player. It’s a consequence of the player messing up and maybe the player learns to be more careful in the future. Same with Adventures of Link, restarting in the entrance is a consequence of messing up. Consequences for poor actions are good design and something lacking in most of the games from the last 20 years.
I haven’t played Battletoads in ages but as I remember it it wasn’t to punishing up until the motorcycle stage. And I’ll admit I’ve never made it past the motorcycle stage. But that was more an issue of never owning the game myself.
And again I’m going to disagree with you on Metroid. The no in game mini map is a feature (specially in hindsight) that I hold to a high esteem. You want to know how both me and most of my friends played it the first time? With a pen and a stack of paper next to the TV and we drew our own map. That added to the experience and sense of wonder and discovery. I’m currently on a play through of it again on Nintendo Online, but nowadays I don’t need pen and paper I still remember where to go.
I’ll add another game that you probably hate that I love and that is Simon’s Quest. The NPCs giving misleading information is a stroke of genius that I would dare developers do today in the age of arrows pointing at the objective and where to go.
But let us say this, I think you and me will not agree to much in this discussion.