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Forums - Gaming - are games becoming too easy?

 

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Otakumegane said:
Kid Icarus:Uprising and The World Ends with You had the best difficulty settings out there.

I want to see more of THAT.


why does it have the best difficulty settings? now im interested lol 



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They are already to easy. I mean when I played OOT on 3ds I was stuck on some parts (even tho I played the original in 1998) because my 2013 mindest is used to the games holding my hands and taking care of me etc.

I also dont like all those super long tutorials.

2 Days ago I played ARMA2 for the first time me and 2 friends just started playing it took us ages to find out that pressing down the mouse wheel = USE and not E (as in most games) and zooming with a sniper also took some time but we had alot of OH WOW moments and a sense of achivement everytime we found out something new.

This game did it right.

I am annoyed by most of todays games because all those tutorials are ZZZZZZzzzzzzz and my brain just shuts down after a while (because nothing actually happens)

Sure all those mainstream people nowadays need that help but games were never ment for those people. If people are not smart enough to find out stuff by themselves well their loss....

Too bad the gaming induestry is now used to all those wannabe gamers that need help all the time... The industry will not just give up money.....




Have you tried playing on higher difficulties? I normally start all of my games on the second hardest difficulty and then play it again on the highest. For example Halo on Heroic and then play again on Legendary.



osed125 said:
platformmaster918 said:
osed125 said:

In order to attract the mainstream audience games need to be easy, if developers don't do it then most people will hate it and thus not buy it. There are some exceptions to this obviously, like the Soul's series.

One of the problems I usually face up with games is that they are "difficult" (the real word should be frustrating) for the wrong reasons: bad camera, bad controls, action commands (God I hate this things so much) etc. this has been around since the NES days but I feel like more games suffer from this lately, many of my deaths in video games are because of bad design choices and not really because I suck at the game (again there are exceptions to this rule), when I fail at a game it should be because I did something wrong, not because the game did something wrong. 

There's also the type of "hard" games that simple put all the guys shoot at you at the same time, that imo is a really bad design choice. Devs probably just increase the accuracy of enemies AI to make it feel it's harder, but in reality this is just frustrating. This part typically applies to FPS when to put them on hard difficulty.

funnily enough I put the Soul's series in that category.  At least when I played Demon's Souls I found the levels to be extremely easy other than the ones in tunnels or small rooms where targeting an enemy would result in me being unable to see.  Then I would get to a boss and die before figuring out the pattern and have to start the whole level over.  It was easy to get through most of the levels if you took your time, but damn was the no checkpoint at a boss thing dumb.  I'm not asking for any advantage.  Give me the same health I had after going through the level and same items, just don't make me go though 50 soldiers and tediously do the same half hour level again just to get back to the only hard part.  Stupid design imo.

It encourages you to be better at the game. What's the fun of dying to some soldiers when you respawn at the spot? I died a lot of Demon Souls and had to repeat the same areas again, but I was getting better, by doing some areas again I start learning the game and be better at it, which help a lot in future areas. It's not frustrating because the enemies are not really cheap (like everything, there are some exceptions in the game imo, but overall most enemies are fine), you just have to learn their patterns and know how to block and attack.

 In this type of cases I think people confuses difficulty with perseverance. If you try a million times one part and never beat or when you beat you feel like you didn't learned anything, then that's a really bad design choice. When you try a part a couple of times and (even though it may have take you a lot of tries) beat it and you feel you are getting better, that means the developers have done a good job. 

I never felt any better though because it was just matter of "ok now I know that this rock will fall down the steps which I had no way  of knowing before and have to fight those incredibly easy yet time consuming enemies again"  I don't know I seem to be the only one that hates the design of that game not because it's hard, but because it makes you go through the simple, easy peezy parts again and again because it'll blindside you halfway through a level with a trap you couldn't have possibly seen coming or you die on the boss who is normally 100x harder than any other section and yet have to go through all that stuff again.  Given there were shortcuts on some levels but most of the time it felt like they were artificially extending the game's life by eliminating checkpoints instead of actually making it more difficult.  I killed 2 bosses in each level and finally got tired of it because I spend 90% of the game killing easy enemies (the only normal guys i remember being really difficult were those octopus guards they were challenging).




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osed125 said:
BaldrSkies said:
When even Ys is adding easy mode and cheap win tactics, you know something is going on.

When Fire Emblem lets you turn off perma deaths you also know something is going on. Luckily that game is still hard as f*ck (from what I heard, haven't play it yet)


Fire Emblem was never really that hard, it was more about placing certain units for taking hits from certain enemies, and damage rotation and ranging on certain bosses, if you wanted to avoid deaths. Although for a Nintendo series it can be considered hard. That and the storytelling is probably why it's my favorite Nintendo series.



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Funtime said:
BaldrSkies said:
When even Ys is adding easy mode and cheap win tactics, you know something is going on.


No one makes you turn off perma-death, though. It's just an option for those that prefer a more casual experience. FE: Awakening on Lunatic, even with perma-death off will give you fits.

Also, anyone looking for a challenging game should check out Etrian Odyssey 4. Like FE it now gives an option to set tthe game to casual but in standard mode it'll have you cursing out loud, yet enjoying it so much that you keep going back for more punishment.


Why did you quote me O_o

What does Ys have to do with perma-death and Fire Emblem?



Apparently Sony are releasing a patch for God of War: Ascension for one boss being "too hard." Pfthh.... so yes, games are becoming too easy, but only because we want them to be.




bananaking21 said:
Otakumegane said:
Kid Icarus:Uprising and The World Ends with You had the best difficulty settings out there.

I want to see more of THAT.


why does it have the best difficulty settings? now im interested lol 

Kid Icarus:Uprising:There are 100 difficulties. You set them before each level. 0.0:Piss Easy to 9.0:Silver Surfer NES.

Default is set to 2. You bet ingame currency (Hearts) if you want to play higher or lower difficulties. The higher the difficulty, the better the drops. It's a very nice risk/reward mechanism. You bet to play harder but also for the chance to earn more. Oh and if you lose you lose the hearts that you bet.

 

The World ends with you:There are 2 ways of setting difficulty. 1 way is that you adjust your own level. HP decreases by a small amount for each level you drop, but item rates go up. Example:Lvl50-Drop rate=1. Turn yourself down a notch to Lvl30-Drop rate=21X normal.

Another way is "Chains" where you can battle more than 1 group of enemies at a time. The more you chain, the higher the drop rate. Chains proceed linearly so if you Chain 4 groups, you fight 1-2-3-4. However, as you progress along the length of the Chain, the enemies get stronger.

Some of the items require you to Chain 16 enemies in a row at a Lvl of like 10 for even a chance to obtain the drops.

Oh max Chain is 16 and Max level is 50 so there are 800 possible difficulty settings.

 

The most flexible and rewarding difficulty settings out there. 



http://gamrconnect.vgchartz.com/profile/92109/nintendopie/ Nintendopie  Was obviously right and I was obviously wrong. I will forever be a lesser being than them. (6/16/13)

platformmaster918 said:
osed125 said:
platformmaster918 said:
osed125 said:

In order to attract the mainstream audience games need to be easy, if developers don't do it then most people will hate it and thus not buy it. There are some exceptions to this obviously, like the Soul's series.

One of the problems I usually face up with games is that they are "difficult" (the real word should be frustrating) for the wrong reasons: bad camera, bad controls, action commands (God I hate this things so much) etc. this has been around since the NES days but I feel like more games suffer from this lately, many of my deaths in video games are because of bad design choices and not really because I suck at the game (again there are exceptions to this rule), when I fail at a game it should be because I did something wrong, not because the game did something wrong. 

There's also the type of "hard" games that simple put all the guys shoot at you at the same time, that imo is a really bad design choice. Devs probably just increase the accuracy of enemies AI to make it feel it's harder, but in reality this is just frustrating. This part typically applies to FPS when to put them on hard difficulty.

funnily enough I put the Soul's series in that category.  At least when I played Demon's Souls I found the levels to be extremely easy other than the ones in tunnels or small rooms where targeting an enemy would result in me being unable to see.  Then I would get to a boss and die before figuring out the pattern and have to start the whole level over.  It was easy to get through most of the levels if you took your time, but damn was the no checkpoint at a boss thing dumb.  I'm not asking for any advantage.  Give me the same health I had after going through the level and same items, just don't make me go though 50 soldiers and tediously do the same half hour level again just to get back to the only hard part.  Stupid design imo.

It encourages you to be better at the game. What's the fun of dying to some soldiers when you respawn at the spot? I died a lot of Demon Souls and had to repeat the same areas again, but I was getting better, by doing some areas again I start learning the game and be better at it, which help a lot in future areas. It's not frustrating because the enemies are not really cheap (like everything, there are some exceptions in the game imo, but overall most enemies are fine), you just have to learn their patterns and know how to block and attack.

 In this type of cases I think people confuses difficulty with perseverance. If you try a million times one part and never beat or when you beat you feel like you didn't learned anything, then that's a really bad design choice. When you try a part a couple of times and (even though it may have take you a lot of tries) beat it and you feel you are getting better, that means the developers have done a good job. 

I never felt any better though because it was just matter of "ok now I know that this rock will fall down the steps which I had no way  of knowing before and have to fight those incredibly easy yet time consuming enemies again"  I don't know I seem to be the only one that hates the design of that game not because it's hard, but because it makes you go through the simple, easy peezy parts again and again because it'll blindside you halfway through a level with a trap you couldn't have possibly seen coming or you die on the boss who is normally 100x harder than any other section and yet have to go through all that stuff again.  Given there were shortcuts on some levels but most of the time it felt like they were artificially extending the game's life by eliminating checkpoints instead of actually making it more difficult.  I killed 2 bosses in each level and finally got tired of it because I spend 90% of the game killing easy enemies (the only normal guys i remember being really difficult were those octopus guards they were challenging).

Maybe because I'm a really patience gamer, but I never got bored or frustrated by repeating same areas again, like I said I was getting better at the game, and each enemy kill felt like an achievement (especially the bosses). 

Monster Hunter also does this job (at least for me) in a great way, you die a lot killing one monster, but you start learning it's pattern and when to attack, so when you finally kill it it's extremely satisfying.  

Again, maybe this is because I'm a really patience guy in general. I rarely get angry or frustrated in video games or real life.



Nintendo and PC gamer

BaldrSkies said:
Funtime said:
BaldrSkies said:
When even Ys is adding easy mode and cheap win tactics, you know something is going on.


No one makes you turn off perma-death, though. It's just an option for those that prefer a more casual experience. FE: Awakening on Lunatic, even with perma-death off will give you fits.

Also, anyone looking for a challenging game should check out Etrian Odyssey 4. Like FE it now gives an option to set tthe game to casual but in standard mode it'll have you cursing out loud, yet enjoying it so much that you keep going back for more punishment.


Why did you quote me O_o

What does Ys have to do with perma-death and Fire Emblem?

Clicked the wrong quote button! Meant to quote someone else =(