Forums - Gaming Discussion - Star Fox Zero adds invincible mode for beginners, internet reacts

Does this actually bother anyone here?

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The internet, nuff said

Shoot'em ups regularly offer such a mode (granted: no high scores will be saved or they are on a separate list, nothing's unlocked, etc. and I don't know if Nintendo is doing the same thing) and just because this is Nintendo and a bit popular, all the "hardcore gamers" are going crazy about it while they never care about unpopular games and therefore don't know stuff about games.
If you don't understand the purpose of such a mode, no need to play it or even judge it (although it might make less sense in a game like Starfox that is a very easy type of shoot'em up). It's not like the devs spent weeks on this, it's done within minutes.
I love hardcore gamers and gamers who act like they know what they are talking about.



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Hmmm interesting.... There was a thread on here asking if "Gamers this generation are spoiled by low difficulty levels" and 70%+ agreed with that statement in the poll, yet the majority here are saying no.

Anyway options are always good, there's no problem with this at all.



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This is just stupid, this is basically easy mode and we also know game will have some sort of hard mode, almost every game have difficulties you can choose, so why would someone have anything against this game having easy mode?!

Stupid reactions doesn't deserves own thread.



curl-6 said:
Dr.Henry_Killinger said:

Opinions are opinions.

Mine is that a good game teaches you how to play it. That's also a fundamental of good game design. Every time I go through a tutorial I cringe b/c its just evident of a lack of the prior to an extent. 

If you must see it as a learning process, then this is still learning. You learn what lies ahead so you can then use that knowledge to inform a later playthrough without invincibility. Observing and adapting, that's learning. It can also help you learn the controls while you're observing. Punishment isn't an essential component of the learning process.

While that maybe true, the onus is on the developer/designer to make an option like that unnecessary, or at the very least design the game or option around it.

I'm reminded by practice mode in DDR which is nearly the same thing, which I used extensively while playing it.

The subtle difference is that there isn't a reward for completing a song in practice mode, its sole purpose is teaching because the reward is some parts actually beating the song itself, points, and other unlocakables. Here its justified.

Granted the details aren't clear on whether or not the game can be "cleared" in invicible mode, but if that is the case you are rewarded for just effectively nothing and a lot of the incentive to even play the game in a non invicible mode is lost. That is an option, do I agree with it? No. That's simply my stance on the matter.

And Punishment might not be essential to learning process, Reward might not be either, but it certainly makes things more engaging and interesting, which are certainly prime aspects of Fun.



In this day and age, with the Internet, ignorance is a choice! And they're still choosing Ignorance! - Dr. Filthy Frank

Might as well add a mode where the game plays itself without the need of player-input. You get the gratification of beating a game without the need of effort!



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Even though I would never even come near to such a mode, it doesn't take any effort and it isn't obligatory in any way. Besides it's not that is a game that is intended to be hard in the first place. Not every game is dark souls or the Witcher 3, which need some skill to complete (if you turn it on hard mode it is).



Please excuse my (probally) poor grammar

Dr.Henry_Killinger said:
curl-6 said:

If you must see it as a learning process, then this is still learning. You learn what lies ahead so you can then use that knowledge to inform a later playthrough without invincibility. Observing and adapting, that's learning. It can also help you learn the controls while you're observing. Punishment isn't an essential component of the learning process.

While that maybe true, the onus is on the developer/designer to make an option like that unnecessary, or at the very least design the game or option around it.

I'm reminded by practice mode in DDR which is nearly the same thing, which I used extensively while playing it.

The subtle difference is that there isn't a reward for completing a song in practice mode, its sole purpose is teaching because the reward is some parts actually beating the song itself, points, and other unlocakables. Here its justified.

Granted the details aren't clear on whether or not the game can be "cleared" in invicible mode, but if that is the case you are rewarded for just effectively nothing and a lot of the incentive to even play the game in a non invicible mode is lost. That is an option, do I agree with it? No. That's simply my stance on the matter.

And Punishment might not be essential to learning process, Reward might not be either, but it certainly makes things more engaging and interesting, which are certainly prime aspects of Fun.

Negative reinforcement isn't an essential component of the learning process though.

And seeing what comes next in terms of the next stage or boss can be its own reward. Not everyone needs to be challenged to have fun.



Qwark said:

Even though I would never even come near to such a mode, it doesn't take any effort and it isn't obligatory in any way. Besides it's not that is a game that is intended to be hard in the first place. Not every game is dark souls or the Witcher 3, which need some skill to complete (if you turn it on hard mode it is).

Part of me disagrees with the concept of difficulty modes entirely. But generally, I see it as simply an option as well. But a mode that, and I don't use this term lightly, lazily removes all the challenge from the game imo can't be respected on principle. If this were a spectrum, this would be on the other extreme of my (one mode view).



In this day and age, with the Internet, ignorance is a choice! And they're still choosing Ignorance! - Dr. Filthy Frank

curl-6 said:
Dr.Henry_Killinger said:

While that maybe true, the onus is on the developer/designer to make an option like that unnecessary, or at the very least design the game or option around it.

I'm reminded by practice mode in DDR which is nearly the same thing, which I used extensively while playing it.

The subtle difference is that there isn't a reward for completing a song in practice mode, its sole purpose is teaching because the reward is some parts actually beating the song itself, points, and other unlocakables. Here its justified.

Granted the details aren't clear on whether or not the game can be "cleared" in invicible mode, but if that is the case you are rewarded for just effectively nothing and a lot of the incentive to even play the game in a non invicible mode is lost. That is an option, do I agree with it? No. That's simply my stance on the matter.

And Punishment might not be essential to learning process, Reward might not be either, but it certainly makes things more engaging and interesting, which are certainly prime aspects of Fun.

Negative reinforcement isn't an essential component of the learning process though.

And seeing what comes next in terms of the next stage or boss can be its own reward. Not everyone needs to be challenged to have fun.

That's exactly what I have a problem with. Reward for no reason. Regardless of whether or not you're being challenged, if you're not engaged with the game, its unlikely you're having fun with it either. 

Its the eternal debate of participation ribbons. The only thing your being "rewarded" for is purchasing the game and pressing start.



In this day and age, with the Internet, ignorance is a choice! And they're still choosing Ignorance! - Dr. Filthy Frank

Dr.Henry_Killinger said:
curl-6 said:

Negative reinforcement isn't an essential component of the learning process though.

And seeing what comes next in terms of the next stage or boss can be its own reward. Not everyone needs to be challenged to have fun.

That's exactly what I have a problem with. Reward for no reason. Regardless of whether or not you're being challenged, if you're not engaged with the game, its unlikely you're having fun with it either. 

Its the eternal debate of participation ribbons. The only thing your being "rewarded" for is purchasing the game and pressing start.

If people have paid money for a product, I'd say they're allowed to have fun with it the way they want.

Why should they have to jump through hoops to conform to what you find fun?