Boss fights that you can't win. If you don't know the enemy is a scripted boss battle, you can loose a lot of items trying to defeat it. If you don't recover them, you just get angry, not more inmerse in the game.




Boss fights that you can't win. If you don't know the enemy is a scripted boss battle, you can loose a lot of items trying to defeat it. If you don't recover them, you just get angry, not more inmerse in the game.
| Darwinianevolution said: Boss fights that you can't win. If you don't know the enemy is a scripted boss battle, you can loose a lot of items trying to defeat it. If you don't recover them, you just get angry, not more inmerse in the game. |
What if you're supposed to feel angry? Then you are totally immersed in the game.
Defeat isn't supposed to feel good.
| spemanig said: You do, though. I get that this is all haha funny funny to you but playing games is like learning to ride a new class of motor vehicle every new game. If you can't understand basic principals like becoming intimate with your controls and understanding subtle nuances of the game you're playing and it's rules, you're misunderstanding a large part of why games have servived the way they do. People write academic papers and go to school for this stuff. This isn't hippy garbage. It's science and math and phychology and deliberate game design. |
Oh believe me I know it's science and all that but it still won't stop me from not enjoying a game based on it;s difficulty, this is why I tend to play normal difficulty mode because I play the games for their stories and for fun, challenges and getting everything on a tick list or trophies are the very last aspects of a game I buy into games for. I can still get "intimate" with a game without having to bust my knuckles though, I can get to know it inside and out and avoid said challenges.
Mankind, in its arrogance and self-delusion, must believe they are the mirrors to God in both their image and their power. If something shatters that mirror, then it must be totally destroyed.
spemanig said:
I'm not saying that you don't look at difficult bosses as a challenge. What I'm saying is the the reason you like that challenge isn't because "duh it's really hard," but because you understand how to overcome that challenge and that understanding comes from a deep understanding of how the game works. You know how to overcome it anyway. Because you've grown so intimate with the game, or you know that you will, that you know that you'll be able to beat it anywayin spite of that difficulty. The difficulty of just the perameters build to force you to express that earned intimacy in an impressive and satisfying way by closing the margin for error when not adequatly expressing that intimacy correctly. |
Actually, you're right. I can bring up Myst again. Many people who started up Myst for the first time were probably only familiar with point and click adventure games of the Sierra / Lucas Arts variety. Amass an inventory. Use your items on the environment or other items. Talk to people, etc. Myst was a completely different experience at the time. No back story, no descriptions, no instructions. Just pops you into an environment. It's up to you to "solve" the game. You start thinking differently. You move around. You interact with things. You flip switches. You see what happens. You observe. You listen. And you begin to see how the designers think. You begin to think and observe in a different way. A way that is more in tune to how Myst works. So that when (if?) you solve the game and start in on the second game, it's "easier". And I use that term loosely. It's not easy. Not even in the slightest. The second Myst game (Riven) is a brutally difficult exeprience that puts the original to shame. But you already hit the ground running. You don't need to get used to how things work anymore. You play within the rules that the first game set.
| spemanig said: Defeat isn't supposed to feel good. |
Scripted defeat is cheating. Especially when you totally can defeat the boss at that point.




spemanig said:
What if you're supposed to feel angry? Then you are totally immersed in the game. Defeat isn't supposed to feel good. |
If I use or lose thing that I will need later in the game, wasting them on a brick wall is not engrossing, it's just a pain.
| Chazore said: Oh believe me I know it's science and all that but it still won't stop me from not enjoying a game based on it;s difficulty, this is why I tend to play normal difficulty mode because I play the games for their stories and for fun, challenges and getting everything on a tick list or trophies are the very last aspects of a game I buy into games for. I can still get "intimate" with a game without having to bust my knuckles though, I can get to know it inside and out and avoid said challenges. |
I wouldn't compare achievement hunting to difficulty.
Like I said, you don't have to bust your knuckles. I don't. But no, you absolutely can't become intimate with a game, at least not a difficult game, without playing on the appropriate difficulty. You may think you know it, but you don't.
| CladInShadows said: Actually, you're right. I can bring up Myst again. Many people who started up Myst for the first time were probably only familiar with point and click adventure games of the Sierra / Lucas Arts variety. Amass an inventory. Use your items on the environment or other items. Talk to people, etc. Myst was a completely different experience at the time. No back story, no descriptions, no instructions. Just pops you into an environment. It's up to you to "solve" the game. You start thinking differently. You move around. You interact with things. You flip switches. You see what happens. You observe. You listen. And you begin to see how the designers think. You begin to think and observe in a different way. A way that is more in tune to how Myst works. So that when (if?) you solve the game and start in on the second game, it's "easier". And I use that term loosely. It's not easy. Not even in the slightest. The second Myst game (Riven) is a brutally difficult exeprience that puts the original to shame. But you already hit the ground running. You don't need to get used to how things work anymore. You play within the rules that the first game set. |
Exactly. 90% of "difficultly" comes from learning how to play a game and learning to play by its rules. That's why NG+ exists. If it didn't, people would breeze through games on subsequent playthroughs, because they already understand it. The game isn't easier. You're just better.
I hate missables as well, that's why before I go through the main quest I do everything else I can at that point.
Another thing I don't like is not having the hardest difficulty available since the beginning.

| Wright said: You just reminded me that you can miss a complete optional yet lenghty and rewarding dungeon area which has also ties to the main story (and some funny easter eggs altogether) in Tales of Vesperia if you don't happen to travel all the way to a certain part you've already visited in the world, in a crucial plot story moment, despite what common sense might tell you. It's baffling, and there's no second chances; proceeding forward the story and coming back won't trigger it. So I can say I totally relate to that one.
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I feel those kind of things happen a lot in Tales of games. In order to do this very fun dungeon or side-quest to earn a really good weapon, you have to go to this really out of the way place, or go to several random places at different times that can usually only be activated in a short amount of time. It can get really frustrating and is probably my biggest gripe with Tales Of games 
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