twesterm said: I actually have no real interest in Bionic Commando, I mainly just wanted to say:
Personally, I haven't played the game but after reading the story and some comments: your core mechanic shouldn't be too hard for the majority of people to pull off you dumb shit. |
I'm of two minds on this:
1. You're an idiot because we would never have gotten a game like GunValkyrie (and, to a lesser extent, PS2 Shinobi) with thinking like this--a game that eats up and spits out the so-called "hardcore" gamers, leaving only the real men* standing.
2. You're a genius because, frankly, nobody in this day and age is really willing to put in the time to come to grips with the play mechanics if it takes more than 15 minutes (once again we look at GunValkyrie which took several hours of concerted frustration until it all came together--clicked, if you will--as a thing of sweet 'n' creamy beauty but which, of the ten people that bought the game, only three of which ever discovered). Here I approvingly quote Shigeru Miyamoto: "If you haven't grabbed them in 15 minutes, you've failed."**
Basically, do you want to make a game that only appeals to a very, very narrow slice of the gaming populace (and again: the so-called hardcore gamers probably don't even fit in this category) or do you broaden that out in order to actually sell enough copies that you actually make some money and so that more than a tiny handful of gamers can appreciate it?
While you're pondering that, however, I would submit that there is room in the market for games that are, essentially, completely unforgiving--Etrian Odyssey, Shiren the Wanderer, etc. are more punishing than fun, but there are people that do quite enjoy the hammer and tongs treatment and the sense of accomplishment at having tamed such unwieldy beasts (me, for one).
*As real as men can get when talking about video games.
**This might very well be an apocryphal tale/quote, but it certainly does explain NCL's game design philosophy--and success--doesn't it?
Griffin said: I don't see how making a game hard on purpose is a good thing. Old school games were hard because the controls sucked and there is no need in today's world to gimp your controls. MegaMan has shitty controls too, just to let you guys know. |
OK, how would you improve MegaMan's controls? Are they too tight? Too loose? Are you complaining that you simply can't do all the things you want him to be able to do?
There's also a difference in being hard because the game is un-fair (tons of old school games with slow, un-responsive controls, mandatory hits, etc.) and simply because the play mechanics are difficult to master (again: go play GunValkyrie as one example of this where the entire experience is built around a hard-to-master play mechanic).