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Forums - Nintendo - Demo Play renamed, fully detailed.

I don't like the fact that you have to die several times in order to activate this feature. Yes, I know the designers want to discourage people from abusing it, but I still imagine it will become a great inconvenience for many ailing players who simply want to get on with the game.

I'm guessing the Super Guide box will spawn at the last checkpoint location the player has passed (like the item boxes in NSMB DS) and so, at least, redundancies pertaining to its execution will be minimized.

And yes, this feature only serves to highlight the redundant nature of the "game over" concept. Really, by today's standards the only thing it does is send the player back to the beginning of the level - and isn't that kind of inhibitive design the very thing this new feature is meant to ameliorate?



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This is an awesome feature that will TRULY create bridge titles that appeal to both new and experienced gamers.

I'm really excited about this feature and I'm glad that level designers will be making levels more challenging.

I'm anticipating this feature being used in the next Zelda. Now the dungeon designers can truly set out to stump us with formidable, mind-bending puzzles. Zelda games can be hard again for old school fans like me. Can't wait!



Kenology said:
This is an awesome feature that will TRULY create bridge titles that appeal to both new and experienced gamers.

I'm really excited about this feature and I'm glad that level designers will be making levels more challenging.

I'm anticipating this feature being used in the next Zelda. Now the dungeon designers can truly set out to stump us with formidable, mind-bending puzzles. Zelda games can be hard again for old school fans like me. Can't wait!

Amen, brother.



Destroyer_of_knights said:
the fact that it only kicks in after only 8 deaths isn't that bad, other devs some time give options to lower the difficulty after a certain amount of deaths, it's some what the same....except for the fact that unlike super guide, the other dev solutions don't give an option for the game to play it's self.

I still don't like this idea, personally the way it should of been done is that after 8 deaths, you start getting only written hints, and only after the 15th death should the games option to play it's self kick in...better yet, hell it would have probably been even cheaper for nintendo, would have been to simply have access to the browser in game...that way if once chooses too they can look up a guide, or some youtubbe guide...this way it's only ever an option that has to be pro-actively found and used with no input from the game telling you to use it, and it would have been cheap because the code for in game browser would be used for all games with no specific game code like Nintendo's current approach, and really I'd rather a dev spend their time and money making a good game, rather than spending time and money working on this 'Super Guide'

I know this option isn't for us core gamers, but the casual gamers must realise that the purpose of gaming is to be challenged via gameplay, be entertained via story and in general have fun in the overall experience, and yes this does include frustration...if they don't want a challenge weather it be an easy or hard challenge then perhaps games are not for them and they should stick to watching movies or something, cause a game with out challenge may as well be a chore or movie, and with the ability for the game to play it's self, that's what it ends up being, a movie.

Anyways, it's getting there...well at least it's allot better than it was, but my opinion above still hold true.

 

What you have to rememeber though is that the "casual gamer" plays for a different reason. So they might just want to get through the level. And if you wait too long (and 8 might be too long), they will turn off the machine and never play again.

Mike from Morgantown



      


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Why do people complain about game overs?

game overs need to exist because otherwise, you can't lose the game.



I LOVE ICELAND!

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KungKras said:
Why do people complain about game overs?

game overs need to exist because otherwise, you can't lose the game.

Game Overs do not make you lose.

More importantly, why is losing necessary?



Khuutra said:
KungKras said:
Why do people complain about game overs?

game overs need to exist because otherwise, you can't lose the game.

Game Overs do not make you lose.

More importantly, why is losing necessary?

Losing makes it scarier to, say fall down and die in the game creating more excitement. Arcade games are like that, you play so that you can stay in the bgame longer, you do not want to fall down or run into that goomba, because then you will get closer to game over. It makes games more addicting. In mario, game over without saving is just something that you want to avoid, and therefore avoiding obstales is more exciting.



I LOVE ICELAND!

KungKras said:
Why do people complain about game overs?

game overs need to exist because otherwise, you can't lose the game.

Game Overs were necessary before the advent of saving games.  They gave you motivation to try harder.  Now, as game design has evolved and there are other ways of motivating the player, Game Overs are just a nuisance.



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I agree on Game Over being unnecessary. It just something that irritates me, especially in some RPG's were you have to see a game over screen, go back to the title screen, load and make your way to whereever you died.
Retry >>>>> Game Over.



KungKras said:
Why do people complain about game overs?

game overs need to exist because otherwise, you can't lose the game.

If the only effect of a game over is presenting you with the option to leave the game altogether or continue from where you left, then it's a useless nuisance.

Bring back the player to last checkpoint or wherever you want, and lose the game over concept for good.



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