While that article is indeed deeply flawed (as if anyone considers Tatsujin Oh a "casual" game), it does suggest something I've wondered about in the past, which is exactly how aware the console scene is of the home computer scene, and vice versa. Final Fantasy II is often bashed for its unconventional leveling system, but - as the CRPG Addict pointed out - Dungeon Master did something similar the year before and is widely regarded as an influential classic. (Of course, the leveling system was far from the only thing wrong with FFII.) Likewise, I've seen fairly popular Amiga titles like Lotus 2 (and of course, The Last Ninja and Shadow of the Beast) being received rather poorly by console gamers.qmish wrote:This blog post might be perfect fit for OP's mood.
The idea that "modern" gamers fail to see the value of difficulty (as you have defined it) rather than just hating it outright is incredibly tempting, though (as others in this thread and others have pointed out) it doesn't appear to gel with the amount of relatively high-level play found in certain multiplayer online games today.Durandal wrote: Many good things
A bit of atmosphere and world-building doesn't hurt as long as it supplements the gameplay rather than replacing it.BryanM wrote:Non-interactive narratives are a net detriment to the medium. Ocarina of Time was made worse by it. Dragon Quest Monsters Joker 2 is made worse by making you sit through 20 minutes of nothing before you get to murder your first slime.
E.T. for the 2600 is indeed the poster child for a game that isn't as hard (or terrible) as people make it out to be.orange808 wrote:Just do what makes you happy.
I listen to "gamers" spout bullshit all the time.
Know what? I manage the sides of the screen. Don't stand there, dumb ass.
I memorized the map. I don't walk into pits.
I get out first time--every time. Maybe you suck at video games.
I find the icons I need and use my powers. There's too many pits and too little power for trail and error.
I only hunt two phone pieces and Elliott gets the last one. Why work harder? Gather Reeses Pieces and use them.
You suck at the game and you're doing it wrong, but you decided that Seanbaby knows best. Fuck that.
There's all kiinds of games. Play what you like.
I love them all. Even "bad" ones.
I haven't played it, but I seem to recall having heard something about the blue crystal being used in a similar manner and how that was supposed to have tipped you off.atheistgod1999 wrote: Just wondering: was thething something people managed to figure out by themselves back in the day?Spoiler
kneel with the red crystal at the wall
I had hoped for something a bit more nuanced than that, but it does seem to have gone in that direction. At least we're getting a good discussion out of it.Sumez wrote:Is this the whine about modern games thread? Count me in!
Well put, though I'm not sure defining all of gaming as a "challenge that you have to beat" is the best way to go about it. Games like Rockman and Contra are certainly designed that way, but can the same be said for, say, Galaxy Force II? Durandal seems to disapprove of games that involve being a demigod in a sandbox, but it isn't an invalid form of gaming, merely a different genre from what was on most consoles back in the day.Sumez wrote: Some posts in this thread raise some really good points, and I agree with most of it. People today have a very different view on what a video game is, even people who have played classic video games for the past 30 years. Just recently I had a long discussion trying to argue why quicksaving does nothing to improve old games on the NES Classic, while people were claiming that it is pretty much necessary, as adults they don't have a lot of time to keep replaying the same stages over and over.
I doubt I have to explain to people in here why that feature removes almost everything that games like Mega Man and Contra are designed around. This is the same impression that gives people a general idea that the "lives" system is outdated, even retroactively in classic video games built around it. People see games like something you play from the beginning to the end to see it all. Not like a challenge that you have to beat.
What I consider most interesting in this debate is how people's view on classic arcade or 8bit titles has changed throughout time in order to compare them to what's currently coming out. I never heard the term "NES hard" until ten or so years ago, and the concept that every NES game is super hard was pretty new to me. While games like Mega Man are challenging enough that you have to put your mind to it and practice some of the more complicated bosses, they are definitely not their own category of hard! When I heard that the first Super Mario Bros. was "NES hard" I had no idea how to react. I doubt anyone who grew up with that game would consider it even the tiniest bit difficult. But I guess if you grew up with instant respawning, trying any game that requires you to jump to survive a bottomless pit would come across as "hard"...
By the way, all of the early Wizardry titles allowed for save scumming and consequently the 1980s equivalent of instant respawn, provided you had enough disks. This individual would have me believe that it was a fairly common practice for the genre. It doesn't belong in an arcade-style title, of course, but the mechanic itself isn't inherently offensive. I think Kanon gave you something like 50+ save slots to let you see all the endings.