rockyraccoon5 wrote:I think I'm already hopelessly addicted. I love Blazing Lasers, Gate of Thunder, M.U.S.H.A., Ikaruga, Space Megaforce...
The funny thing is while I suck at these games and don't see myself finishing them soon, I still love just persevering through them. I'm not even one of those "hardcore" gamers who thinks the more difficult a game is, the better, I just like watching stuff blow up in the most ridiculously exaggerated ways possible. I've seen some people on other forums say if you don't 1cc everything then you're not doing it right, but I think that's kind of an elitist way of thinking. It's like if you're enjoying yourself, then who cares, honestly? This is Whit gaming is all about, high scores be damned.
some people find fun in exploring the game, in what they like to call in a "tourist" manner, without expectations or focus in finishing the game or reaching good scores. Others find out that the skill exercise involved in finishing the game and/or reaching good scores is more rewarding, more fun. Both player types will eventually grow bored of the game's facade, and that's why competitive games maintain their playerbase for long times. In short, in a similar manner to what Dragoforce mentioned, the first type will be missing most of the fun potential that the genre has to offer.
Also,
high scores be damned
please refrain from offending the people who like to play for score. It's no surprise that a lot of the people here are reacting in the same manner.
njiska wrote:A better comparison would be to look at RPGs. You don't have to level up all the way, but it's there. You don't ever to do every side quest and play 500 hours when you can get through in 10. These are options, choices you make based on how you want to play the game. Playing a shmup for survival is as much fun when you're not an expert bullet-dodger. Just because it's how you enjoy playing the game, doesn't mean everyone else has to play that way. The mindset is just arrogant and as the poster commented, quite elitist.
RPGs in general are meant to allow the player to see the ending(s) without much effort or skill (outside of time spent). Shmups are more focused in player performance. RPGs are normally are more focused in storytelling, so there's not much room for trying to perform better on them. In RPGs, the player will eventually see the ending that he/she'd like to see the most at the time. In shmups, the player may credit-feed his/her way, without realizing that the game allows the player to finish it without continuing. (and therefore may not experience a sense of challenge, accomplishment, and self-improvement. Those who score well and/or 1cc in these games, provided that their scoring system are well-made enough, are also able to play the games "just for fun", but they prefer the former way, because they know, from experience, that doing so is even more fun.)