I will not die until I achieve something...

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STG4WD
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Re: I will not die until I achieve something...

Post by STG4WD »

Eaglet wrote:Considering the ADD state of modern gaming in general i honestly think developers should put in an unskippable intro movie/slide/whatever when the game is played for the first time where concepts such as 1CCs and score play are explained. The biggest problems are the lack of knowledge around how these games are played, and most importantly, the lack of exposure the genre has in general.

I agree with this.

Mushi on Steam (as the first 'Triple A shmup') would benefit from this a LOT. Also some tips about training, bomb distribution etc.

And some advice to start on Original if it's your first time!
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Re: I will not die until I achieve something...

Post by Despatche »

continues are a cheat. they are a fundamentally broken concept and any amount or any system that attempts to regulate them will always hurt how people approach the game.

the entire genre needs to be completely reconceptualized for people while preserving the exact same gameplay. however, all that has happened is that people have forgotten what skill is and what it means to play a "game of skill".

casual games solved this. games such as trackmania and pac-man championship edition solved this.

getting rid of continues is a very important part of that. you can put in tutorials that actually make the scoring system seem important, and you can promote the leaderboards all you want, but you will never be able to fix this problem unless many developers delete continues from their games, from the genre, and from the collective consciousness of humanity.

this is not impossible or even hard. it just requires a lot of people to flip the same switch that tells them to follow the meme over and over again.

you can even do it with so-called "story-based" shmups. again, all you need is a large number of developers doing it.
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Re: I will not die until I achieve something...

Post by STG4WD »

Despatche wrote: you will never be able to fix this problem unless many developers delete continues from their games, from the genre, and from the collective consciousness of humanity.
XD Strong stuff!

Even the gods continue though… wasn't DOJ Black Label partly designed to allow people to credit feed in the second loop?!
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Re: I will not die until I achieve something...

Post by Squire Grooktook »

nope, score is still blanked.
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Re: I will not die until I achieve something...

Post by STG4WD »

Squire Grooktook wrote:nope, score is still blanked.
I know but didn't the players want the ability to credit feed in order to practice?
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Re: I will not die until I achieve something...

Post by Illyrian »

Dude, Despache is one of those players who thinks that the way he plays games should be the only way anyone is allowed to.

And of course yes credit feeding is useful for practicing at times, especially if you want to practice dodging specific attacks on bosses for a long time to try and get the hang of them
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Re: I will not die until I achieve something...

Post by CWM »

What we should be interested in are not completion rates, but average playtime. If someone plays Crimzon Clover for 10 hours, and has fun with it, but isn't good or motivated enough to clear, then I don't see how that's a pathological situation that needs fixing. In fact, having a lot of people like this is how you build a healthy playerbase for the genre, in my opinion.
Despatche wrote:continues are a cheat. they are a fundamentally broken concept and any amount or any system that attempts to regulate them will always hurt how people approach the game.

the entire genre needs to be completely reconceptualized for people while preserving the exact same gameplay. however, all that has happened is that people have forgotten what skill is and what it means to play a "game of skill".

casual games solved this. games such as trackmania and pac-man championship edition solved this.

getting rid of continues is a very important part of that. you can put in tutorials that actually make the scoring system seem important, and you can promote the leaderboards all you want, but you will never be able to fix this problem unless many developers delete continues from their games, from the genre, and from the collective consciousness of humanity.

this is not impossible or even hard. it just requires a lot of people to flip the same switch that tells them to follow the meme over and over again.

you can even do it with so-called "story-based" shmups. again, all you need is a large number of developers doing it.
Do you mean unlimited continues? What's wrong with a limited number of them?
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Re: I will not die until I achieve something...

Post by Squire Grooktook »

CWM wrote:What we should be interested in are not completion rates, but average playtime. If someone plays Crimzon Clover for 10 hours, and has fun with it, but isn't good or motivated enough to clear, then I don't see how that's a pathological situation that needs fixing. In fact, having a lot of people like this is how you build a healthy playerbase for the genre, in my opinion.
Totally agree.

Credit feeding as practice: true, but IMO save state practice/training mode completely obsoletes credit feed practice.
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Re: I will not die until I achieve something...

Post by qmish »

continues are a cheat. they are a fundamentally broken concept and any amount or any system that attempts to regulate them will always hurt how people approach the game.
Without continues most players just went full rage and throw game in bin, killing any interest to try without continues next time. Ah, and if they never pass past level 2, for example, so they never saw smth from level 4 for example that could cought their interest.
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Re: I will not die until I achieve something...

Post by STG4WD »

Squire Grooktook wrote: Credit feeding as practice: true, but IMO save state practice/training mode completely obsoletes credit feed practice.
Do you think it would be helpful if Steam shmups included the ability to save states (i.e. mid-level), as you can in MAME?
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Re: I will not die until I achieve something...

Post by NTSC-J »

Early October shmups forum front page recap! It's been nothing but razzle-dazzle here this week:

- Another thread about how no one plays these games
- Another autistic amateur developer lamenting no one likes his shmup
- Raiden V ded
- STG Gameside ded
- Cave: "Mister, can you spare some change?"

I don't want to get ahead of myself, but if you ask me, things are look puh-retty good for the shoot-em-up in October 2015!
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Re: I will not die until I achieve something...

Post by STG4WD »

NTSC-J wrote:Early October shmups forum front page recap! It's been nothing but razzle-dazzle here this week:

- Another thread about how no one plays these games
- Another autistic amateur developer lamenting no one likes his shmup
- Raiden V ded
- STG Gameside ded
- Cave: "Mister, can you spare some change?"

I don't want to get ahead of myself, but if you ask me, things are look puh-retty good for the shoot-em-up in October 2015!

Right then.

Mods- is this the kind of constructive posting you want on the forum?

Or is it just some drive-by snarky bullsh*t that has nothing to do with the thread?
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Re: I will not die until I achieve something...

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Re: I will not die until I achieve something...

Post by NTSC-J »

STG4WD wrote:
NTSC-J wrote:Early October shmups forum front page recap! It's been nothing but razzle-dazzle here this week:

- Another thread about how no one plays these games
- Another autistic amateur developer lamenting no one likes his shmup
- Raiden V ded
- STG Gameside ded
- Cave: "Mister, can you spare some change?"

I don't want to get ahead of myself, but if you ask me, things are look puh-retty good for the shoot-em-up in October 2015!

Right then.

Mods- is this the kind of constructive posting you want on the forum?

Or is it just some drive-by snarky bullsh*t that has nothing to do with the thread?
Just having a little fun, man.

Look, these games are just never going to be front page material. I think that's fine. I found them, you found them, good for us. I think there are still a handful of players out there that would dig these games if they really learned how to play them, and over time, I bet whatever roads they take will lead them here. The speedrunning community in particular I think would go for them, so maybe some more demos at those events would be a good idea.
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Re: I will not die until I achieve something...

Post by Squire Grooktook »

STG4WD wrote:
Squire Grooktook wrote: Credit feeding as practice: true, but IMO save state practice/training mode completely obsoletes credit feed practice.
Do you think it would be helpful if Steam shmups included the ability to save states (i.e. mid-level), as you can in MAME?
Practice modes/stage selects are just as good save states, for all intents and purposes. The ones that let you practice specific points in stages (I believe a few do) are perfect as is.
RegalSin wrote:Japan an almost perfect society always threatened by outsiders....................

Instead I am stuck in the America's where women rule with an iron crotch, and a man could get arrested for sitting behind a computer too long.
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Re: I will not die until I achieve something...

Post by STG4WD »

NTSC-J wrote:
Just having a little fun, man.

Look, these games are just never going to be front page material. I think that's fine. I found them, you found them, good for us. I think there are still a handful of players out there that would dig these games if they really learned how to play them, and over time, I bet whatever roads they take will lead them here. The speedrunning community in particular I think would go for them, so maybe some more demos at those events would be a good idea.

The question I'm asking is, what can be done IN-GAME to incentivise players to push further and try to clear them?

Also, the whole 'leave it niche' argument isn't really going to make Cave their $3m for a new game any time soon.
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Re: I will not die until I achieve something...

Post by Squire Grooktook »

Nobody chooses to "leave it niche". It's niche because modern gamers are babies and manchildren who will pick hard mode because they think they're great and then get mad because it's too hard even though it's really easy.

The best you can do is straight up tell people you're not winning if you credit feed, explain score in a tutorial, limit or outright remove continues, and/or not show them an ending when they beat the game.

Probably not enough. If there's hope for the gaming industry in general, maybe things will change gradually over time and people will see the light. Otherwise there's nothing you can do. There's some things developers can do, but they'll need the cooperation of the masses before anything changes for real.
RegalSin wrote:Japan an almost perfect society always threatened by outsiders....................

Instead I am stuck in the America's where women rule with an iron crotch, and a man could get arrested for sitting behind a computer too long.
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Re: I will not die until I achieve something...

Post by NTSC-J »

STG4WD wrote:
NTSC-J wrote:
Just having a little fun, man.

Look, these games are just never going to be front page material. I think that's fine. I found them, you found them, good for us. I think there are still a handful of players out there that would dig these games if they really learned how to play them, and over time, I bet whatever roads they take will lead them here. The speedrunning community in particular I think would go for them, so maybe some more demos at those events would be a good idea.

The question I'm asking is, what can be done IN-GAME to incentivise players to push further and try to clear them?

Also, the whole 'leave it niche' argument isn't really going to make Cave their $3m for a new game any time soon.
I think the store idea (unlocking stuff by scoring) is fun. Mars Matrix did this, which earned it higher review scores from EGM than the other Takumi DC games, but I'm not aware of that game being any huge success.

But again, if you're trying to draw in players that aren't all that crazy about these games, I don't think that will keep them sticking around. They'll just complete that aspect of it and get all the achievements and be off to the next thing, which is a pattern I see a lot of mainstream gamers doing with the games they profess to like.

To me, that's not a success. The games should be enjoyable just going for a high score and exploring the mechanics. You can show new players tutorials and superplays so you're sure they understand the point, but you can't trick them into liking them.
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Re: I will not die until I achieve something...

Post by iconoclast »

All you can do is inform people that these games are meant to be cleared on a single credit. Most people don't even understand that. In-game, you just have to label and design the modes appropriately. Have "Score Attack", which doesn't allow you to continue, and "Training", which allows you to practice each stage individually, adjust options, or play stages consecutively with continues enabled. As it is, you can't force people to play the games "the right way" or to play for score, they have to want to do it themselves. It just needs to be made clear that mashing continue a hundred times doesn't mean you've beaten the game.
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Re: I will not die until I achieve something...

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I think the issue is modern games require time in terms of just getting everything done. The tasks are easy, there are just a lot of them. "Old style" games like shumps have less tasks, but the tasks might require a huge amount of time to figure out, most of that being learning and getting your actual skill level to a point where you can beat it.

If all video games were more in that style, video games would be nowhere near as popular as they are today. Personally I think that might be a good thing, but that's a different debate. For sure, there is a type of player that enjoys the fact that the game requires personal skill improvement rather than 'leveling up' or grinding for in game objects of some form. I think speedrunning is basically a way to put this form of difficulty into games that would otherwise lack it.

Oh and getting a 1CC in MS3 is hard as heck and requires almost as much luck as it does skill, but I think that's been touched on.
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Re: I will not die until I achieve something...

Post by STG4WD »

QXC wrote:For sure, there is a type of player that enjoys the fact that the game requires personal skill improvement rather than 'leveling up' or grinding for in game objects of some form.
I agree with this, and that's why I keep on saying that the fighting games community would be a great place to start when trying to market these games to a wider audience. They all have sticks, and they are all fully committed to player-side levelling up. They would all appreciate the intensity of the games too.
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Re: I will not die until I achieve something...

Post by Illyrian »

QXC wrote:I think the issue is modern games require time in terms of just getting everything done. The tasks are easy, there are just a lot of them. "Old style" games like shumps have less tasks, but the tasks might require a huge amount of time to figure out, most of that being learning and getting your actual skill level to a point where you can beat it.

If all video games were more in that style, video games would be nowhere near as popular as they are today. Personally I think that might be a good thing, but that's a different debate. For sure, there is a type of player that enjoys the fact that the game requires personal skill improvement rather than 'leveling up' or grinding for in game objects of some form. I think speedrunning is basically a way to put this form of difficulty into games that would otherwise lack it.

Oh and getting a 1CC in MS3 is hard as heck and requires almost as much luck as it does skill, but I think that's been touched on.
The games industry has come to the conclusion that people want to be able to do their gaming in digestable chunks of 1-2 hours and so make their games have hundreds of small objectives designed to make it possible to accomplish something even if you only have an hour to play. One of my friends was showing me Metal Gear Solid 5 last weekend and this game is made up of 1 hour or less long missions, LOTS of them as well as story missions here and there and all of these big open world games that are really popular now are like that. They focus more on you making your own story from cool things happening organically in the course of gameplay rather than forcing you to do specific challenges at specific times and making you have "scripted fun." You can see this progression specifically with the Metal Gear Solid series, but it is a common theme these days.

It is very easy as a shmup player to get into the mindset (this happened to me anyway) where I feel like if I don't 1cc the game the credit is wasted instead of just focussing on what I learned that time. This is not the correct attitude as getting a bit further into the game than you had before or perfectly dodging a boss attack you hadn't managed to before is it's own reward, but I definitely think that shmups would benefit from making smaller achievements during gameplay noted, i.e. clearing the first 2-3 levels on your first credit gets you a score bonus, but clearing the whole game on one credit gets you a much bigger one. Tie scoring to extra things in game, like SDOJ does with you unlocking extra options through play. This sort of stuff would let people not used to shmups get used to achieving things in them, and slowly learning to get better overtime while earning smaller rewards.

This is how so many games are designed these days and you aren't going to get rid of the "credit feed" mentality of players ever as the concept of the 1cc is so alien to so many players these days.
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Re: I will not die until I achieve something...

Post by CStarFlare »

NTSC-J wrote:Early October shmups forum front page recap! It's been nothing but razzle-dazzle here this week:

- Another thread about how no one plays these games
- Another autistic amateur developer lamenting no one likes his shmup
- Raiden V ded
- STG Gameside ded
- Cave: "Mister, can you spare some change?"

I don't want to get ahead of myself, but if you ask me, things are look puh-retty good for the shoot-em-up in October 2015!
Final Boss tho
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Re: I will not die until I achieve something...

Post by STG4WD »

Illyrian wrote: This is how so many games are designed these days and you aren't going to get rid of the "credit feed" mentality of players ever as the concept of the 1cc is so alien to so many players these days.

Well one idea that has come up a few times here is to have content in the game package that explicitly reminds the player that they should try for a 1CC.

At least if that message was shipped with each game, it would start to get through.

Bit like 'Winners don't use drugs' ;)
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Re: I will not die until I achieve something...

Post by QXC »

STG4WD wrote:Well one idea that has come up a few times here is to have content in the game package that explicitly reminds the player that they should try for a 1CC.

At least if that message was shipped with each game, it would start to get through.
1cc scoreboard would be nice, but I'm not sure how that would be implimented nowadays.
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Re: I will not die until I achieve something...

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Re: I will not die until I achieve something...

Post by STG4WD »

God bless Clover TAC.

I think that message could be worded more strongly though.

'Keep trying until you can beat the Level 5 boss without using a continue. Go for the 1 Credit Clear!!'
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Re: I will not die until I achieve something...

Post by qmish »

I had a discussion on another forum which is dedicated to old games (mainly MS-DOS/Windows, though console players are there too) and it was like:

Average players (outisde of arcade culture):

- prefer health bar instead of life count
- hate being pushed back to checkpoint or level start when you die
- hate starting game from beginning when loos all lives
- would love to have something that will make game more diverse for multiple walkthrough (different routes like OutRun/Darius, or even randomised patterns/levels every time) because it's boring and shitty for them playing the same game over and over trying to learn patterns over and over (and NOPE, they dont give a thing about your complex scoring)
- disagree that game over is game over unless it's permadeath roguelike (double standards?)
- would like to save at every level/start playing from any level
- they honestly think that you, guys, who spend 10,20,50,100+ hours in shmup and than can sit and virtuosly 1CC game are insane/out of mind/have too much time to kill
- wanna have long single player campaign with different levels and everything (and big NOPE to loops, of course)
- demand weapon system like in fps/tps
- constantly whine about lack of A.I. of enemies in shmups
- says that game should have both "mode for normal people" and "for those crazy 1cc guys"

Maybe something more was said that i didn't notice. So, i guess portrait is clear. It's that exactly mindset of gaming that started associating with games since PS1 era.

P.S.
And before you think that those guys i'm speaking about are "miserable casuals". Sit down and think. Those users from that forum are fans of good old Doom (and Brutal Doom. Even on Black Metal difficulty), strategic games like X-Com. They love Fallout and System Shock 2. They love metroidvanias. And they're upset with current game industry thinking that all those Call of Duty MW6 and Uncharted are very primitive games for casuals.

Do you see that? Do you? It's like THREE levels of gamers.

0. Easily accessible, hand holding, all those Mass Effect/Assasin's Creed gamers
1. Gamers of 90s and early 2000s, who played Blood on hard and look at modern gaming with anger YET they see no reason in j-style shmups/1cc thing
2. This very forum, this very thread, OP and others.
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Re: I will not die until I achieve something...

Post by copy-paster »

Illyrian wrote:Pretty sure almost no-one has 1cc'd MS3 because it is a bullshit unfair money stealer of a game.

Once you accept that you can have a lot of fun with it.
Mike Uyama from GDQ actually 1cc'd it and got his bliss speedrun.
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Re: I will not die until I achieve something...

Post by Blinge »

Yes it is possible to 1cc the game and speedrun it. By 'almost no one' Illyrian is probably referring to the steam statistic that says 0.9% of people unlocked the 1cc achievement.
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