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.