My definition of each:
Cheap - in the terms of video games, the ability of using one or multiple overpowering techniques in which others are unable to counter unless they are able to employ similar tactics of equal or greater value and most times these tactics are very easy to do.
Challenging - a point of difficulty where obstacles and enemies are able to put up great enough resistance to become overpowering, but can be defeated with a combination of either wit, speed, or planning.
(SPOILERS AHEAD, YOU HAVE BEEN WARNED)
Now recently I have been playing the newest Mortal Kombat and was going through story mode to unlock the characters. I am at the last point of the game where I have to beat Shao Kahn with Raiden. Long story short, I chipped my tooth out of pure raging frustration because:
1) It was three in the morning
2) My controller's D-Pad (I play Xbox) started getting stuck while pressing up on it so instead of tele-uppercut, I jumped like a moron while Kahn bashed my head in with an x-ray attack for the forty-sixth (I counted) time
3) IT WAS THREE IN THE MORNING
After doing damage control on my teeth, I turned my console off and brooded until sunlight came. During this I looked back on all the games I've played and counted all of the times where the game started being cheap and I had to be cheaper (if possible). I "fondly" remember my time battling with Pizza Bat from No More Heroes 2 (second form) where he used the teleport punch of doom five times in a row. Then came the smaller things, Castlevania's lurch-back-when-looked-at-funny mechanic, fps's where the weapons are extremely unbalanced (looking at you Treyarch), platformers where obstacles and goodies alike are hidden in the easiest places to find if you have x-ray vision.
And I pondered on the cheapness on more recent games (in main gameplay, bonus portions are being ignored now) and wonder if they are deliberate or some piss-poor accident such as walking outside after a shower and asking why you are the newest pariah in your neighborhood. If the cheapness is thrown in on purpose then why? Why on Earth do developers put such things in? It only displays poor craftsmanship of the product. I know that many games are only being pushed out the door to be cash cows, but even some of them can come out fantastic (Cool Spot/Genesis, Burger King's Pocket Bike Racer/XBOX) and they never had to rely on such douchebaggery as being so extremely cheap. However some make a mistake of thinking cheap equals challenging and if you are one of those people then may your offspri-(section deleted)-, but I digress. Logically in fighting games the most common way of upping the difficulty is by making the computer stronger and able to perform in more advanced combos and techniques, but this is unfortunately is the most common trap of cheap = challenging where instead of having the ai think faster and better for a fighter it goes and gives the computer greater damage resistance, strength, and speed.
I do have one exception for the cheap = challenging. The cheapness is well hidden within a true challenge.
Here in this thread I hope to have and or listen to discussions where we could ponder aloud of what part of a game is cheap and how one could change it to become challenging.
Cheap - in the terms of video games, the ability of using one or multiple overpowering techniques in which others are unable to counter unless they are able to employ similar tactics of equal or greater value and most times these tactics are very easy to do.
Challenging - a point of difficulty where obstacles and enemies are able to put up great enough resistance to become overpowering, but can be defeated with a combination of either wit, speed, or planning.
(SPOILERS AHEAD, YOU HAVE BEEN WARNED)
Now recently I have been playing the newest Mortal Kombat and was going through story mode to unlock the characters. I am at the last point of the game where I have to beat Shao Kahn with Raiden. Long story short, I chipped my tooth out of pure raging frustration because:
1) It was three in the morning
2) My controller's D-Pad (I play Xbox) started getting stuck while pressing up on it so instead of tele-uppercut, I jumped like a moron while Kahn bashed my head in with an x-ray attack for the forty-sixth (I counted) time
3) IT WAS THREE IN THE MORNING
After doing damage control on my teeth, I turned my console off and brooded until sunlight came. During this I looked back on all the games I've played and counted all of the times where the game started being cheap and I had to be cheaper (if possible). I "fondly" remember my time battling with Pizza Bat from No More Heroes 2 (second form) where he used the teleport punch of doom five times in a row. Then came the smaller things, Castlevania's lurch-back-when-looked-at-funny mechanic, fps's where the weapons are extremely unbalanced (looking at you Treyarch), platformers where obstacles and goodies alike are hidden in the easiest places to find if you have x-ray vision.
And I pondered on the cheapness on more recent games (in main gameplay, bonus portions are being ignored now) and wonder if they are deliberate or some piss-poor accident such as walking outside after a shower and asking why you are the newest pariah in your neighborhood. If the cheapness is thrown in on purpose then why? Why on Earth do developers put such things in? It only displays poor craftsmanship of the product. I know that many games are only being pushed out the door to be cash cows, but even some of them can come out fantastic (Cool Spot/Genesis, Burger King's Pocket Bike Racer/XBOX) and they never had to rely on such douchebaggery as being so extremely cheap. However some make a mistake of thinking cheap equals challenging and if you are one of those people then may your offspri-(section deleted)-, but I digress. Logically in fighting games the most common way of upping the difficulty is by making the computer stronger and able to perform in more advanced combos and techniques, but this is unfortunately is the most common trap of cheap = challenging where instead of having the ai think faster and better for a fighter it goes and gives the computer greater damage resistance, strength, and speed.
I do have one exception for the cheap = challenging. The cheapness is well hidden within a true challenge.
Here in this thread I hope to have and or listen to discussions where we could ponder aloud of what part of a game is cheap and how one could change it to become challenging.