I refuse to let this escapist problem not show my postHalo Fanboy said:snip
I refuse to let this escapist problem not show my postHalo Fanboy said:snip
Exactly, since challenging implies engaging the player. Maddeningly difficult only serves to alienate the player.Treblaine said:Difficult =/= challengeJUMBO PALACE said:I don't quite agree with you that challenge=depth. Just because a game is maddeningly difficult does not mean that it is a quality experience.
But it's hard to design a game with challenge if it is easy.
Basically, it's elementary to make a game Difficult, it is masterful to make a game Challenging!
We've had keyboards since before gaming computers the amount of buttons available isn't anything new. Checkpoints were in R-type, health bars were in the original street fighter even saves are possible in some games with some gimmicky code cards. None of this stuff is new or even a product of home gaming and arcades have used all these features. There are things that are done in some genres of retail games that would be inapropriate for arcades but that hardly means that arcade games aren't in most cases the cutting edge of their genre.Delock said:My point being that you are under the impression that new games happen to be designed to be easy, and that design has gotten worse over time. First, advances in game mechanics, such as more input allowance (ie, more buttons), health systems (technology can now measure a bar and assign how much damage you recieve rather than depending on number of hits), checkpoints, save systems (which greatly extended how long a game could go on for), better controls, etc. have all allowed for much better games that at the same time are more forgiving than their ancestors. Assuming them to be easier just because of money and saying that all of this advancement is "decadence" is what I'm referring to.Halo Fanboy said:Could you elaborate on this part?Delock said:[("decadence in game design" is what completely invalidates your opinion, and shows that you know next to nothing about current game development).
You seem to be under the impression that arcade games are filled with cheap death but in reality these were the bad games. The games people put tons of quarters into, the GOOD games didn't egregious chunfairness. And I don't think games should only be in the arcade but just that the arcade format (low entry price, skill based design) is what bred higher standards for games. Because the standards are so high and the ability to try out any game is cheap players any games not up to par for being to shallow, easy cheap or anything else will fail more often then console games. The games you are complaining about are more common on console then in arcades.
Can you name an arcade game that is as bad as Big Rigs off the road racing?And no, they weren't the exceptions. Arcades had just as much shovelware crap as the rest of the industry, they just got rotated out for money makers.
QTEs are nothing new and have been in and out of arcade games since the 80s at least. They are hardly the only form of skill based design. E.T. was made as a blatant cash in with no effort put into it that got money out of its licence. It is a blatant example of console retail model helping to create shovel. Its tenuous connection to arcade style design is irrelivent in the face of its actual form of distribution. Lets put it this way: the games that know they can't suceed in the arcade are the ones that go straight to console.And while I will agree the low entry price is a good idea, skill based design is fucking horrible. After all, it goes by a new name now. What's that? QTEs . These didn't breed a higher standard (or else ET, which was born back when consoles still thought they were arcade games, would never have been made), as sticking a peripheral on a game guarantees it will get played (explain why that pod racer game even existed if arcades make them fail).
Then why is their a new "games you wish you didn't buy" topic every week?As I've seen, the idea that bad games will get weeded out is actually more true for consoles today that arcades before, as with today's technology you'll often learn about the failures way before you even consider investing, word of mouth is still just as strong, and the price itself set things so that crapware actually has even less of a chance due to people deciding to be informed (this too has seen a turnaround of trend these days, AAA games are selling a lot more. Sure we've been told again and again that this is uncommon, but as it becomes more apparent that a game needs something to make it stand out in the market and the rising number of huge sales numbers on AAA games, it's not hard to see what the future's bringing).
Arcade games also make constant improvements to attract more gamers. Consoles aren't anything unique in this regard at all. And arcades certainly have to be great (or at least better then everything comparable) because their direct competition is three feet away.Games have actually become better by transferring out to the consoles, as developers were no longer trying to make profit per playthroughs, but rather trying to get the player to continue buying the series. This means constant improvements must be made and a game must be "great" rather than just "good" (something arcades don't worry about as much, as if a game is good due to being fun, it will continue to make money).
You have Blazblue as an icon for Pete's sake. You could at least understand that arcades come in more than two genres.What they haven't done is abandon skill for this though. Plenty of games still do reward this (Brotherhood just came out), though the difference is it's less about perfectly timing a jump or reacting in time to shoot an enemy that just appeared in front of your face and more of analyzing a situation quickly and deciding how to proceed. If it does come down to reaction in a fight, it's more often recognition of patterns and motion cues (legitimate skills that one has to work to acquire).
Arcades in the Eighties: thriving.What I'm criticizing here is that you're accusing years upon years of games being trash and all new ones to be worthless without even understanding that most of them have what you claim to be looking for, as well as keeping this notion that the past is completely sacred and we should keep to it despite improvements (just because people used to send a single man on horseback to deliver a message doesn't mean we should ignore email because it's "easier").
What do horror games have to do with this?Yes, there is a need to fill the niche of tougher titles and such, but you know what? I played JRPGs as a kid, meaning I've got to put up with the fact that no matter what, I'm expecting 60 hours of playtime from a game (and these days, that's something that's worse than just "I want tougher games" since paying $20 more for a game that gives me 50 hours less enjoyment is something I can actually measure). Or what about the derth of horror games? Getting up and demanding an entire medium fit a niche and criticizing other niches isn't the way to go about this. That makes you a Metal fan.
You might as well just stop now. I've seen this guy before. He'd refuse to admit he's wrong even if god himself said so.Delock said:My point being that you are under the impression that new games happen to be designed to be easy, and that design has gotten worse over time. First, advances in game mechanics, such as more input allowance (ie, more buttons), health systems (technology can now measure a bar and assign how much damage you recieve rather than depending on number of hits), checkpoints, save systems (which greatly extended how long a game could go on for), better controls, etc. have all allowed for much better games that at the same time are more forgiving than their ancestors. Assuming them to be easier just because of money and saying that all of this advancement is "decadence" is what I'm referring to.Halo Fanboy said:Could you elaborate on this part?Delock said:[("decadence in game design" is what completely invalidates your opinion, and shows that you know next to nothing about current game development).
You seem to be under the impression that arcade games are filled with cheap death but in reality these were the bad games. The games people put tons of quarters into, the GOOD games didn't egregious chunfairness. And I don't think games should only be in the arcade but just that the arcade format (low entry price, skill based design) is what bred higher standards for games. Because the standards are so high and the ability to try out any game is cheap players any games not up to par for being to shallow, easy cheap or anything else will fail more often then console games. The games you are complaining about are more common on console then in arcades.
And no, they weren't the exceptions. Arcades had just as much shovelware crap as the rest of the industry, they just got rotated out for money makers.
And while I will agree the low entry price is a good idea, skill based design is fucking horrible. After all, it goes by a new name now. What's that? QTEs . These didn't breed a higher standard (or else ET, which was born back when consoles still thought they were arcade games, would never have been made), as sticking a peripheral on a game guarantees it will get played (explain why that pod racer game even existed if arcades make them fail).
As I've seen, the idea that bad games will get weeded out is actually more true for consoles today that arcades before, as with today's technology you'll often learn about the failures way before you even consider investing, word of mouth is still just as strong, and the price itself set things so that crapware actually has even less of a chance due to people deciding to be informed (this too has seen a turnaround of trend these days, AAA games are selling a lot more. Sure we've been told again and again that this is uncommon, but as it becomes more apparent that a game needs something to make it stand out in the market and the rising number of huge sales numbers on AAA games, it's not hard to see what the future's bringing).
Games have actually become better by transferring out to the consoles, as developers were no longer trying to make profit per playthroughs, but rather trying to get the player to continue buying the series. This means constant improvements must be made and a game must be "great" rather than just "good" (something arcades don't worry about as much, as if a game is good due to being fun, it will continue to make money).
What they haven't done is abandon skill for this though. Plenty of games still do reward this (Brotherhood just came out), though the difference is it's less about perfectly timing a jump or reacting in time to shoot an enemy that just appeared in front of your face and more of analyzing a situation quickly and deciding how to proceed. If it does come down to reaction in a fight, it's more often recognition of patterns and motion cues (legitimate skills that one has to work to acquire).
What I'm criticizing here is that you're accusing years upon years of games being trash and all new ones to be worthless without even understanding that most of them have what you claim to be looking for, as well as keeping this notion that the past is completely sacred and we should keep to it despite improvements (just because people used to send a single man on horseback to deliver a message doesn't mean we should ignore email because it's "easier").
Yes, there is a need to fill the niche of tougher titles and such, but you know what? I played JRPGs as a kid, meaning I've got to put up with the fact that no matter what, I'm expecting 60 hours of playtime from a game (and these days, that's something that's worse than just "I want tougher games" since paying $20 more for a game that gives me 50 hours less enjoyment is something I can actually measure). Or what about the derth of horror games? Getting up and demanding an entire medium fit a niche and criticizing other niches isn't the way to go about this. That makes you a Metal fan.
Correction:Halo Fanboy said:Arcades in the Eighties: thriving.
Arcades today: dying.
For people who care about arcades in this case the past is obviously better!
Don't worry it wasn't even overly through out. It raised a few points, but blatantly ignored all the negative aspects of arcade playstyle, along with all the development limitations of that format.Sean.Devlin said:That's way too long for me. I see you're making a well thought-out analysis, but sorry.
For me, Arcade is this:
Put dollar in. Play. Die. Put dollar in. Play. Die. Leave. Buy console. Play.
*I mean, the arcade is probably good for teaching future gamblers how to do it, I guess.
Thank you for the correction. That's what I meant to say.Grygor said:Correction:Halo Fanboy said:Arcades in the Eighties: thriving.
Arcades today: dying.
For people who care about arcades in this case the past is obviously better!
Arcades in the US in the Eighties: thriving.
Arcades in the US today: dying.
Arcades remain healthy in some other areas, notably Japan.
So any explanation of the decline of American arcades has to begin with those features that are different between, say, America and Japan. A good place to start would be to examine culture, demographics, and geography.
While good skill-based-design may seem like a lost art for most games, it isn't entirely gone.Delock said:And while I will agree the low entry price is a good idea, skill based design is fucking horrible. After all, it goes by a new name now. What's that? QTEs .
Billy Mitchell didn't beat Pac-Man back in 1999. No, he scored a *perfect* game, given Pac-Man's limitations (five others have since done the same). The Pac-Man arcade game has an unintenional flaw rendering half the 256th board as garbage with no way to continue past it. Over the years a series of 20 patterns had been mapped out allowing players to advance to the next game board without dieing from the roving ghosts. Anyone whom could master these patterns could reach the 256th board, and many have. But Billy didn't use those patterns because the they would not allow him to collect the most points possible on each board. His achievement would be something like getting a strike in bowling 255 times in a row...Which still doesn't mean bowling has been beaten.Eumersian said:One of these includes that guy that beat an arcade version of Pac-Man on a single quarter. http://www.wired.com/science/discoveries/news/2008/07/dayintech_0703
I find your Difficulty = Challange = Quality arguement a little hard to justify personally.Halo Fanboy said:A summation for those who don?t read the whole thing:
Arcade games are important because they nurtured challenge
Continue features neutered that challenge
Western gamers became unable to appreciate challenging arcade design
Japanese understood not to continue and created a game culture that demanded an increase in complexity
Without catering game design to challenge stagnation and decline are inevitable.
Special thanks to Alex Kierkegaard of Insomnia.ac who inspired me with his article http://insomnia.ac/commentary/arcade_culture/
I have to say I disagree with you completely... For starters, after taking a quick tour of Twin Galaxies web site, virtually all top 5 scores of the "classic" arcade games are held by people with very western names. I do not see the Eastern domination that you speak of. Maybe that is based on newer titles that are Eastern only, but as most hardcore gamers know there are plenty of games released in the East that are never released to the West because the East thinks we are lazy and stupid.Halo Fanboy said:Sniped since we don't need that repeated in the reply
Is it just me, or are you contradicting yourself? If the games that "mom and dad" in your example love, are games that nowadays aren't made much anymore, then there certainly is NOT "something for everyone" in the games produced NOW.Pecoros7 said:The gaming industry has moved to an era of mass market appeal and that is a very good thing. There is something for everyone out there; even my fifty year old parents have video games they enjoy playing on a regular basis. Dad loves Sid Meyer games and Mom still logs hours on old NES classics.
Not at all. There are still new games that come out that they play, those are simply the most vivid examples that came to mind. Even if games for them aren't made very often, they are still made. Mom likes many of the titles released for the Wii and Dad gets a kick out of strategy games.Lyx said:Is it just me, or are you contradicting yourself? If the games that "mom and dad" in your example love, are games that nowadays aren't made much anymore, then there certainly is NOT "something for everyone" in the games produced NOW.