Halo Fanboy said:
This thread was bumped without my knowledge a while back and contains a few post I would like to respond to. So I am bumping it again. If a mod has a problem with this they can lock the topic.
Iron Mal said:
I find your Difficulty = Challange = Quality arguement a little hard to justify personally.
The problems with arcades and the challange contained therein were many in number but the following two stick out most to me.
1- More difficulty = more deaths which means more money for the booth. Continues weren't meant to make the game easier, they're meant to keep the game fun and playable (for people besides obsessives who learn the ins and outs of every last pixel). If you had to start the game again from the beginning every time you died then I think you'd find that most people would just get pissed off with the games and tell the arcade owners to go fuck themselves.
I strongly disagree. The no continuing is the absolute funnest way to play. Once you continue the fun is over. You ruin the challenge by erasing your own death with no in-game consequence. You can appreciate the later stages more if you fought to get there by conquering the first stages.
Continueing isn't erasing your own death just as respawning in multiplayer doesn't mean the last kill your opponant got on you didn't count, there is an in-game consequence as well, in the old arcade games you lost points or were returned to the beginning of the stage (there would also be things such as losing power ups or not having your partner avaliable to help you if it was a co-op game), 'continues' in console games continue this trend by giving penalties for dying (the challange of having to repeat the section again, losing resources, having to recover your equipment, Demon's Souls has half of your maximum health disappear on death as well as many others).
You're statement of 'it's the funnest way' is purely subjective, that's your opinion, if you enjoy playing the game this way then that's fine (do as you please, be my guest) but by the same token other people are free to enjoy games their way. Their way of playing is neither superior or inferior, just different, and you prattling on here about how 'the only true way to play is with one continue' and how 'challange is everything' won't win hearts or change anything.
We'll continue enjoying our deep, immersive and fun games and you can continue mastering old arcade games hardly anyone plays and being a sour puss (go pout).
Iron Mal said:
2- Challange does not equal fun. Sometimes a great challange or tense situation can be extremely satisfying and great fun, sometimes having a crushing level of difficulty can just suck all the fun out of what would have otherwise been a great game.
A game's quality and fun is completely independant of it's difficulty and challange.
There are many games out there which barely even have any 'challange' to them but they can still be extremely fun for some people (for example, my girlfriend loves the Sims but I doubt that her enjoyment of the game would be increased by making it demand that she perfectly times her clicks and button presses).
I'm sure that a person who was a dedicated player of managment sim games would eventually want to graduate to games where you have to fill requirements imposed by the game instead of messing around on your own imperitave. It really is just a matter of how dedicated that person is to their hobby. I imagine someone who relishes writing will eventually write books and a person who lives for model plane building will eventually want to build a real plane. The dedicated arcade gamer wants to eventually play the ultimate, evolved and challenging arcade game, it is the natural progression of being dedicated.
As for you difficulty does not effect quality thing. I can't see the quality in a puzzle that isn't puzzling or a strategy game without strategy or an action game without consequences for your actions.
You seemed to have missed the point (and have your moments of lapsing into la-la land too), sometimes the enjoyment of a game isn't in the technical execution of the game but in the experiences we can have from expressing our creativity or just from having the freedom to enjoy ourselves in a virtual space without the consequences attached to real life.
When playing Painkiller I can have fun battling the leigons of Hell without risking my life and soul (if I possess one that is, and if Christian theology about the afterlife is correct), some of the levels aren't very challanging (and some of the card challanges are downright evil, particularly any which are along the lines of 'find all secrets') these low difficulty missions are still incredably fun though because it makes you feel very badass when you just shotgunned your way through a small leigon of ninjas before shredding the last one apart and juggling him with the painkiller.
My girlfriend has fun on the Sims not because she's conquering any great peaks of difficulty (in fact, she often uses the extra money cheat so she can have the freedom to do whatever she likes), she enjoys it because she loves designing houses and picking decorations as well as making cute and adorable families, something that would be very difficult for most people to achieve in reality (I'd sure as hell like a house that cost £1,000,000,000,000 to build but that doesn't mean I'm gonna get one).
Not every enjoyable experience in a game is born out of the game's difficulty, the challange was the only thing that arcade games had because they had to keep playtimes short so everyone got a go (a business practice that began to crack and fall apart when consoles became popular, you could play all you want so you could have a greater level of enjoyment with your game, you could do so much more in your time than just get from one side of the screen to another).
It is kind of sad that you're stuck in a 'I'm right, you're wrong' attitude because as a result you're missing out on so much that you could enjoy in a game, and the only person who is keeping your from all of these great experiences is you.