Unrulyhandbag said:
The d-pad on the NES was a massive improvement in accuracy over the earlier joysticks that everything used.
Seriously? OK, you may have a point with the horrendous floppy pieces of crap that the VCS and Atari 400/800 had - when I tried one of those, even Donkey Kong was a major challenge - but not vs the sweet, responsive microswitched ones that me & the brat got through a pile of. (Just ruined them to death). You knew exactly where it would click from centred to registering a direction, and it would do so reliably and very quickly. Plus, just try playing some track and field type game with a pad instead of a stick.
They were definitely better than the fairly thin, low travel, low feel thing on the 8-bit nintendos and segas. 16 bits and portables, a bit better. Playstation ones were a bit like Fiats, it depended what day they were made as to whether they were responsive or dead-flesh. Kinda like the difference between a clicky keyboard and a membrane-based Spectrum (or a phone with buttons and a touchscreen, boom).
I stand by my claim that some controllers suit certain games more, basically.
Playing a game made with d-pad in mind is usually harder with an analogue joypad as they needed that digital instant response.
By analogue joypad, do you mean the sticks, or the analogue buttons on PS2 dualshock?
In a strange turnabout, I far prefer the latter. They're highly responsive when digital-esque control is required, but sensitive and intuitive enough to allow very fine analogue control, e.g. on the steering and throttle in a racing game.
Hell, I even used to use the digital pad pulse-width style on the PS1 a lot of the time instead of dealing with those floppy, imprecise mini-sticks. About the only time I really ever used them was for the more twitchy cars on GT2, and for spinning tricks on Tony Hawks or SSX (yes, on ps2... analogue buttons still aren't good for rapidly alternating the direction).
Swings & roundabouts again.
Thinking of mini sticks, have you ever seen an old D-pad with the optional mini joystick thing in place? I haven't but it would be an interesting sight.
Games were harder because everyone was trying to get picked up for coin-op machines where the real money was and making the player lose lots while feeling they could do better was the key to financial gain.
OK, now you're tripping. I want five examples of games that started on home consoles and then ended up in the arcades, rather than the other way round. From what I remember of being on the ground at the time, stuff started life in the arcades (where big, powerful machines with heavy duty sticks and multiple buttons that cost several grand apiece made sense when they could earn that back in a couple months) with uber (and selectable) hardness, then easier, graphically-inferior, worse sounding, less controllable, and crucially riskier and less profitable per-unit (but much better selling) versions were produced for home players.
Games had to grow from that culture, they were still something you picked up for a few minutes and then played another or turned your console off you needed instant reward and challenge for that style of playing.
Yes, like a lot of flash and PS/XB arcade games in fact.
But not all in either case.
Explain to me Dungeon Master, Mega lo mania, Mercenary, Elite (yes, there was a NES version), any racing game with multiple tracks, Gauntlet (as you could effectively have infinite coins if you wanted), Adventure (VCS!), any long-form platformer or beat 'em up (mario, megaman, sonic, streets of rage, double dragon) etc etc etc. Or even tetris, if you're any good at it.
A lot of quick-burst games were around, true, and that format works well even now for party games and social gaming with a large number of people about (epic Mariokart tournament houseparties etc), but the whole scene wasn't limited to that, and developers were VERY quick to capitalise on the unique abilties of home machines - despite their comparitively terrible AV capabilities - to hold the player's attention a lot longer than one machines out of dozens of brightly lit, noisy cabinets in a dingy arcade, all designed to screw you out of as much money as possible.
(for a good example of that, go to the Prince of Wales pub, Newgale, South Wales, get a £5 note changed into a few rolls of 10p's, and see how long it takes you to end up with no change left when playing their classic Galaxian coffee-table machine. It's fun, and easy to learn the right techniques, but even when you kick ass it's over in about 3-4 minutes).
For most players getting killed every couple of minutes is a bit stressful and irritating so as long as it was the de-facto style of play then games were still toys.
They still are, aren't they? I mean, it does nothing useful, and it's designed for entertainment. That says "toy" to me. Even a chessboard counts. (And I suppose, a DVD movie)
Very sophisticated, adult-oriented toys that hold the attention for massive amounts of time, but toys nontheless.
If there was a difference between Japanese and western versions of games then maybe it was because Japanese players spent more time with their games and considered them less as toys.
?!?! Erm. You've lost me. I know some games simply didn't cross borders, and there were some translation or censorship issues, but wholescale changes to gameplay?
Rentals seems marginaly plausible as a reason but I could buy significantly differing cultural perceptions far more easily.
Game rentals are a pretty new idea as far as I'm aware, but then again I am from a home computer background, not console, so our retailers may have been more averse to the possibility of someone renting a disk or tape game, copying it in an afternoon (and writing out any security materials), then bringing it back having paid a fraction of the purchase price but still got the full thing. I don't see them having influenced game design for any reason. You can rent stuff on a Shenmue/Final Fantasy kinda level after all, just as much as you can Mario Party.
Later games eased off a bit as you were intended to play for longer you got the challenge and reward more slowly to encourage you to stay and allow a narrative to be built up without having your suspension of disbelief taking a battering.
Define "later"? Sorry, I mean, which year out of 1980 thru 90 do you mean?
octafish said:
X-Com, do I need to say more?
The game that only let you play on beginner mode and was ridiculously hard to lose?
Must say I never experienced that. Maybe I had a "fixed" version? Me, my brother, and our respective friends couldn't ALL have sucked THAT badly at it. Getting wiped out at a ridiculously early point, or suffering a massive alien attack two minutes before our defensive superweapon was ready to install were more common. It was on bastard-hard mode continually.
Unless we're talking about a different X-Com?
(In fact I'm meaning both X-Com and UFO here... er... I think)
Even at high difficulties (after being patched) it's no more difficult than a game of civ.
I guess you failed to notice that civilisation itself has difficulty levels, and it can be pretty challenging.
Particularly if you're playing a pirate copy and have no idea what the advanced city controls - the key to staying on top of the harder levels, so you can actually get stuff built to counter the never ending attacks - actually do or how to activate them
Strategy games have to present a challenge every time and losing has to be an option otherwise they would be utterly unrewarding
Well yeah - without the risk of loss there is no victory.
I'd also put Command & Conquer and it's descendants (well OK, Dune II & its descs) in that category... and maybe the early Warcrafts, Settlers etc... even though they're RTS rather than turn based. It ups the challenge level because you have to deal with the same issues, but juggling them all at once (more realistic?) and without neat little boxes to put things in.