I completely agree. I hate the direction that a huge portion of games have gone in order to attract more people and make them feel good about themselves. I've been playing a bunch of N64 games like Banjo Tooie and have been thinking to myself "why is a game designed for 10 year olds 10-20 years ago exponentially more difficult than something like Fable, a series designed for adults!?"
I feel like so many game developers have forgotten that a lot of people feel so much accomplishment when the game gets confusing or difficult because they feel like they applied the skills that they learned on their own and were smart enough to overcome a challenge that left them dumbstruck for a few minutes. Nowadays, so many games are holding your hand until the end and have no backbone.
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Banjo Tooie has a tutorial at the beginning of the game, and therefore it is treating gamers like idiots.
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Yet once the player knows the basic controls, they are on their own completely and the game stops holding their hands; if the player can't figure out what to do or where to go through applying the skills that they learned, tough shit, for the most part. Also, a game like Megaman, where you can move, jump, and shoot: you'd have to be a complete idiot to think, "wow, I really need a tutorial for this." With a game that has many more functions, there is a greater need for something to show you what you have in your toolbelt, but the problem with current games is that they show you what tools you have, and they never let you apply your knowledge of those tools and actually figure out how to think for yourself, which a game like Banjo Tooie does. So many current games make sure that they tell you how to do everything until the end. I'm just going to keep using the Fable series as an example because they perfectly picture what gaming should not be, especially when target for an adult audience. "Oh, we have a map that shows the player where they should be? Not good enough! Next game, let's implement a glowing trail that makes sure they are never lost when they travel through our linear level design. We also don't want the player to be frustrated or scared to apply themselves, so lets make "death" have no penalty whatsoever. If there is no failure, everyone will feel like a winner and want to keep playing our games!"
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I recall there being plenty of little sign boards scattered around The Isle of Witches which told you and reminded you of all sorts of obvious things. They dropped plenty of hints all over the place. That's not to say that Banjo Tooie is a bad game (though it isn't as good as the original), but it's definitely not a game that leaves you alone in the dark like you make it out to be. Which is just fine. Not every game needs to be completely organic wowsauce, there is nothing wrong with giving the occasional hint once in a while.
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Edited by WWWilliam: 2/11/2013 4:40:01 AM[quote]That's not to say that Banjo Tooie is a bad game (though it isn't as good as the original), but it's definitely not a game that leaves you alone in the dark like you make it out to be. Which is just fine. Not every game needs to be completely organic wowsauce, there is nothing wrong with giving the occasional hint once in a while.[/quote]Not to mention the entire game is designed around basically mini tutorials. They intentionally introduce things at specific times where you can practice and learn so that when you need to use it in a more complicated scenario you have learned how to. There not treating people like idiots saying "Hey these retards wont understand how to get kazooie out of the pack we have to give them a simple example first because there so stupid", There intention is [b]"This might be confusing to some players I don't want our players to get stuck or confused I want them to enjoy this game, I will try to put some tips/hints/convenient teaching within the gameplay. I'm sure 99% of people will know how to do this but for the 1% that doesn't this will be a life saver, I don't wanna annoy the 99% so i will make it as unobtrusive as I can"[/b] And People are getting mad and accusing them of treating the people that play there game like idiots just because there way of implementing a tutorial wasn't up to your (no experience in game development) standards. If i was a game developer I would be pretty cut to hear that, Specially when its aimed at Bungie who has never done or given us any reason to believe they would skimp on there tutorial.
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Edited by halo: 2/10/2013 7:19:37 PMWell the thing is, some developers aren't trying to make it more difficult, they want the game to be an experience, like a movie. I feel Dead Space is like this. I don't think you're meant to be dying a lot, you need to experience the whole game continuously. Some games let you know you're just playing a game and it's supposed to be challenging, but other games want you to be immersed in the character.
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I think the problem to that is that a LOT of games are focusing too much on making their game nothing more than an experience to the point that most mainstream games (the ones developed by companies with bigger budgets) are going in that direction. I also feel with games like Fable, they were so easy that the experience just didn't cut it because once the game was over, I feel like I never applied myself and there was literally no stakes at all, making the entire experience feeling null and devoid of accomplishment. Ex: why should you be afraid of fighting a boss if there is no penalty/setback at all for dying? With that aspect killing any attachment to the protagonist through fearing their opponents, what makes you feel like you accomplished anything for winning? I feel like games that don't let players think for themselves accomplish less in terms of creating an immersive experience than games that do; the game doesn't have to be non-continuous and make dying easy, but it shouldn't be pointing you in the right direction if you are lost for 10 seconds, and it shouldn't be making you an invincible force.
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Edited by halo: 2/10/2013 9:42:23 PMWell the reason you experienced that is because most RPGs aren't supposed to be an "experience" in the sense I mean it. You can tell you're playing a game. So Fable did make a mistake in that manner, but when it comes to linear games that are shooters or action games or whatever, a great game can be an easy one. I loved Dead Space 2 and I barely ever died, on the other hand I loved Dark Souls and I died A LOT. It's all about what the game is trying to accomplish, I don't want all games to be hard. I felt satisfied when I beat Dead Space and I felt very accomplished when I beat Dark Souls, but they were very different in terms of difficulty. It's not always about the difficulty, it's about the experience.