Think of all the old Resident Evil or very early Final Fantasy games.
Or go back even earlier, Dizzy on the Spectrum. Aside from having to find out what item does what through a series of basically riddles (or sometimes just knowing enough folk tales) there's a bunch of timing/skills based challenges that will kill you. I remember magic land had this GOD AWFUL bit near the beginning, where there is a shark fin continually moving on the water. you need to jump on the shark fin. but you can't stay on it, you roll off (you are an egg) and drown. so you need to jump and land on it as it's moving again, until you get to the other side.
and it wouldn't be so bad, if once you'd done it, that was it. but you may need to pick up an item from several screens in one direction, and then go BACK AND FORTH with them, so you might end up jumping that fucking shark several times. Or lily pads with a similar premise (stay on them too long, they go under the water, you drown). god dammit. even thinking about that is making me angry (though I loved the game).
and it's really fucking *long* content wise - with no saves. NO SAVES.
I guess because the arcade ethos originally was much like those seaside machines, where you put money in to control a claw getting a toy bear, or one of the shelves where the money might push some money off. the point is to rob you of your money
so you fail and keep putting money in each time.
Maybe that idea was still in there somewhere in the shift between arcade machines and home gaming.
And isn't now
On the whole I think most mainstream games are stupidly easy and take little effort and hold your hands the entire way though, though.
Agreed, and I'm not sure how I feel about it.
I suppose I want a specific
kind of difficulty.
I don't neccesarily want stupid pointless obstacles, or something that's going to frustrate me, that I have to practice over and over again to get past.
but I
do want a sense of accomplishment or discovery or risk or whatever. I want to know the game could KERB STAMP ME and I need to be prepared for that eventuality and be on that edge-of-seat knife-edge.
That's why I love a sense of randomness so much, I guess. Because it's not putting in things that will frustrate me, but I know the game could throw me a curve ball for a real sense of risk... Such as a daedra lord at lvl 2 or a very large UFO landing near the beginning of the game...
Knowing the game is going to play fair (or adhere to my expectations) undermines that slightly, somehow.
I usually seriously dislike procedural games and open sandboxes for solo play. I just find them extremely boring and not appealing most of the time. I mean, past 5 min i'm already losing grip on those games...
But to the contrary, I love that for multiplayer ! MMOs, especially, when you are not there for the story but for the story you create with other people, and the sandbox you play in with other people. Without those, I just find it boring...
You've talked before about that (at least, I think it was you) and I think you were saying it was due to your inclination to have to try and find everything that was hidden, all the secrets etc, so you couldn't actually enjoy it? I can't remember if you said that the world felt empty as well without others, but that's a common complaint too.
I, on the other hand, love them :p well, depending. and I love linear games too, again, depending. for different reasons.
(though MMOs I feel particularly and especially jaded about as my expectations were so high for the reasons you state
and the early promise of games like UO and EVE )
Options are always good, period. I certainly recognize that some people want to play the hardest difficulties to add challenge and such to their experience, but some people do not. I shift between the two constantly, depending on the game I play and what I want out of it. Hearing the internet catch fire then get doused immediately in tearful whines when someone suggested difficulty levels in Dark Souls blew my mind, as apparently this would somehow change the gameplay experience of those who prefer the high difficulty. WHY?! Fuck you! You can still play the game exactly how you want to! Having the option changes nothing except adding a wider range of players to the game.
Intentionally frustrating games are not for me. I have grown way too old and spent way too much time playing games to waste my time on such things anymore. Give me a challenge, fine. Just let me decide whether I want the actual challenge or if I want the progression of the story and so on and let others decide if they prefer the frustration.
Interesting! (...I know I'm using that word too much, I'm becoming a parody of myself
)
I guess if you were able to define enough of your own parameters, you'd be creating your own experience, in a sense.
Actually, IIRC, that's sort of what Jennifer Hepler once suggested. That if people were just interested in the story they could have the option to skip through the combat if they found a boss fight too difficult or just found it boring or w/e. I think that suggestion was met with outrage
As for me, I don't actually know if I'd want that entirely. I like being able to define certain parameters - e.g in Civ or something...
But even if games where you can change the difficulty setting mid-game, I tend to just leave it at whatever default setting. It feels a bit like cheating, somehow.
But I'd worry if I was given the option to adjust too much, I'd take it, but not enjoy it - it would somehow cheapen the experience (a bit like things like quick travel; I could always choose
not to do it, but I don't because it's convenient, yet it feels cheap).
I guess because sometimes what I think I want and what I actually want aren't the same.
I disagree with FF games, except maybe if you speak about the 3 first ones I haven't played... But FF has always been known for its very casual, laid back difficulty. I mean, look at FF4 for instance. It's almost on rails.
Funny you should mention that I was exactly talking about the first three FF games.
Like Lyn, I think I've only really played the later ones (I started at 7, and then backtracked with some earlier retro ones rereleased on the DS) so I'm only qualified to talk about those.
And yeah, they're easy and on rails (though often give you the
illusionyou aren't by allowing you to travel a world map freely, until you get to X).
I got Wan to play an FF game because, well, I like them
He wrote six blog posts detailing how much he hated it -.-;
To him (the later) FF games are the antithesis of everything he likes about gaming, or what he thinks gaming should be. Unskippable cutscenes where you don't
do anything. Dialogue-heavy. Combat that you can get through just by holding a button down. Pretty much an interactive movie.
And put like that, in theory, I can see his points.
But I came from a different position, in that I used to play a lot of jrpgs on my master system, megadrive and PS1. And with many of them, you could probably complete all the actual story content in very little time at all, so they've stuffed in a load of puzzles to stymie your progression and draw it out. Something like Alundra, for example. But omfg I hate puzzles SO MUCH. Anything with pillars, moving platforms, levers etc needs to just DIAF. (and X is a bit guilty of this too with those FUCKING TEMPLES, but nowadays you can just consult a handy walkthrough ¬.¬ and they aren't every 5 seconds)
So when FF7 came out and had THREE DISKS THAT WAS BASICALLY ALL STORY CONTENT TO PLAY THROUGH and either no or very few STUPID PUZZLES TO HALT YOUR PROGRESS THROUGH SAID STORY and bosses that if you were really stuck, you could just GRIND A BIT UNTIL YOU BEAT THEM... well. I felt disproportionately grateful. Because to make the game last as long as it should, they stripped out the irritating puzzles and replaced it with more story. Like I wanted.