Jinn (
smashlampjaw) wrote2009-10-23 12:54 pm
(no subject)
For some reason all my icons feel shallow and pedantic. Also, new default icon.
So hey, people on my f-list. What do you think makes a video game 'challenging' as opposed to 'unfair' or using fake difficulty?
I think it should be plausible for a person of sufficient skill to beat the game without ever dying, with no prior knowledge of the game, but I wanna hear other opinions on this.
So hey, people on my f-list. What do you think makes a video game 'challenging' as opposed to 'unfair' or using fake difficulty?
I think it should be plausible for a person of sufficient skill to beat the game without ever dying, with no prior knowledge of the game, but I wanna hear other opinions on this.

no subject
Others, like the Persona Games which can be ball-bustingly difficult, I'd say that's more the process of trial and error, since if you have no prior knowledge you can really get your ass licked hard in situations like that.
Why, is this about Demon's Souls again.
no subject
See, I don't think SMT games are hard. They're just time consuming. No RPG is really 'hard'
But some games, like Megaman 9, have traps that WILL KILL YOU if you don't know they're there, so they're unfair.
Games like Demon's Souls, Godhand, DMC, or Ninja Gaiden are all beatable without dying, just very hard.
no subject
Mega Man 9 would've been called bullshit if it didn't, though.
Beatable without dying, but lots and lots of trial and error are needed to do so.
no subject
Fire Emblem games are really shitty about this too.
no subject
I think the difference between challenging and bullshit lies in a little something called "intuitiveness." So, like, if a game kicks your ass a million times but you can get through it without picking up a manual (only using your intuition), it's only challenging. But if you pick up a game that requires you to pick up the manual or go online to progress at any stage of it (especially the first stages), I call it unintuitive and dub it unfair.
Games that have multiple endings, especially "good" and "bad" endings, often fall into the unfair category because the criteria for getting one or the other can be unintuitive. I realized a while ago that if I hadn't been using an FAQ for Persona 4, I probably wouldn't have gotten the "true" ending for quite some time. This is opposed to a game like BioShock, which has a pretty clear setup of "doing this is good, and doing this is bad." Again, though, it's based off of the ability of an average person with a normal level of intuition to finish the game at all.
"Twitch games," particularly those with portions that you absolutely cannot pass unless you have excruciatingly good skills and impeccable timing, are simply un-fucking-fair. End of story.
no subject
They definitely fit in my "how can you know this" category, but at the same time I feel like everyone just has a guide in their lap when they play Atlus games anyway, so.
no subject
no subject
no subject
no subject
Turn-based RPGs and shit like that, fine, but in an action game you shouldn't expect to beat the WHOLE GAME without dying.
When it becomes unfair is QTEs that can knock away over half your health, enemies that completely fuck up priority and can do combos that knock away over half your health that are practically impossible to dodge.
And escort missions.
Fuck escort missions.
(Yes this is all shit I picked up from Prototype)
no subject
no subject
Although for the atmosphere, maybe stuff like what RE4 did is better.
no subject
no subject
no subject
no subject
no subject
Like that fucking helicopter bot in Galaxyman's stage.
no subject
There's a section where there's no gravity and you slowly float up. Shooting your buster or hitting a bad guy sends you to the side. The walls are lined with spikes, so if you're not careful and you shoot too much you'll go flying into them. This happens twice. The first time it's really fun, and a great concept, and I literally unironically said "WOW this is really innovative!"
Second time it had helicopter bots.
no subject
no subject
Even those springs, which I know you were thinking of the second I mentioned Unleashed.
no subject
no subject
A challenging game forces you to get better through trial and error, by figuring out a strategy that is not immediately obvious, and that strategy should require an escalating degree of skill as you progress through the game.
Also any game with a 'level-up' mechanic of any sort should provide the power bonuses at a fair rate. If at any point in the game you have to backtrack (and not because you were a complete and utter moron about picking up money/items the first time through), it's dumb.
And it is entirely possible to make a game hard as balls without it being 'unfair' or 'fake difficult'. I know this because I played Unreal Tournament and got to the very end of the single-player mode. And never beat the final boss. In case you don't know, UT is an FPS that operated entirely on a PVP basis - no bosses or anything of that sort, though there were a couple indestructible automatic turrets. Basically, the final level requires you to defeat a single opponent in a deathmatch, first to 15 kills. And my god is that guy hard to beat. Perfect reflexes, nigh-perfect aim, and always follows the most efficient route throughout the map to pick up items. Same abilities as you, just plays the map perfectly.
Thank god in the 2004 version they added the time limit so you can just blow him into space constantly.
no subject
What pisses me off is traps that instantly kill you, that have no visual clue or anything to tell you they're there, they just fucking kill you. That's what pisses me off, shit like that.
no subject
In a turn-based RPG, for example, the difficulty is defined by "what's the lowest level you could reasonably get to this point at?", "How hard is it if you're at this point?", and "How much grinding would be needed to make it easy?"
On the other hand, for a platform action game, it's more about the nature of the traps and other elements. In a Sonic game, for example, Robotnik's machines tend to be perfectly predictable, but can nonetheless be very difficult to face.
no subject
Bullshit is if you decide to use say, a Fire ball instead of an Ice Shot, and get remmed for it, over and over.
Also, exploration games, where you're more dependent on jumping puzzles and enviornment interaction, I can understand there has to be a point where you should be forced to have every upgrade and basically pass a "Pop Quiz" of "R U THE DUMMI OR NOTZ".
But when it's a harmless area, and the sequence is 7 screens long, and the last one is so ridiculously obtuse to do despite YOU KNOW how it should work, and you have to repeat doing this sequence for 3~6 hours? ABSOLUTE BULLSHIT.