Post by ECM on Jul 1, 2011 17:29:11 GMT -5
In what is a surely vein (but Herculean) effort, ECM decides to start a topic about game difficulty or the general lack thereof. He wants to believe that everyone will participate because this is an issue that touches us all in some profound way, unlike the Games Are Art thread which apparently only touched me and Zig (in a purely non-sexual manner). So let's have at it, shall we?
My contention: games are way too easy these days, beatable, in most cases, in one sitting without resorting to continues or even old school power-leveling. Why this is is, in some respects, a mystery.
I say this because, as a game publisher (*not* developer) you'd think they'd want people mired in a game for as long as possible so they don't sell it back used until the bloom is off the rose and they're getting peanuts in trade-in value[footnote:1]Used games being akin to offering succor to Beelzebub, Governor of the Sixth Level of Hell.[/footnote] or the old school trick of making it so hard that it isn't completable in a the timespan of a rental[footnote:2]Ever wonder why Contra: Hard Corps was made much, much more difficult for the West? It's because they didn't want you to be able to beat it one sitting and it increased the likelihood, no matter how minutely, that you'd go out and buy the game. That's a true fact.[/footnote].
What makes this extra-strange is that, upon a time, Western games (especially of European vintage[footnote:3]See: everything Psygnosis produced until the PS rolled around, not that their conception of difficulty was well-implemented.[/footnote]) were actually meaningfully difficult. They required precision and a good grasp of the play mechanics to make any headway at all. (I'd list examples, but I'd be here all day.)
Nowadays, though, I'm sure I'm not alone in finding that, more often than not, I'm being very lazy when I play, mindlessly hurling myself at mobs and bosses and, not surprisingly, this is actually enough to make headway in most games. Only when I'm totally bitch-slapped by a boss that a. hits hard enough to cause any real damage to my (usually) overpowered avatar and b. requires memorizing an attack pattern and/or having sufficient reflexes to weather the storm, do I step back and say "fuck, I just got raped." But, after that, I say "well, damn, I guess this game is actually going to be a challenge. Good."
So my question/vague commentary is/are: why do you think game pubs insist on super-easy games? Is it because today's gamers are pussies (they are, but I'm not sure that's causation because there's a chicken-egg thing going on here); is it because they have such tightly-packed release schedules that they want you through their game as quickly as possible (not likely given the vast swaths of time between releases except, perhaps, in the fourth quarter); it it because they want to drain you with DLC that you might otherwise skip if the main game dragged on for too long (ooh, now we might be getting somewhere)?
EDIT:
I guess it wouldn't hurt to ask: what is the hardest game you ever completed? That might help in establishing some sort of baseline for where "hard" is.
I guess it could be any of the above or something else entirely, but let's have it: why do you think they're too easy (if they are--maybe you think they're too hard...pussy)? Why do the pubs, more often than not, LOCK OUT the higher difficulty levels until you beat the game once in baby mode, something unheard of back in the day? Let's hear it! Wolverines!
This will, no doubt, trip Smithee's finely-honed "jingoism" detector, but that's the sort of risks we take around here.
My contention: games are way too easy these days, beatable, in most cases, in one sitting without resorting to continues or even old school power-leveling. Why this is is, in some respects, a mystery.
I say this because, as a game publisher (*not* developer) you'd think they'd want people mired in a game for as long as possible so they don't sell it back used until the bloom is off the rose and they're getting peanuts in trade-in value[footnote:1]Used games being akin to offering succor to Beelzebub, Governor of the Sixth Level of Hell.[/footnote] or the old school trick of making it so hard that it isn't completable in a the timespan of a rental[footnote:2]Ever wonder why Contra: Hard Corps was made much, much more difficult for the West? It's because they didn't want you to be able to beat it one sitting and it increased the likelihood, no matter how minutely, that you'd go out and buy the game. That's a true fact.[/footnote].
What makes this extra-strange is that, upon a time, Western games (especially of European vintage[footnote:3]See: everything Psygnosis produced until the PS rolled around, not that their conception of difficulty was well-implemented.[/footnote]) were actually meaningfully difficult. They required precision and a good grasp of the play mechanics to make any headway at all. (I'd list examples, but I'd be here all day.)
Nowadays, though, I'm sure I'm not alone in finding that, more often than not, I'm being very lazy when I play, mindlessly hurling myself at mobs and bosses and, not surprisingly, this is actually enough to make headway in most games. Only when I'm totally bitch-slapped by a boss that a. hits hard enough to cause any real damage to my (usually) overpowered avatar and b. requires memorizing an attack pattern and/or having sufficient reflexes to weather the storm, do I step back and say "fuck, I just got raped." But, after that, I say "well, damn, I guess this game is actually going to be a challenge. Good."
So my question/vague commentary is/are: why do you think game pubs insist on super-easy games? Is it because today's gamers are pussies (they are, but I'm not sure that's causation because there's a chicken-egg thing going on here); is it because they have such tightly-packed release schedules that they want you through their game as quickly as possible (not likely given the vast swaths of time between releases except, perhaps, in the fourth quarter); it it because they want to drain you with DLC that you might otherwise skip if the main game dragged on for too long (ooh, now we might be getting somewhere)?
EDIT:
I guess it wouldn't hurt to ask: what is the hardest game you ever completed? That might help in establishing some sort of baseline for where "hard" is.
I guess it could be any of the above or something else entirely, but let's have it: why do you think they're too easy (if they are--maybe you think they're too hard...pussy)? Why do the pubs, more often than not, LOCK OUT the higher difficulty levels until you beat the game once in baby mode, something unheard of back in the day? Let's hear it! Wolverines!
This will, no doubt, trip Smithee's finely-honed "jingoism" detector, but that's the sort of risks we take around here.