Jerry from BagoGames says, "Gaming used to be insanely difficult. As the generations progressed, it got easier. Here are 5 mechanics that have made us soft.
Rewind in driving games :D
-Rewind in racing games
-CPU will do 90% of the work for you in sports games if you rarely touch the controller
-crazy amounts of aim assist in shooters...Save your bs counter
-Microtransactions, people would rather spend $50-$200 on incomplete games than a fixed price for a complete game
-motion controlled games that are really basic but it would have you believe it's worth it!!!1one!!!
-hit detector to tell the person that they hit the enemy.
How could I forget an obvious one like that. My favorite shooter on PS2 had no hit indicator, you saw impact and blood.
Diehard PS2 shooters know what game I'm talking abooot
Socom! It had no Aim Assist, No Respawn, no Health Regen of any kind, no radar, and it was/is the best shooter still well Socom 1 and 2 at least.
Only one I don't agree with is the auto aim. Auto aim done right is needed on consoles for an enjoyable experience and I hate fps games on consoles that don't have it. There a reason csgo on consoles flopped compared to PC, and it's the same reason CoD, despite its many faults, is widely considered to have the best aiming on consoles.
How do you hate not having it when there's only one fps game on current gen without it? And again, this industry has hand held too much so people act like they need it.
I have no desire to play CS as there a lot of bs broken mechanics.
yeah okay take off the rose tinted glasses. SNES games were usually overly hard with limited to no checkpoints to prolong the life of their game. Games are more fun as ever as game design has been researched into
Agreed. I'm glad gaming has grown up with me in that sense. being able to pause or save at the drop of a hat is very much welcome when you've got two young kids. the controller gets dropped either way, but it's nice to be able to just pick right back up whether I'll be away for an hour or not back until the next day.
There's nothing wrong with being able to save wherever whenever.
Checkpoints are a flawed system in itself. Saving where ever you want is what games should have. Modern gaming is full of all kinds of stupid things that old school stuff didn't. The lack of depth in modern games is shocking with how much RAM is available.
The first thing I do when I'm playing a new game (the ones that don't allow save anywhere) is find out what is the safe way to quit in order not to lose progress. That info is hardly ever in the games, almost always have to Google it.
Usually you get the standard message of 'are you sure? If you quit now you will lose progress since the last save' ...Well thanks game, any chance you could tell me when the last save happened?, You know, like how the Uncharted games do it.
Don't get me started on cutscenes that cannot be paused or replayed either lol
Depends. Take a game like heavy rain. the checkpoint system works best. It locks in your choices and eliminates back tracking and for a story like that, I'd say the checkpoint system is essential.
Super ghouls and ghosts. . . . . .that is all
Agreed. I always use for example Battletoads. Anyone who has fond memories of Battletoads is psychotic. It's always cited as a hard game, but it is not, it's an UNFAIR game. Limited continues, loads of "gotcha!" cheap kills, constantly changing mechanics and a ridiculohs difficulty spike if played 2-player. Compare that to, say, Dark Souls, which is undisputably a hard game, but it gives the player the tools to tackle it, and its difficulty can be taken on through various methods. You could grind until your character is strong enough to tackle any threat, you can look for new equipment to allow you to take on the challenges, you can explore other areas to look for gear or shortcuts, etc.
Now, difficulty in games is usually part of the appeal, while back in the day it was a part of it you couldn't do anything about.
for me it was lion king lol. that damn cant wait to be king song. my god.
It's like as if phone games saw the difficulty spike model of battletoads and found a way to fleece the unwary via microtransactions making every other phone game do the same. Battletoads was one effed up game, I did get through the bike section only twice after many tries, and even then the next section would bring about an instant game over.
Gaming was insanely difficult because it based off arcades, which were designed to be difficult so you'd have to keep popping in quarters.
Games can still be difficult today, dark souls, witcher, nioh, etc. But games have grown up quite a bit since then. I'll put the story from games like bioshock and the last of us up against some of my favorite modern books and they punch in the same weight class.
"Crappy at gaming"?!? There's no such thing. If you think there is, then you've missed the f*cking point.
I've been playing video games since their inception and no, not all games were "insanely difficult". Just some of them. Most were/are experiential, because most gamers are NOT masochists. Some of us play to have fun and enjoy the experience.
Games don't HAVE to be frustrating. You don't need to "beat" most games -they can be played and enjoyed. That's why most devs with a modicum of respect for their customers include variable difficulty levels - to make it easier for those who would be otherwise excluded, and something for those who need a serious challenge.
Every mechanic the author is bitching about is designed to allow everyone who pays for the product to be able to enjoy the entire thing... not just the few with razor reflexes. It's not in a dev's or publisher's interest to only make games for a minority. The more players who are able to enjoy an experience, the more money the industry makes and the more likely their future games will sell as well.
After trying to do something, anything in a game more than a fifth time, I just want to punch the developers in the face for wasting my time.
Anyone who spouts off a "git gud" gets a punch in the head too -not everyone gets a (bizarre) sense of satisfaction from doing something over and over and over again til you do it right...once.
I agree with most if your comment. But i will say overly difficult games do serve a purpose. Bloodbourne was very hard imo, but its still an amazing game that i got only 4 kills in. Lol. I understand its appeal.
'head too -not everyone gets a (bizarre) sense of satisfaction from doing something over and over and over again til you do it right...once'
True. . But there is a place for extremely hard/frustrating games and you don't have to be a masochist to enjoy them. Play fury on hard and you see repetition and pattern memory are part of the enjoyment and ultimately the method to pass. . No flukes. . I like games where you progress through skill as opposed to that lucky shot or event. .
memorizing attack patterns and such was the main thing keeping me from getting into the souls games. It was all doable, but memorizing was just never fun for me. To memorize what to d when seems more... robotic to me. As opposed to challenge like say witcher or bound by flame. You're forced to think on your feet and react to constantly changing situations. And a bit of luck being involved I also like. it leads to some "whew" and "Cheap shot!" moments that I love.
Different strokes of course.
Try FFXV secret key duengon which that dont allow using any items. So pain.
Games used to be insanely difficult because they were born in quarter-munching arcades, and the primitive tech kept them very small. An easy game could be finished in an hour or two, and would not suck too many coins out of your pocket in the arcade. Now there's no reason for that insanity. Games can be genuinely long, with a more tractable challenge level that can even be modified by the user. The price is the same whether you play on Hard or Easy, so let the player decide how he enjoys his purchase best.
Map icons that tell you exactly where to go for your quests?
Hand holding nintendo games.
Beat the tutorial, kill the first 5 bosses. Get given a new item "let's walk you through how to use that item then get you to show us how to use that item 3 times in a row."
Omg just f*ck off and let me play.
Why does it need to be HARD?
why does it need to be easy?
most Games are getting way too easy now a days, treating in some cases the gamers like complete brain dead couch potatoes.
i only found Witcher 3 fun on the hardest difficulty, why? added challenge and made completing mission or fighting bosses a reward, heck i would sigh in relief after taking out a pack of wolves 5 levels over me at the beginning of the game.
YOU only found Witcher 3 fun on the hardest difficulty.
I found it fun on a lighter setting. I would not have enjoyed the game on a more difficult setting.
that's great! We both found the game fun BECAUSE there were different difficulty settings for both of us.
Don't think my experience was any lesser than yours though... it would have been if I'd not had the option to set a difficulty that was suitable for my tastes.
Because not everyone's a kid or some trust-fund baby with nothing better to do with their time.
Another, how could I forget this one...
Besides bs hit indicators how about enemies showing up on the radar/minimap, that is terrible
Gaming didn't get soft. Thanks to technology, gaming has gotten more accessible eventually doing away with some of the old mechanics.
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