The KKM, on 17 February 2014 - 06:55 AM, said:
Oh cry me a fucking river. Didn't find lifes fun in 1993 and don't find them fun now. Mindless porting of Arcade mechanics that mindless babbies like you (since you decided to go all bitter there) keep mindlessly repeating because nothing can go different from what you did as an infant.
YES! A bite!
Here's your fucking river: so, I suppose when learning a new language, you expect to only pronounce each and every word only once, and then it's committed to memory, yes? Or when learning to ride a bicycle, you only need turn the pedals once and then the bike rides itself to your destination, yes?
No. The world doesn't work like that. I don't see why games should.
Once you remove that barrier that is difficulty ('fake' or otherwise) and put the player into a state of constant progression, the experience is devalued by virtue of the fact that it tends to become a trial-and-error checkpoint/reload fest where the same section is repeated ad nauseum until it is beaten. Players demanding more punch for their pounds (bang for their buck, eruptions for their euro? I don't know, make your own clash/currency alliterative simile here :P) have historically never reacted to experiences that only take a short time to beat. And with the checkpoints closer to the sticking points of games (or in the case of quicksave/load mechanisms) this simply means ramping up the challenge on a macrocosmic scale to compensate. 'Fake' difficulty that is a much worse offender than making the player beat early levels (which, in theory, they would get better at to the point of being able to get creative, improvise more play out of, and attain better scores or times. WAIT, that's a "mindless" arcade mechanic, isn't it?

/>. Of course, it may also mean the padding of game lengths, but hey. If something didn't rob someone twenty hours of their life, it's "too short" yeah?
What I advocate is something more akin to the tradition idea of what a 'game' is, a set of obstacles and/or puzzles with a limited set of player resources (in this case, lives) to overcome them with. As per my initial argument; "beat it in three attempts" is a statement that lends itself more to raw ludology (in concurrence with the definition of a 'game' that statement has a goal and a hard-set rule attached to it) than "keep going until it's beaten" (which is a statement describing nothing more than an iterative task).
The KKM, on 17 February 2014 - 06:55 AM, said:
Nice try bub, but I like game mechanics rather than virtual cud-chewing. Stop ruining games with your sense of entitlement.
That was fun.
This post has been edited by Jayextee: 17 February 2014 - 07:18 AM