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| [Feb 07, 2011, 11:35 am ET] - Share - Viewing Comments |
Firing Squad - Consolitis. Thanks Ant.
Generally, the only way to determine a feature is missing is if the game in question is a sequel or part of a genre that is prominent on PC. Examples include: no ability to lean in an FPS, no dedicated servers for multiplayer, no access to console commands, not being able to quick save, etc. Now that I think about it, several missing features can be attributed to the game being designed to work with a controller… Usually, these can’t easily be fixed during the porting process, so they aren’t.
bit-gamer.net - A Death Worth Having.
From a less casual perspective, the fail state is something that we shouldn’t have to tolerate. It’s rarely fun to slog through the same content again and again because we keep messing up one thing, and here’s the crux of the matter: death becomes nothing more than an annoyance. It’s not dramatic, it’s not emotional; at best it invokes an eye-roll at the prospect of fighting through the same goons again, at worst a mouse gets launched into a £200 monitor and we find ourselves mourning the loss of hardware more than the death of Super Soldier X, who is now deciding whether to retry from checkpoint or load an earlier save.
MCV - Games education must move quickly.
Ironically, today’s children are naturally attracted to the digital world. They are a connected generation. They prefer to access and process information when needed using whatever media devices are available. Calculators and smartphones are not a substitute for learning; they enable it. It would be a simple matter to inspire them with creative computing. Enable them to build digital bridges for their shared world. Collaborating in teams with different but complementary skills naturally prepares them for their working life.
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| 14. |
Re: Op Ed |
Feb 7, 2011, 18:35 |
Warskull |
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Icewind wrote on Feb 7, 2011, 15:22: Any game in which you aren't punished for dying isn't a game, it's something the losers at gamerdad.com probably play.
Diablo had it right. The first one that is. The one where when you die everything you wear is dropped and you either go down and get it somehow or you lose everything.
Without that fear that you could lose everything, where is the suspense? Where is the challenge? Where is the fun?
Gamers have become far too soft. No, the tolerance for bullshit is much less now. Challenges are fun when you have crisp controls, death is your fault, and you don't end up repeating boring parts over and over again (such as the checkpoint right before the cut scene.) Death is not fun or interesting when it is due to sloppy control, random bullshit, and you end up repeating boring, trivial parts of the game repeatedly.
The reason you see fewer challenging games is because of lot of the old 'hard' games were flat out broken. The difficulty was due to bad design and that simply won't stand these days. Making a good, well designed, challenging game is difficult. It is much easier to simply make an easy game and rely on other tricks to sell it. |
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