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Name: Francisco *AKA* Y0j1mb0

Age: 38. I'm the residential Old Geezer of Destructoid & You Tube Superstar.



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Have Game Developers turned us "Soft" due to their DUMBED DOWN Games??
Y0j1mb0 | 3:21 PM on 05.30.2008 35 comments




There was a time when most games didn't hold your hand, picked you up and patted you on your bottom. Where you actually had to figure things out for yourself without an in game hint scrolling on the bottom of your screen or blatantly just told to you by a supporting character within the game itself. Games that when you were shot you were dead. Gather round kiddies as we reminisce about a time when games were challenging and when beating a game actually meant a big deal.

Is it just me or are games nowadays just being too much of a cakewalk?? Look around at most of the games out now and I'll bet you that you would be hard pressed to find one where you actually die before beating it. Think about that for a minute. That's crazy sounding. There has been a significant trend of simplifying our favorite pastime to the point of the games practically playing themselves. I know that sounds like an exaggeration of the ludicrous kind but I wonder where we will be at a few years from now.

It's not just that the games are easier, which they are, it's that even when they pose a degree of difficulty out comes the prompt from the game itself telling you how to beat it or what to look for. Or ten feet before you meet a boss, magically there appears a depot, filled to the brim with health items and other assorted goodies to ensure that you survive and ultimately beat it without the messy thing called work or skill. It's getting to the point where whatever gaming skills we possessed are shrinking due to atrophy.

I remember as a kid beating a game and it was like winning the Super Bowl. Back then an act like that was a stepping stone towards entry into your imagined Hardcore Gamers' Hall of Fame. Not so now. Games are being dumbed down to the point that everything is tailored for you to see it to the end. You will beat it. The game camera will show you where to go. The bullet lodged in your chest will miraculously disappear if you stay behind cover and remain prone. And if by chance you find yourself in a rough spot of the game and you keep having to do it more than twice, the game will adjust the difficulty on the fly to send you on your way.

Ever catch yourself playing a retro game and thinking to yourself: Damn this game is hard!? Chances are it's not that it's that hard, It's that it's not stacking the deck in your favor like most games are now. It's requiring you to actually play it yourself. When you got game developers and companies starting to cater to an "everyman" or " casual " demographic and the masses are accepting it, don't be surprised for games to become even more simpler forgettable affairs. In the race for more of the almighty buck, it seems games are being distilled for a more level playing field for all involved.

Lately there has been quite a few debates about hardcore gamers , casual gamers and what that means. Whatever you may think about these labels, one thing is certain: The game industry is molding what kind of gamers we are now. Through simplification processes, the dumbing down of games, ultimately it wont matter what we think we are. Hardcore or casual. We're all going to be the same.

Soft.



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32 comments | showing # 1 to 32
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shipero's Avatar - Comment posted on 05/30/2008 15:30
shipero
I'm gonna drink your blood then I'm gonna rape your blood.
MrSadistic's Avatar - Comment posted on 05/30/2008 15:38
MrSadistic
If it's a story driven game, I don't feel like constantly getting my ass handed to me just to see the story unfold. If it's a game like, oh.. say.. Ikaruga, then it can molest me six ways 'till Sunday as long as I have fun in the process.
BlackSheep's Avatar - Comment posted on 05/30/2008 15:41
BlackSheep
i do hate the dumbing down of RPG's

where they are becoming books to read instead of adventures to go on.
Aaron Mxy Yost's Avatar - Comment posted on 05/30/2008 15:42
Aaron Mxy Yost
Well, the vast majority of game buyers aren't "hardcore". They want games they have a chance of finishing, not ones that are going to kick their ass and make them like it. You do get titles like Ninja Gaiden, Geometry Wars, or Devil May Cry III now and then, and they sell... but how many average gamers you think actually made it all the way through those (or in the case of GW, reached 1,000,000 points?)

Whenever a market gets bigger, you're going to have to try to appeal to the largest number of people in it. For a lot of people, it's not a matter of playing hours and hours until they're good enough. Many don't have that kind of time to invest in a game, others simply won't be able to get good enough no matter how long they play. If developers catered only to the niche, the industry would have died out long ago.
Novakaine's Avatar - Comment posted on 05/30/2008 15:42
Novakaine
This has to do with video games evolving for the mainstream rather than focus on the niche it used to fulfill. While many people do play video games for the challenge, there are more people who play them for fun. To relax, to enjoy them, you know?

Player One Podcast and GFW Radio covered this issue before and they both said they don't want to play a game that's so hard they have to retry over and over again.
Conrad Zimmerman's Avatar - Comment posted on 05/30/2008 15:42
Conrad Zimmerman
This is a complaint that I've had for a long time. It is one that I understand to be necessary for the growth of the industry, however. If developers want to attract more people to the hobby, they have to make sure that they aren't completely intimidated by it.

This wasn't so difficult to do on earlier systems, as the controllers were easy to understand and game concepts were simpler. Now, controllers have eight to ten buttons, a pair of joysticks, a d-pad and still don't have enough control options to satisfy the needs of modern games, forcing designers to create button combos to accommodate them. It's no wonder the games are easier: the controls got harder.
Conrad Zimmerman's Avatar - Comment posted on 05/30/2008 15:49
Conrad Zimmerman
Sorry to double post, but it's a topic I've given a bit of thought to already and forgot another point on the subject.

It also relates to the change in how we get our games. So many of those early, hard games were ports from the arcade market. Arcade games needed a high challenge level to keep people pumping quarters into the machines. Where are the arcades now? On life-support.

Since developers are putting the games directly into our homes, essentially giving us free reign to play them when and as much as we like for a direct price-point, and without the allure of higher-quality games in the arcades for us to play, the dynamic shifts. There's little incentive to create a game that places an emphasis on challenge except for the niche market that really appreciates them.

In fact, I'd say the benefits of producing easy games are far greater than for harder ones. What do you do when you finish a game? You go out and buy a new one, right? Easier games mean faster completion time and more desire for new product.
DaTgUy's Avatar - Comment posted on 05/30/2008 15:49
DaTgUy
maybe a good solution is to have a casual mode that guides people and the hardcore mode for gamers...hmmmmmm
Rockvillian's Avatar - Comment posted on 05/30/2008 15:53
Rockvillian
It seems the gaming industry is constantly taking little steps, each one getting closer to what they believe to be "legitimate" like the movie industry is.

Pay. Sit down. Experience story/action/drama/effects. Get up. Repeat.

Because no one accepts gaming as a good thing (and believe me, it's not good or bad, it's GAMING - a PASTIME) I think developers are being pressured into going soft, because they can't take a few billion criticisms that their livelihood is based around making people happy and letting them have fun.

We need to die more when we watch movies! Then games will steal from that idea, and make GAMES more like GAMES again.
Y0j1mb0's Avatar - Comment posted on 05/30/2008 15:55
Y0j1mb0
Good points Conrad and unfortunately you may be right.
dtomek's Avatar - Comment posted on 05/30/2008 15:56
dtomek
Apparently challenge can now be legitimately considered a game flaw in the context of a game review. I'm not even sure if this has as much to do with the market expanding as it does our chilluns having more of a sense of entitlement. If a game doesn't bend over and relax it's cheeks for phallic installation, chilluns take offense.
When I was a wee child the fun was finally being able to turn the tables on the game for some forceful owning. I realize they are just games and getting a sense of accomplishment from besting them may seem silly. However that is where the enjoyment comes from me in games. Unfortunately those chilluns seem to have a louder voice in what kind of games get created. And Ninja Gaiden is ridiculously easy when compared to the original Ninja Gaiden. I fail to see how someone could fail to complete this game.
Rockvillian's Avatar - Comment posted on 05/30/2008 15:58
Rockvillian
It's like the arcade now, but instead of stealing your money constantly, they steal it all at once in the beginning, give you an easy, watered down experience, forcing you to want to give them their money a couple weeks down the road.

Arcades aren't gone, we're playing with their DOOMED SOULS
SunTzu's Avatar - Comment posted on 05/30/2008 15:59
SunTzu
Yes, and no.

Even games that are intended to seem "Hardcore," such as Ninja Gaiden, are nothing compared to the games of old. You can beat Ninja Gaiden. The game throws so many save points, items, and over-powered techniques at you that even the final boss shouldn't prove much a problem. If done right, you can clear the game without seeing the Game Over screen once.

Retro games, on the other hand, were much more difficult, but I feel it was for the wrong reasons. They were hard because of a significant lack of depth. There's no weapon system in the old school Ninja Gaiden games. There's no levels to grind in Castlevania. The lack of depth meant players had practically nothing to work with, forcing them to rely on pure skill and nothing else.

If, however, I had to decide between playing through the same level over and over again till I got better, or abusing the mechanics built into the game in order to get ahead, I'd choose the later. I like the idea "outsmarting" the game, I like the idea of discovering tricks and secrets within that game that will allow me to progress without forcing me to "|2play."

So, while I DO agree that games are getting easier, I feel it is only because gamers are getting smarter. We're far simple, as we can pick up just about any modern game and play it efficiently without even touching the damn manual, regardless of how complex the game is. We know how to beat ANY boss the game throws at us, without a strategy guide. And we flash and clear a room so beautifully, even god damn SWAT teams are taking notes.
liam2015's Avatar - Comment posted on 05/30/2008 16:00
liam2015
What Sadistic said. I like a challenge, but if I want to see the story of a game, I don't want to become overly frustrated and cry. I want to see what happens.
shipero's Avatar - Comment posted on 05/30/2008 16:05
shipero
There a fine line between challenging and frustrating. I always prefered the "easy to play, hard to master" school of game design.
casualweaponry's Avatar - Comment posted on 05/30/2008 16:11
casualweaponry
Keep in mind that hard games tend to be reviewed poorly.

IGN (yeah I'm naming names) is notorious for this. They gave GodHand a poor score because it was "too hard", and one of their stupid reviewers gave a shmup a low score because he couldn't figure out how to play it.

I think it was Topher who wrote a scathing counter-review of the reviewer. I'm at work so I can't link to any of this stuff, but its easy enough to Matlock.
Tubatic's Avatar - Comment posted on 05/30/2008 16:25
Tubatic
I sat down and played through Wily's Castle at the end of Mega Man 2 this past weekend. That shit was ri-damn-diculous.

I had to use weapons sparingly to get to difficult positions, with very little chance to easily replenish them. If I used up Item 1, I was screwed. If I ran out of crash bombs, I was screwed. If I didn't have one particular weapon to beat the end boss, because that's the ONLY thing he's vulnnerable to.

Now a days, that would be considered poor design. I dare say Mega Man II would get low marks, as is, taken as its own product. I'm not too sure I'd agree with it, but as a statement, adding recharges to each level would make the experience more *streamlined*, which is generally good. But were they to change things like the puzzle aspect of the last few bosses, and the sheer skill requirement to defeat the final boss, that would be a great disservice to good challenege and style that's found in those games.
Shin Oni's Avatar - Comment posted on 05/30/2008 16:39
Shin Oni
games in general are too how you say...."hold my hand while we cross the street hunniebun!". Back then, if you didn't read the booklet, you would miss out on most things you wouldn't get from the jumpstart. Now that most people don't read as it is now and games pretty much having a built in "turorial" from the start, it's pretty bleh.

I personally agree that games are waay too easy. Most games now, if not an RPG, can be beat within a day...making those 60 bucks feel even more wasted. But I guess they don't expect us "hardcore gamers" to play all day or most of the day. It brings me back to Zone of the Enders when it hit. The game is awesome. But the original can be beat in a matter of 3 hours top if you knew what to do. the sequal was alittle longer thanks to the cutscenes and a bit more to do with it, but overall the game was still short. I'm always buying games but most of the time I hold off because I already have things to finish. (which actually take time.) But I do feel as the current gen systems get settled in, games are feeling rather boring and easy.
Scape's Avatar - Comment posted on 05/30/2008 16:50
Scape
I agree. I miss the old feeling of a game kicking my ass. I am looking in your direction Super Mario Galaxy.
Ha-Puken's Avatar - Comment posted on 05/30/2008 16:56
Ha-Puken
"Ever catch yourself playing a retro game and thinking to yourself: Damn this game is hard!?" The answer to that question would be YES! Example #1: R-Type. I don't remeber shit being that hard...
Qraze's Avatar - Comment posted on 05/30/2008 17:03
Qraze
what they said.
Steel Squirrel's Avatar - Comment posted on 05/30/2008 17:06
Steel Squirrel
That would be cool if they came up with multiple settings of difficulty that you could change in the options to suit your abilities or desired challenge level.
Rockvillian's Avatar - Comment posted on 05/30/2008 17:24
Rockvillian
Commander Keen poops on the head of the health recharge system and DIES IN ONE HIT.
manta's Avatar - Comment posted on 05/30/2008 18:19
manta
Qraze says:
(# 21) on 05/30/2008 17:03
what they said.

*nods*
mix's Avatar - Comment posted on 05/30/2008 18:34
mix
Boy and his Blob anyone?

I remember playing that game when I was younger so I bought it for $5 on ebay. I had to look on the internet as the what the hell I was supposed to be doing as I was completely lost.

I do agree that video games are much easier to finish when compared to their older counterparts. Mega Man is another good example as dying was what you had to do (tons of it) before you could master some of the levels, or find bosses weak points. Conrad holds a good view as if you get pissed off and frustrated at a game there is very little chance you will buy a sequel.
Dyson's Avatar - Comment posted on 05/30/2008 21:18
Dyson
My name is Dyson Gigsby, and I support this post.

Although, SunTzu, I would like to comment on your Ninja Gaiden statement.

Most retro games that were difficult, were designed that way. The limitations of the hardware and software necessarily weren't to blame for high difficulty curves. The limitations held back the more complex systems that are in place today, but that doesn't always equate to increased difficulty.

Games were originally designed to be challenges. Looking at the arcade games of the generation preceding home consoles will show you the direction that the first series of games to come out emulated.

A good example of this is the first Mega Man game. The original game has a score counter, the rest of the games in the series do not. This could be used to show the shift from games being challenges, to becoming experiences.

As the tech increased, the depth of the experience games also increased. The public, you and I, wanted better looking and more in depth games, so companies responded to that. To stay profitable, though, there games had to appeal to newcomers as well -- hence the easier difficulties and mandatory "first level is always the tutorial" nonsense of today.

Essentially, the older games have a tendency to be more challenging because they were made for a different market than today's. And, conversely, games made today are easier for the same reason.

At least that mah' 2¢!
MatCD's Avatar - Comment posted on 05/30/2008 22:25
MatCD
Devil May Cry 4 was a bit disappointing...

that's as much as I have to add, anything more and I would be repeating what everyone else has said
Shin Oni's Avatar - Comment posted on 05/30/2008 22:40
Shin Oni
DMC was more of a disappointment. It was a step back compared to DMC3. Especially for the fact you're racing to the end, then race to the end on a reverse track and different white haired half demon.

Dyson pretty much summed it up though. Since we have the technology to make games pretty AND actually do all the junk we wished for back then, games are alot easier due to that. You can't have both awesome graphics and good hard gameplay all the time. Sadly the difficulty suffers over pretty games.
Tubatic's Avatar - Comment posted on 05/31/2008 01:52
Tubatic
Dyson spits hot fiya. Demographic is key here.
Alasdair Duncan's Avatar - Comment posted on 05/31/2008 02:30
Alasdair Duncan
Totally agree with Dyson.

There's also the unavoidable problem of us all getting old. I mean, I played games that were hard as fuck when I was a kid, but know I'm an adult they aren't so hard. The game hasn't changed, I have. I've become more skilful and (slightly) smarter.

It's a catch 22 situation: experienced gamers become better and better at games every time they play. But there's always someone out there who's playing for the first time. A game has to be at least accessible and carry the promise of achievement. Otherwise that person won't carry on, give up on gaming and the industry will stagnate.
MatCD's Avatar - Comment posted on 05/31/2008 03:03
MatCD
@Ali D

http://www.youtube.com/watch?v=sQZuidKexBQ&feature=related

This is what I see myself playing 5 years from now.
mistic's Avatar - Comment posted on 05/31/2008 09:02
mistic
seriously epic blogpost and comments!

very nice read... Yeah I know what you mean, but honestly I'm not too put off by all that... I like that most games have a difficulty-setting, like a game that I'm not too interested in but do want to see the story from, I'd play on easy, but then more intrigueing games on Hardcore or higher :-)

I really noticed with gears of war that it got better with every rise of difficulty level... Insane is easily the most enjoyable of them all, and the game is good enough to allow it to rape you like that :-)
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