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How to stay hard:Team Meat talks game difficulty design photo

Super Meat Boy is fun, even when you're dying. In fact, some of the most exciting, funny, and surprising parts of the game come from your own death. Just like in the best survival-horror games/movies, witnessing the protagonist being graphically and grossly dispatched is big part of Super Meat Boy's appeal. Screwing up in the game leads to both a punishment and a reward. That didn't come about by accident.

Edmund McMillen, Super Meat Boy's artist and co-designer, has laid out his philosophy towards designing the game's reward/punishment system and multiple difficulties, and it's pretty smart stuff. Budding game designers, or anyone interested in understanding how videogames work, are sure to be entertained. Not only does the post give us an idea of what makes Super Meat Boy compelling to play (and replay), but it also gives us good look at how difficulty was handled in the 2D platformers of the past (with illustrations to match). It also definitively explains why child abuse is not good, but is in fact, bad.

Just another reason why I like Edmund McMillen one-hundred-million-billion-trillion times more than Carlos Mencia.

Why am I so... Hard? - [SuperMeatBoy.com]








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Jonathan Holmes is the most lovable Associate Editor on Destructoid. Catch him on videos, original editorials, and on back episodes of the Destructoid Show and MTV's Road Rules. Jonathan is a retro gamer's gamer. Likes Mega Man 2, Resident Evil, Katamari Damacy, Bit.Trip, Metal Slug 3 Meet the rest of the team



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15 comments | showing # 1 to 15
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Nolan South's Avatar - Comment posted on 04/18/2010 14:30
Nolan South
hahahaha, stay hard
nekobun's Avatar - Comment posted on 04/18/2010 14:35
nekobun
This is one of those things I'd never really thought in-depth about, but the rundown is really good. I kind of want to take a look at other gaming genres to compare their difficulty evolutions now.
Cyber Altair's Avatar - Comment posted on 04/18/2010 14:35
Cyber Altair
Damn, I'm hard.
AexEro's Avatar - Comment posted on 04/18/2010 14:46
AexEro
Thats the best yoshi I have ever seen.
Kyle MacGregor's Avatar - Comment posted on 04/18/2010 14:48
Kyle MacGregor
Just arrive on Wii-Ware already.
Doctor Professor's Avatar - Comment posted on 04/18/2010 17:05
Doctor Professor
It's fantastic seeing a game developer talk this way. :) These ideas - at least the parts that aren't specific to Super Meat Boy - are very similar to ones I've discussed in my own blog, most notably in this article: http://www.pixelpoppers.com/2009/11/test-skills-not-patience-challenge.html

The decrease in player punishment is one of the most important and strongest trends in the evolution of game design, and it's good to see it embraced, and the reasons for that embracing phrased so clearly.

My own writeup doesn't have the adorable pictures, but you may find it interesting nonetheless. :)
Fearzone's Avatar - Comment posted on 04/18/2010 19:38
Fearzone
Nice read. Bottom line, there is fun-difficult and then there is annoying-difficult, and games that make a point of being hard, they mostly fall into the latter. This post should be required reading at game development school.
JHJS4LIFE's Avatar - Comment posted on 04/18/2010 19:58
JHJS4LIFE
Donky Kong
Corduroy Turtle's Avatar - Comment posted on 04/18/2010 23:23
Corduroy Turtle
I want to draw like that.
DaedHead8's Avatar - Comment posted on 04/19/2010 11:46
DaedHead8
Excellent read.
Darren Nakamura's Avatar - Comment posted on 04/19/2010 12:56
Darren Nakamura
I read McMillen's whole thing. Very cool.
StepTangent's Avatar - Comment posted on 04/19/2010 13:06
StepTangent
Nice article! That guy draws the best meth addicts ever.
Holyetheline's Avatar - Comment posted on 04/19/2010 14:18
Holyetheline
i always enjoy multiple difficulty levels in games.
Katya's Avatar - Comment posted on 02/14/2011 03:12
Katya
That didn't come about by accident.
Best regards, Katya, CEO of lightscribe cd burner, microsoft iscsi initiator troubleshooting
Killereffect's Avatar - Comment posted on 03/30/2012 13:11
Killereffect
http://www.destructoid.com/how-to-stay-hard-team-meat-talks-game-difficulty-design-171365.phtml forfait bloque forfait bloque forfait sms illimite forfait illimite forfait sms illimite
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