I rarely play the game "harder" but I have to admit that recently with Two Worlds 2 I have found some perverse pleasure in playing the multiplayer modes by myself. They are meant to be played by a group and it's really, really, really difficult to do it on your own (and you don't level nearly as quickly) but it's fun in a perverse way. I find I have to creep along until I come across enemies, then find a very safe spot high on a hill or rock where I can safely pick off a few of them in a stealthy manner with my low level bow and arrow skills. Then I tend to lure a few others into battle to pick them off... though if I get a gang after me I'm also not adverse to the age old strategy of "run away!!".
It's fun in a weird way! :)
Again, awesome musing!!
In Need For Speed: Hot Pursuit, I'd often not use the "best" car just so that if a friend did beat my time, I'd still have a way to take it back later. Which is actually the exact opposite of what I did in Burnout Paradise. I Firehawk GP'ed my way to ownage in that game :D
Thanks for the incredibly kind words! I'm glad you mentioned playing multiplayer content solo, that is a great example of the kind of player generated difficulty I was talking about!
@The Sama
Yeah, setting up ridiculous settings or bots in a multiplayer game can be fun too! I sucked at Counter Strike, but I used to have a lot of fun spawning up a stacked team of brain dead bots armed with pistols and taking them all out on my own (with a machine gun of course. Bots can't whine about fair play.)
@HandsomeBeast
I have. *cue spooky music*
Man, that is another great variation on this! Setting up your own personal challenge can be a great way to extend the replay on a game. I remember a time my brother struggled through Max Payne 1 without using bullet time (I think he limited himself to just the pistols and pump shotgun too) to get a little more fun out of it. Great point!
@Celica
Sneaky strategy :p "There is something I ought to tell you... I am not left handed"
Same with SSFIV, i use Gen or Dan because i know if i win then i've won with a disadvantage and the victory is so much sweeter.
What's weird is that when I'm hoarding my elixirs and ethers (Recently started playing final fantasy xii) I'm doing it absent mindedly. That is, I'm not doing it to add to the challenge, I just want to save them, like you said. It's like my subconscious wants a challenge too. Some sort of craaaaazy psychology goin' on there!
Anyways, great read! I demand this be frontpage'd right now! This is the kind of stuff I love reading! Keep it up mate! I'll definitely be checking your other blogs.
I find I'm a hoarder in most games. I can't even count the number of health items that went untouched in my inventories over the years. I imagine that the combined destructive power in heavy weapons I've ignored or saved is probably enough to detonate the Earth a few times over.
Excellent interpretation of this month's musing.
My second playthough of Max Payne had heavy self-imposed limitations: I did it cop style, using only a single Beretta and the pump-action shotgun, and I used no bullet-time, just the crouch-roll dodge. Some rooms became bullet-puzzles, as the limitations meant trial and error, and sometimes perfection were needed to drop all the fools without taking too much damage.
I think that the freedom to moderate your own experience (difficulty-wise in particular) is one of the reasons I am such a shameless whore for Oblivion and the Fallout Bethesda games. As you said, under default conditions a play can become king of the sandbox within minutes of rolling a character if they want. But what I think is the intended experience lies in conceptualizing a character with strengths and weaknesses, with a few key skills, and a preconceived combat style. That also gives you a great reason to come back and play the game as a new character, see different content and make different choices; "<i>welp, last time I played as a melee-monster who never used stealth and avoided the main questlines, this time I'll play as a sneaky projectile character and do the 'good-guy' content</i>".
Congrats on the page promotion, I think this article discusses an important dimension of the ongoing discussion of difficulty vs reward in contemporary games. While people squabble about regenerating health and the meaning of death, they seem to forget about the role that individual playstyle choices, and player-imposed restrictions can play.
...then it got nerfed. Easy come, easy go.
there was this samurai game on the ps2 (not way of the sam) but whenever i would play the multiplayer with friends, i could go the entire round easily dodging attacks and wait for just the right moment before an attack and i would only deeply cut them, not enough right away to kill them but they would eventually lose all their blood and die. i can't tell you how many times i pissed off people wondering after why they died and i told them i nicked them, causing slow blood loss, i was called pretty low for doing that but it was an effective strategy, just one strike.
i was really good at that game and it was the only way for me to achieve enjoyment from the multiplayer, because i still had to work my ass off not the get sliced and the same happen to me. but my sword would never land a killing blow, just one bleeding slice was all i needed, and then i had to dance and wait, thats when my skills were being out to the test.
in those kind of multilayer games, i don't like winning every single match the easy way, making it hard and winning is that pat on the back i give myself. and i still throw the occassional bone (i loss a round or two) to keep the other players interest up. its not fun when you're constantly losing with absolutely no hope of winning.
great blog and advance to the fronts!
I think the reason I do it is because I was always raised to take care of things and use them sparingly. I make RPGs unnecessarily difficult. I don't use power ups or potions [unless it's impossible to beat the game without them] even though I have a large stockpile that I collected through out game from chest. and another reason I do it is like you mentioned it's the paranoia that you'll need those items later. But it sucks when you reach the end of the game and you realized you never used your rocket launcher or Gatling gun once.
In Resident Evil 4 their was a part where I got nervous and wasted too much ammo so it made the proceeding levels very difficult. So what I ended up doing was repeating parts over and over again because I knew I could get past it by using 2 or 3 less bullets.
I laugh as I can relate to the hoarding factor completely. I always end up finishing my shooter games with ammo/weapons to spare. My latest example would be Bulletstorm. I ended that game with max amounts of regular and special ammo because I was always saving it for the next sequence, lol. The second playthrough was an ammo-wasting good time!
I also like to play split-screen Firefight and Horde modes all by myself. Seeing how long I can keep both players alive and fighting is always a frantic good time for me!
if you can find it, way of the samurai 3, thats about one of the most awesome games i've played this gen if you can see past the surface. tons of depth and an instant kill mode, thats where the real sam'ri skills are perfected. and its a choice your own adventure with many many rpg elements and tons of weapons and most importanly, blunt edge sword attacks!
if you like a great alterable/controllable challenge, that is about right for the pickins.
As for difficulty, I won't lie, my difficulty usually comes from the challenge of multiplayer. Rarely do I try to beat the hardest difficulty unless it's an "easy" kind of hard mode like COD's Veteran difficulty that just asks that you survive and perfect a situation to advance.
I am incredibly interested in this kind of play. Some of it, I think, comes from the same background that you attribute your occasional hoarder mentality to: having been playing games since the early 80s, there is not very much that is new under a pixelated sun. Even games like Fallout 3 become grinds after you've played a dozens of similar games: start out weak, acquire stuff, kill a bunch of guys, get really powerful. Wash-rinse-repeat.
I'm not sure that this kind of approach is really about increasing difficulty, though. Adding a role playing structure to a game that you already enjoy -- which is really what we're discussing here, especially with the examples of Fallout and COH -- deepens that experience. If we play a game to have fun for its own sake, rather than striving for rule optimization, then these self-enforced modifications become ways of reaching the goal. It isn't about making it harder to survive so much as it is about changing the structure of the game.
@Tristrix
Your guide is still there! The meleefender was one I never got to try before they adjusted how end worked but it was a great idea. I used to hang around the Defender forums as Raindog and I know for a fact that the hardcore defenders were the most creative and coolest group of CoH players, good to meet a bro!
@Ali D
Deus Ex was just one of those games where I hoarded everything. I think my greatest offensive was how cheap I was with lock picks – I'd save the game before opening a safe and shamelessly reload if the loot inside wasn't "worth" the pick. Which was insane since picks were a dime a dozen.
@Qraze
My brother has also pimped out Way of the Samurai 3 to me! Says it looks like a PS2 game but is just one of those titles you can't put down once you get into it. Apparently there are quite a few endings and you will have to play through it a bunch a times to see every possible outcome, sounds cool.
@Gareth
Sadly, and this is just my opinion, DCUO isn't as open to a really diverse character assortment. Everything is kind of stream lined and the action MMO set-up they were going for with only 6 powers available at any time kinda make things harder to play around with. I played it for the first month and it just wasn't as fun as CoH. A real shame, I really wanted to run around kicking muggers in the sac with Batman. It did however make me feel like I should dip into CoH again and see how things have changed since I stopped playing!
@TheHipGamer
Definitely. A lot of this kind of thing goes towards role playing an experience more than just out and out making things harder on yourself for the sake of challenge – its just a lovely (?) side efffect of staying true to your character!
Thanks again to everyone!
Also congrats on the frontpage, absolutely earned.
I love being creative with my characters. That's why I like stoic, silent characters (like Dead Space 1, Shadow of the colossus, GTA III), because you can really take on your character and your imagination isn't interrupted by abrupt/lame hollywood dialogue.
Even though Final Fantasy games had text dialogue, most was cutscenes weren't too chatty, and it made the characters more relatable, actually, because they weren't often saying dumb shit.
P.S. Gauss Cannon attachment = godlike in SuperSoldier

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