games  anime  |  toys
Destructoid is gaming news, community, videos, and sometimes love. Take the tour or jump in with Facebook:

 


Ten obnoxiously cheap ways of extending a game's length photo

As games have become more and more expensive, a focus on longevity has naturally become increasingly important. When we spend $60 on a videogame, we expect to get our money's worth, and that means we don't want a game that's finished in less than three hours.

While we are quite right to demand a certain amount of gameplay to justify the money spent, it unfortunately means that developers have had to come up with creative time-wasting schemes that don't give us the value we want, but merely create the illusion of value.

All too regularly, a game comes along that takes time-wasting to a whole new level, and you realize that what you've purchased is nothing but vapidity masquerading as substance, inconsequential padding that's desperately trying to fill an arbitrary length quota with meaningless activities and regurgitated setpieces. Developers have almost made an art form of tricking consumers into believing they got their money's worth. 

In this list column, itself an ironically cheap and easy way of filling up article space, we pay tribute to some of the most obnoxious and blatant attempts at wasting a player's time in the name of longevity. These are games that may advertise themselves as eight to fifty hour-long experiences, but typically only provide about thirty minutes of actual fresh material. Join us as we look at the ten cheapest ways of extending a game's length.

1: Collecting Meaningless Shit
Notable Offender: Sonic Unleashed

Replayability is a magic word in the games industry. If your game has replay value, then you can be certain that money was well spent. However, some people confuse "replayability" with "forcing players to do the same thing over and over again until they throw the disc at a wall." Popularized by Mario 64 but taken to absolute extremes by more recent games such as Sonic Unleashed, the whole "collect a convoluted amount of shiny things in old levels to unlock new ones" is one of the most lazy and obvious ways of falsely extending a game's length. 

Sticking with Sonic Unleashed as our prime example, a number of Sun and Moon Medals are hidden throughout each level. They can be incredibly well hidden, and even conflict with the main gameplay, since Sonic is usually too busy running fast to stop and hunt for obscure collectibles. You need both these Sun and Moon Medals to unlock night and day stages, respectively. Bear in mind that there are around 200 Sun and Moon Medals in the game each. Later levels can take hours of repeating old bits of gameplay ad nauseum in a meaningless search for shit, and just because Sonic Team wanted to make the game appear longer. 

A game should be replayed because a player wants to replay it, not because they were forced to. A developer that uses this tactic clearly has no faith in his own ability to design a good game. 

2: Grinding
Notable Offender: Most RPGs

Roleplaying games are famed for their length. Epic fifty-hour quests are boasted with glee on the back of many RPG packages, and players are sucked in by the promise of a game that will literally last them months. However, if you decide to discount the parts of an RPG where you are walking back and forth over a piece of map and randomly waiting to input the same commands until the number next to your name gets bigger, you'll find that many of those fifty hours are absolutely nothing. 

Grinding is one of the oldest tricks in the book. So popular is the idea of gaining experience points and strengthening a character that genres outside of RPGs have cottoned on and exploited it. Tacking on a grinding leveling system to a generic action game suddenly creates the illusion of depth, and keeps players hooked for longer as they level up their heroes in endlessly repetitive battles. 

I enjoy RPGs and typically dig acquisition-of-power gameplay, but let's not pretend that the idea of grinding is anything more than filler. It's not fifty hours of epic questing if most of that "journey" is spent walking around outside a town for thirty of those hours.

3: Backtracking
Notable Offender: Prince of Persia

Why bother developing 50% of a game when you can just repeat the first 50% but at NIGHT TIME? Backtracking is an all-too common little scheme found in many action games, where a game is falsely extended by simply repeating levels, usually with a few quick and easy changes to the color scheme. Recent examples include X-Blades, which makes you go forward through the levels, then back through all of them, Devil May Cry 4, which repeats many levels with the Niero and Dante characters, and of course, the most recent Prince of Persia, which is just one big backtracking simulator. 

The change of color and a few new enemies can obscure the lazy development, but most studios aren't clever enough to hide their blatantly obvious recycling. When a game's repetition accounts for an entire half of the experience, that's just plain rubbish. Don't even get me started on RPGs that make you fight your way to the heart of a dungeon, have a huge boss battle and then demand you FIGHT YOUR WAY BACK OUT AGAIN! DAMN YOU!

4: Reincarnation
Notable Offender: Breath of Fire: Dragon Quarter, Dead Rising

This is a rare technique, but no less irritating for it. Some games are designed to not be completed the first time around, and force players into a Groundhog Day series of reincarnations. These rare games allow players to carry over their increased stats with each new game, and think that then gives them carte blanche to extend the game's length by making it so that you might as well keep dying, restarting the game, and getting stronger. 

Making the player repeat the first hour of gameplay several times over is pretty clever, even if it is irritating. Also, I don't care what anybody says, Dragon Quarter was a load of crap, and this was a big reason. 

5: Repeated Animations
Notable Offender: Project Altered Beast 

A nice and cheap way of filling up time is to make some sort of animation sequence, and then repeat it over and over and over and over and over and over and over and over again. The absolutely terrible Project Altered Beast had repetitive transformation FMVs every time you switched between human and beast form, which confused me since the game was so unbearable that decreasing the length would have worked in its favor. 

Lengthy attack sequences in RPGs and various special moves in action games that take ages to charge up or perform are all guilty of doing this, and those extra seconds of animation can really pile up to make a game feel longer, even if the players themselves are bored of seeing the same old long-winded finishing move time and time again. Watching a sword go through a generic soldier's face is great the first time, but it loses its appeal on the on the fortieth rehash.

6: Trial and Error
Notable Offender: Mega Man 9

I hate trial and error gameplay with a passion. It's cheap design, and a big reason why old games seem to be so short when they once felt really long. A game designed to kill the player until they become trained to learn the one and only way to complete a level is just sub-par game design, in my opinion, and it takes far more intelligence to design a well balanced game that challenges without ambushing players. 

Resident Evil 5 had a particularly inventive and infuriation method of doing this by sneaking instant-death Quick Time Events in the middle of cutscenes. Nearly all of them caught me off guard during the game because I was doing what most people do during a cutscene and watching them. Recent Sonic games also use Sonic's speed as a way of falling back on trial and error, since you need to play levels constantly to know when to turn and when not to fall into the ridiculously numerous pitfalls. 

Many old school players love this kind of thing, and when Mega Man 9 came along, they openly wept with gratitude. I just don't have time for that kind of design, unfortunately. Trial and error is bullshit. 

7. Walking. Lots of Walking
Notable Offender: Gears of War

Why have gameplay when you can have walking? A number of action games have cottoned on to the fact that you can accumulate huge amounts of "play time" simply by making the character walk through parts of a level with absolutely no action whatsoever. I suppose we're to marvel at the architecture or something, but it can get really dull and there are games out there who unashamedly add in extra, unnecessary segments of just ... walking. 

Gears of War invented a really good way of using this "nothing walk" mechanic. Epic Games didn't even have to make impressive environments and long pathways to simulate the act of walking while doing fuck-all, they just made the characters walk really, really slowly. A number of times during the game, Marcus Fenix and pals all stop and put their fingers in their ears to talk to someone on a radio. Of course, the only way to talk on the radio is to move at a snail's pace, and in doing so, you can add some impressive minutes to your game clock. 

I expect to see that technique used more and more. A recent game I played (but cannot talk about due to embargo) has made liberal use of the tactic. Walking for the win!

8. The "Jason Voorhees" School of Boss Battles
Notable Offender: Devil May Cry

Very much like a good slasher film villain, some videogame bosses just don't seem to die. However, unlike a good slasher film villain, the repetition of a boss battle is usually quite unwelcome. The Devil May Cry series is famed for its reliance on rehashing boss battles. Viewtiful Joe even went so far as to make you play the entire game's worth of bosses, one after the other, right before the end battle. Capcom's pretty good at this shit, I'd say. 

Many of these battles are just straight repeats. The boss looks practically the same, does the same attacks, and is killed in the same way. They are ostensibly pointless exercises in tedium, especially since we're not going to be intimidated by something we've already seen and beaten. I grant you that, sometimes, a repeated boss isn't a bad thing. A deliberately recurring enemy or a boss that does different things whenever you face it can be quite entertaining. However, a boss battle that exists purely to distract you while the game does absolutely nothing new is shameful. 

9. Opening Doors
Notable Offender: Most Action Games

I don't generally consider Quick Time Events as cheap ways of extending a game's length. No, I consider QTEs as cheap ways of doing cool things that the studio is too lazy to make more interactive. However, the QTE has spawned a bastard child that definitely has no justification in a game, other than to draw out the process of playing. How many times have you had to hammer one of your controller's buttons just to open a door? How many times in just one game? Yes, merely opening a door has been turned into a beautifully wasteful experience. 

Examples I can quickly pull from the top of my head include Viking: Battle For Asgard and THQ's most recent Conan game. Both games make opening a door look like some Herculean effort, as the character goes through the same mundane animation while you repeatedly tap a single button. It's not challenging, it's not very fun, so why is it in my fucking videogame? The simple fact of the matter is that it doesn't need to be in the game at all. Nobody has ever raved about the awesome "door opening mechanics" in a game, and nobody will until there is a miraculously awesome door opening mechanic. Hammering a button and watching a dreary animation is not awesome. It's certainly not gameplay. 

It amazes me that so many games have been able to do this, too, and they're all getting away with it. This is mostly because it's so boring and dull, that most players can't be bothered to talk about it when they review or discuss the videogame as a whole. That almost qualifies as genius -- a gameplay element so tiresome that you actually forget it exists, so can't call the studio out on it.

Well, I've remembered it this time. There is no escape for rubbish faux-gameplay extensions. 

10. The Valkyrie
Only Offender: Too Human

One could argue that the entirety of Denis Dyack's magnum opus, Too Human, is a futile exercise in wasting time, but our friends at Silicon Knights chose to hammer that point home by introducing one of the most blatant, despicable and trashy little bits of false game longevity known to mankind -- The Valkyrie. 

In the spirit of this article, rather than present you with new material, I am just going to rehash a portion of our Too Human review. If repeating yourself to extend length is good enough for games, it's good enough for this article:

Yes, ladies and gentlemen, I present to you the worst piece of game design I have had the displeasure of suffering through in the past five years. Every time you die, you are forced to watch a 25-second-long cutscene in which a Valkyrie descends and carries Baldur off. It is the same scene every time -- the same animation, the same awful music, and the same length. All of it unskippable, and all of it happening often. It may not sound like much, but when you experience it for yourself, the frustration is almost unbearable. The game itself has been designed to kill you, and often, and one can only surmise that it's because the developers have found this idea of the Valkyrie so important, so damn compelling, that we all have to pay attention to it over and over again. Well it's not important, nor is it compelling, and it's not clever in the least. If you are going to play Too Human, then it is advisable that you bring a book with you. You are going to need something to do during the regular, obnoxious periods of forced downtime. 

It's great because it combined a number of things we've already discussed. The basic principals of trial and error gameplay, reincarnation, lots of walking and repeated animations all rolled into one antagonizing piece of pigshit. Without the Valkyrie, Too Human might have been a bearable game.

It wouldn't be very long, though.


Continue: More Listmania! stories





prev 50 comments
next 50 comments

183 comments | showing # 51 to 100

Jim Sterling's Avatar - Comment posted on 04/04/2009 15:22
Jim Sterling
" I actually registered after reading this shit"

Good.
brainderailment's Avatar - Comment posted on 04/04/2009 15:23
brainderailment
I didn't even finish the first orb collecting area before I sent Prince of Persia back to gamefly. I also was getting caught off guard at Resi5's QTEs during a cutscene. One thing that really annoyed me about RE5's QTEs was the fact that sometimes you couldn't tell if they wanted you to hammer the L1+R1 or just hold them. Also, that Mega Man 9 thing could be applied to almost every game that came out on the NES.
LLIINNKK's Avatar - Comment posted on 04/04/2009 15:25
LLIINNKK
I wouldn't have a problem with his writing if he backed up his extremely opinionated statements.

@Jim

Thanks for the response :D some great arguments in there.

Actually, I won't lie. I did laugh.
Jim Sterling's Avatar - Comment posted on 04/04/2009 15:30
Jim Sterling
A lot of people seem to be missing the point of what I mean by trial and error, possibly on purpose so they can cry about it. A well designed game is one that could theoretically be beaten on the first try, but probably won't. A game I consider less well designed is one that you can't learn from until you die.

And yes, I do include many retro games in that. Games that are really only an hour long, but hide it with countless cheap deaths. A well-balanced game takes so much more effort to make than a ridiculously hard game.

*waits for FNAR FNAR U SUK AT TEH GAMEZ comments*
Jim Sterling's Avatar - Comment posted on 04/04/2009 15:31
Jim Sterling
"I wouldn't have a problem with his writing if he backed up his extremely opinionated statements."

Here is a link to an article where I make statements and then back them up: http://www.destructoid.com/ten-obnoxiously-cheap-ways-of-extending-a-game-s-length-127451.phtml
LLIINNKK's Avatar - Comment posted on 04/04/2009 15:35
LLIINNKK
I would just like examples of both categories from you. I do think skill is in there. For example, I love the Mega Man series. Being good at the originals, I did really well with 9, yet other people I know can't even beat the 8 bosses. It's all relative to play style. Technically, every game is trial and error. People who don't normally play FPS's are probably going to have trouble when they sit down with one. If your argument was more based on just the bosses in Mega Man, then I wouldn't disagree with you so much. The bosses can be bullshit. Games would have ZERO difficulty without having to learn how to play them.
LLIINNKK's Avatar - Comment posted on 04/04/2009 15:38
LLIINNKK
Also, you didn't back up shit in that article, and if you did, it was with poorly chosen games. You could have maybe had games that didn't do those things, or ways to fix the problems. I suppose posting a link to an article where you back things up would be impossible, so naturally this was your only choice.
Jim Sterling's Avatar - Comment posted on 04/04/2009 15:39
Jim Sterling
The point is, and someone already pointed it out for me, Mega Man 9 isn't really very long at all, and that's what this article is about. The game is rather short, but falsely extended because of the sheer volume of trial and error in it. MM9 was simply an example of that, and I never said the game was a worthless piece of shit, I merely said it relies on a bullshit design trick.

I also think the "every game is trial and error" argument to be rather pedantic. Not every game ambushes you with things you could never predicted, and if you DO make a mistake or need to learn a pattern or something, you usually are forgiven a little in order to adapt. I think people are really reading more into those two paragraphs of text than they need to.

There is a very obvious difference between standard challenging gameplay, and gameplay that's hinged on the sole concept of training you to play the game one way and one way only, with no room for the errors you are going to make because you're not psychic.
Jim Sterling's Avatar - Comment posted on 04/04/2009 15:40
Jim Sterling
"Also, you didn't back up shit in that article"

Except, y'know, for all the parts where I backed stuff up.
LLIINNKK's Avatar - Comment posted on 04/04/2009 15:48
LLIINNKK
Ok, here is the definition of trial and error, which you somehow were trying to counterpoint, but gave it's definition.

1. experimenting until a solution is found

2. trying out various means or theories until error is satisfactorily reduced or eliminated

3. The process of finding a solution to a problem by trying many possible solutions and learning from mistakes until a way is found

That sounds like every video game ever to me. Just saying.
Konata89's Avatar - Comment posted on 04/04/2009 15:49
Konata89
@ Jim:

"if you DO make a mistake or need to learn a pattern or something, you usually are forgiven a little in order to adapt."

I'm pretty sure you just defined trial and error right there. You're contradicting yourself.
Jim Sterling's Avatar - Comment posted on 04/04/2009 15:51
Jim Sterling
"I'm pretty sure you just defined trial and error right there. You're contradicting yourself."

Taking one sentence out of context FTW!
Jim Sterling's Avatar - Comment posted on 04/04/2009 15:54
Jim Sterling
I love how this has come down to semantics, just to indirectly defend Mega Man. Your opinion on what trial and error gameplay means is clearly different to mine. Just read any review of a game where the term "trial and error" is used, however, and I can tell you that it will, nine times out of ten, side with me. The generally accepted definition of trial and error gameplay is one that is designed around the idea of punishing and repetition, not your rather broad definitions that you've just written out.
Necro BABS's Avatar - Comment posted on 04/04/2009 15:55
Necro BABS
YOu want trial and error?

Fucking Battle Toads
Konata89's Avatar - Comment posted on 04/04/2009 15:55
Konata89
Hmm. Jim, I'm not following your logic at all. And yes I'm being nice by saying you can be logical. But that doesn't make sense.

Care to elaborate?
flabzilla's Avatar - Comment posted on 04/04/2009 15:57
flabzilla
LLIINNKK your not allowed to enjoy a game unless Jim says so.








;)
-PL-'s Avatar - Comment posted on 04/04/2009 15:57
-PL-
The only "trial and error" in MM9 is finding out which weapons hurt which boss. The rest of the game is pattern memorization, not trial and error. Call it semantics if you like, but that's like saying "The grass is blue", and when somebody tells you "green", you say "psh semantics".
Jim Sterling's Avatar - Comment posted on 04/04/2009 15:58
Jim Sterling
"Hmm. Jim, I'm not following your logic at all. And yes I'm being nice by saying you can be logical. But that doesn't make sense.

Care to elaborate?"

We are not defining "trial and error" in the broad sense. We are defending "trial and error gameplay" which already has an established definition in videogame terminology. You know exactly what I mean when I say "trial and error," and if you don't, then you obviously don't read much videogame coverage.
rabbitgod's Avatar - Comment posted on 04/04/2009 15:59
rabbitgod
Lol, I would say that almost half of the play time in Twilight Princess was either wathing the stupid transportation or chest opening animations. Nice article.
Jim Sterling's Avatar - Comment posted on 04/04/2009 15:59
Jim Sterling
"LLIINNKK your not allowed to enjoy a game unless Jim says so."

Just like I'm not allowed to have an opinion unless LLIINNKK agrees with it, apparently.

We can both play this trick!
Mar Vell's Avatar - Comment posted on 04/04/2009 16:02
Mar Vell
So many people have ranted and raved about Chrono Trigger as one of the best RPGs of all times, but the final battle against Lavos or whatever the hell his name was is just a rehash of every fucking boss battle that you've already fought...
flabzilla's Avatar - Comment posted on 04/04/2009 16:02
flabzilla
I was only joking :(
-PL-'s Avatar - Comment posted on 04/04/2009 16:07
-PL-
lol Jim, I'm reading your twitter and I get the feeling you don't approve of the responses here.
PrinnyMedic's Avatar - Comment posted on 04/04/2009 16:11
PrinnyMedic
I actually like level grinding by the end end of the game the last boss is my bitch but then again I am crazy and I've played so many rpgs that I can beat bosses with out grinding soo yeah I guess to normal people its lame
Scroll's Avatar - Comment posted on 04/04/2009 16:11
Scroll
-PL- Are you shitting me?

These people aren't going to be pleased useless you debate to the death.

Atleast yer getting the views yeah?
downsouthhustla's Avatar - Comment posted on 04/04/2009 16:17
downsouthhustla
Quickly, to llinkk. The part in Gears he is talking about is when you are receiving info over the headset or w/e, and there is no way to avoid it...Believe me, I've yelled "Don't do it you fuckstick. God Dammit, Fuck, FFUUCCKKKK!!" repeatedly @ the TV, my controller and any other inanimate objects in my line of vision the second my character starts lifting up his hand towards his head, as I know I'll be forced to crawl along for the next few minutes while they attempt to flesh out the "story". If you know of some way to skip these parts, please enlighten us, as I get closer and closer to madness every time this happens.
LLIINNKK's Avatar - Comment posted on 04/04/2009 16:23
LLIINNKK
-PL- wins. As a writer, SEMANTICS ARE PRETTY IMPORTANT.
brownpig's Avatar - Comment posted on 04/04/2009 16:23
brownpig
I think the forced walking moments in Gears of War were masking loading times... So, would you rather stare at a loading screen, or walk?

I personally think fps games need more downtime from all the action. having the player travel let the player focus on the atmosphere for a second, and relax them for short time. plus, it isn't a cheap way to extend the game length if it is a linear game, since someone has to design the enviroment.
DeathStrikesBack's Avatar - Comment posted on 04/04/2009 16:26
DeathStrikesBack
Speaking of doors, God Of War did that a LOT.
I mean my god, does everything have to be so incredibly difficult for Kratos that even throwing a damn switch takes herculean effort. How the fuck does anybody else get around Greece when a fucking demi god is going around having a hard time opening doors?
Danzflor's Avatar - Comment posted on 04/04/2009 16:26
Danzflor
Great Work Jim, I Agree whit the Megaman Thing, i don't have time to look the jumping exact point to get to the other side, and, talking about door, i have to do the same shit every time i played a silent hill -.-
Jim Sterling's Avatar - Comment posted on 04/04/2009 16:29
Jim Sterling
" SEMANTICS ARE PRETTY IMPORTANT."

And I used the contextually accurate ones in my article. "Trial and error gameplay" has a definition, and I used the correct one. So thanks for agreeing that I am right, which you obviously just did!
MechaMonkey's Avatar - Comment posted on 04/04/2009 16:34
MechaMonkey
Jim, perhaps if you gave examples of games that were extended appropriately, it may clarify and/or strengthen your point. Perhaps a counterpoint "Ten (Or five. Or two. However many you have.) Wonderfully Entertaining Ways of Extending a Game."
DaedHead8's Avatar - Comment posted on 04/04/2009 16:34
DaedHead8
I actually rather liked the door opening in Black. You simply pointed your shotgun at the door and pulled the trigger. Every single door in the game was opened this way, even a couple that were partially opened.
DrManik's Avatar - Comment posted on 04/04/2009 16:34
DrManik
HOW did you not include Morrowind in the walking section? HOW?
It's a great game, but still, the slow walking speeds no matter how much you pumped up your speed is ridiculous!
Jim Sterling's Avatar - Comment posted on 04/04/2009 16:38
Jim Sterling
Mecha Monkey:

I guess I could say "the rest of Gears of War" as a counterpoint? I really don't know why I'd need to point out good things in an article that's not about pointing out good things.

I shouldn't have to point out where games are "extended appropriately," should I? A game that is being entertaining and isn't wasting time is doing it right. I thought I made that abundantly clear.
de BLOO's Avatar - Comment posted on 04/04/2009 16:46
de BLOO
Thanks MotoRobo!

I was starting to think I read that wrong. o(~_^)!
Bioautographical's Avatar - Comment posted on 04/04/2009 16:53
Bioautographical
@Jim

"I shouldn't have to point out where games are "extended appropriately," should I? A game that is being entertaining and isn't wasting time is doing it right. I thought I made that abundantly clear."

Only you do, not because you weren't clear, but because wahhh, you insulted a game someone liked. And not even really insulted the WHOLE game, just one part of it you thought was shit.

I mean, do we all read the same language, or is there some secret nerd dialect that's JUST different from English? Processing an OPINION ARTICLE (WHICH IS LIKELY TO BE OPINIONATED, FTR) shouldn't be THIS much of a task for people who either comprehend English or aren't deliberately LOOKING to start a fucking argument.

For fuck's sake.
thisissami's Avatar - Comment posted on 04/04/2009 17:00
thisissami
holy shit kingdom hearts II had awful rehashed levels. not only were the levels tiny and crap compared to the first kingdom hearts, but you had to go back to each one numerous times, only occasionally getting extra space to do more things.

and definitely assassin's creed for rehashing absolutely everything.
Gen Eric Gui's Avatar - Comment posted on 04/04/2009 17:03
Gen Eric Gui
Megaman 9 only requires Trial and Error if you suck. Every single enemy and obstacle in the game can be avoided. Yes, even the little head grabber guys. In Galaxy Man's stage there is always a way to maneuver yourself after getting caught so that you don't hit spikes, and in Wily stages you have the Jewel Sattellite that kills them and stops you. Yes, there is trial and error in finding the -best- ways to get through a level, but you do not -have- to die to learn how to do things.

Well, I guess you do in Superhero mode, but that's the fucking ULTRA hard mode that you had to download separately form the main game.


And BoF Dragon Quarter was also fully beatable on your first attempt. More stuff opened up in subsequent games based on your performance in previous attempts, but that's tantamount to complaining about -anything- that opens up in subsequent playthroughs. I don't see anybody complaining that you have to beat RE5 once before you're allowed to put in infinite ammo options.
mourning orange's Avatar - Comment posted on 04/04/2009 17:11
mourning orange
Kids these days don't remember pumping hard earned quarters into arcade cabinets.

Imagine if Mega Man 9 was an arcade game. Now think about how expensive completing it would be due to all the cheap deaths resulting from trial and error gameplay.
Natural 20's Avatar - Comment posted on 04/04/2009 17:16
Natural 20
Trial and Error:

The enemy that grabs you from the sky and kills you in Megaman 9.

Here's the thing, you have a weapon in your arsenal, the Jewel Satellite that kills said enemy instantly, even if it has grabbed you. If you sir are not intelligent enough to figure that if you can fire a megabuster whilst its latched on to you then you can probably fire your other weapons, you are a monumental retard.

So let's look at air man's stage. There are a number of jumping sequences that owned me and owned me fucking hard in that area. Trial and error in this case isn't so much trial and error as me bloody learning how to make a decent jump in the wind. That is a skill, why is it a skill, because when later in the level the same thing is applied I am good at it with NO IDEA of what's coming up next. I call bullshit on Megaman's "Trial and Error" being an illegitimate form of gameplay extension because to me it's more learning how not to fail at platform games and I came out the other end better at platforming in general.
konrad hazen's Avatar - Comment posted on 04/04/2009 17:17
konrad hazen
Just like Mr. Sterling I thoroughly despise the developer tactics mentioned in this article. While there is an abundance of triple-A titles available at any given time now, just too many make use of at least one if not many of these methods. I try to stick with the games that don't which limits my choices suprisingly much. Bethesda, Valve and Crytek are among the developers who really, really try to reward the player at any given moment with new and exciting experiences.
MissHinasaki's Avatar - Comment posted on 04/04/2009 17:23
MissHinasaki
I am angry because people have different opinions than me! D:<


You are a patient, patient man, Jim Sterling. I could never handle this job.
Roager's Avatar - Comment posted on 04/04/2009 17:26
Roager
Kudos to whoever said Battletoads is a better example of obnoxious trial and error.

I present: the hoverbike tunnel. It would flash a wall at the edge of the screen, then a couple seconds later, would throw that wall at you. So you had to see the blinky thing, and react appropriately. To make it harder, they started coming faster and will less preview time. By the end it just decided "fuck it, you're on your own" and threw wall after wall at you, without any real warning.

Granted, it was a predictable sequence of walls, but still.
notdryad's Avatar - Comment posted on 04/04/2009 17:35
notdryad
tl;dr version of the comments:

you're not allowed to refute Jim Sterling's articles.
triclops41's Avatar - Comment posted on 04/04/2009 17:37
triclops41
Lliinnkk, did jim sterling fuck your girlfriend?
Just curious.
otogi guy's Avatar - Comment posted on 04/04/2009 17:56
otogi guy
@triclops41

do you know how to read? you didnt seem to find his arguments or the rest of the comments there-after. To know if your a moronic 12 year old whom janks off to Jim blogs, just curious.
notdryad's Avatar - Comment posted on 04/04/2009 18:00
notdryad
@Gen Eric Gui

Surprised no one has said anything about this.
-PL-'s Avatar - Comment posted on 04/04/2009 18:04
-PL-
Anyway, trial and error or not, MM9 is just made to be like an NES game. Back when games weren't several gigabytes in size, developers had to make their games challenging to prolong gameplay. Some people have moved on to the newer, more accessible games that provide gameplay hours just by making the game easy and huge. Some people prefer the old style of games where you had to persevere and overcome challenges. I prefer both personally, but that's just because I poured hours and hours of my youth into Megaman games. I can understand why people don't like MM9, but I don't see it as cheap development tactics or anything like that, I just see it as them trying to recreate an authentic NES experience.

I'm just sayin'.
Takeshi's Avatar - Comment posted on 04/04/2009 18:08
Takeshi
I love all those things.
prev 50 comments next 50 comments

Comment with Facebook





Click connect and comment instantly!

Comment with Dtoid





New? SIGN UP - it takes 5 seconds

Comments policy

Destructoid is an open discussion community. You don't need to "audition" to post a comment - just speak your mind. We respect differing opinions on the site, so have at it. Be smart, funny, insightful, clueless, or cute -- but back it up with substance. Keep your cool, keep it fun. We only ask that you act respectfully and above all: don't be a troll and ruin it for everyone else. Don't bring down gamers or we'll, you know, gently shoot you in the face and stuff you into a flaming mailbox. Each comment is your opportuntity to make this community awesomer. Is that even a word?

Avoiding the banhammer only requires common sense: spamming, trolling, racism, NSFW stuff, and other forms of sucking will not be tolerated. If anyone is griefing please report abuse. Be good. Don't suck!

 
New on Destructoid.TV play all videos

Loading
Loading Destructoid Videos


    Win this!
    Dive in! meetup+play for a chance to win a PC

    Dtoid Twitter    Got news?   tips@destructoid.com

    Reviews & Previews
    Echoes review
    Assassin's Creed 2 review
    Crossfire Remote Pistol review
    Resident Evil: The Darkside Chronicles review
    Left 4 Dead 2 review
    more reviews
    Driver
    Avatar
    GT Racing Motor Academy
    Bad Company 2 beta dishes out meaningful experiences
    Legend of Zelda Spirit Tracks
    more previews


    - The Dtoid Army is 51186 strong -

    Showing Cblogs with 3+ faps   show all

    Call for entries: do the wrong thing

    New to Dtoid? Read the survival guide




     Originals
    Joseph Leray: Revisited: Gears of War 2, Pinocchio, and masculinity





















    More Destructoid Originals




     Popular now more
    Assassins CreedReview: Assassin's Creed 2
    591 comments + 41542 views
    Destructoid OriginalWhy No More Heroes HD could mean a Wii total victory
    152 comments + 30508 views
    FAILGirl smashes boyfriend's Xbox 360, films it
    160 comments + 16924 views
    BattlefieldBad Company 2 beta dishes out meaningful experiences
    43 comments + 16114 views
    Black FridayBlack Friday: Walmart going nuts with game sales
    31 comments + 16048 views
    Amazon.comBlack Friday: Amazon dropping deals all week long
    16 comments + 15004 views
    Amazon.comAmazon teases its Black Friday sales line-up
    18 comments + 14836 views
    Destructoid OriginalThe tragic history of the videogame turkey
    51 comments + 13276 views
    CapcomHot new SSFIV trailer shows Guy, Cody and Adon in action
    54 comments + 13222 views
    Call of DutyModern Warfare 2 DLC still planned for spring 2010
    27 comments + 12568 views


    Team Destructoid   tips@destructoid.com
    Nick Chester
    Editor-in-Chief
    Niero
    Founder, publisher
    Jim Sterling
    Reviews Editor
    Hamza Aziz
    Community Manager
    Dale North
    News Editor
    Rey Gutierrez
    Video editor & director
    Anthony Burch
    Features Editor
    Colette Bennett
    Tom Fronczak Brad Nicholson
    Ashley Davis Ben Perlee
    Conrad
    Zimmerman
    Chad Concelmo
    Jonathan Holmes Jonathan Ross
    Brad Rice Jordan Devore
    Will Maddock Matthew Razak
    Dyson Joseph Leray
    Topher Cantler Samit Sarkar
         
      Dexter
    Adam Dork
    Daniel Lingen
    Hollie Bennett
    Joe Burling
    Mikey
    Stella Wong

    Josh Tolentino




     

     
      get involved

    register or login
    post a blog
    post a forum
    enter a contest
    contribute a news tip
    suggest a feature
    be a guest editor
    support

    new member's guide
    login assistance
    tech support
    report abuse
    email our editors
    read our dev blog
    nuclear crisis?
    keep in touch

    RSS feed
    Twitter
    Facebook
    Myspace
    Flickr
    Game nights
    Meetup+play online
    seriously

    about Destructoid
    advertising
    terms of use
    privacy policy
    jobs at MM
    buy our crap
    our network

    Tomopop
    Japanator
    Despingation?




    Destructoid is an independently-run publication forged by our love of video games and the gaming community's need of accountable enthusiast press
    living the dream since March 16, 2006