Discussion in 'Video Games and Technology' started by Rodimus Prime, Jul 5, 2013.
And so too should the life system. It adds nothing to the experience at all.
I think that in most cases you're right. But I also think there can be some value in cases where continuing from zero lives is a bigger setback than losing one life. Take Super Mario Bros 3. for example, where you can continue as many times as you need, but it means certain stages have to be completed again. It's not an enormous setback, but it does add a sense of urgency to those last couple of lives. It also adds an incentive to cooperate in two-player games, since one player having to continue impedes the other player's progress. Also,I already mentioned I think it's pretty integral to classic MegaMan and MegaMan X, where running out of lives presents a choice between quitting a stage or starting it over.
It does. It teaches you to get better at the game.
And you calling it a microtransaction makes no sense. Because the people who made the arcade machines have bills to pay too. They weren't charging you for dumb shit that you didn't need, like better gear, or skins, or unlockable characters. You won and lost on your skill and spare change. Furthermore, you don't lose real money if you die in a console or handheld title, so there's that lack of logic thrown right out the window.
And there is the "Git gud!" arguement.
I feel continual failure does that without an arbitrary limit on it before the game adds more time between me and my next attempt. Like there's no reason that dying in a modern Mario or Sonic game can't literally move you back to where you would start in a lives based system without actually using one.
I feel that it does, but like the first of many things it was actually genuinely 100% required to the business model. As opposed to the current model which I swear was drafted by Luten Plunder from Captain Planet.
So, he's saying it was a micro transaction back in the arcade days, in the arcades, when you'd put in another quarter for more lives. It's no different from paying for more lives in mobile games like Candy Crush now. Those devs have bills to pay, too.
He's further suggesting that the temptation is there for console and PC devs to start doing what mobile devs are already doing, even if it hasn't happened yet.
And technically, it has. The OUYA home console had a few free-to-play games that would let you pay for continues and extra lives. Nintendo also tried it with their Badge Arcade game on 3DS, where you'd pay real money for chances at a crane game. It was not a popular choice there, and I don't think the main audiences for Nintendo, MS, and Sony would put up with it right now. But as demographics shift toward kids who grew up with mobile games and micro transactions, it may be only a matter of time before it becomes normal.
Life have their place in certain games like the aforementioned Megaman, but otherwise they really are relics of a simpler time and really there's no point in using them. I mean Mario games usually give you a million of them or even removed them in the case of Odyssey
I'd love to see a reboot of the Manhunt games but I don't think modern day Rockstar would do it justice, even back then the game almost caused a mutiny in the company because most of Rockstar were being weirdly moralistic about the whole deal and didn't want anything to do with it.
Or something like a GTA title where you get involved with Carcer City in all its HD glory.
I don’t care about how many p’s a game has, or if it can run 60fps.
Kazuya deserved to be in smash more than Steve or Blyeth.
OK, I think I might go ahead and face it…
Zelda Breath of the Wild is BORING.
Yes, I understand saying that might seem like the epitome of gaming blasphemy, but I’ve been having a really hard time pushing myself to play it. Not because I’m finding it hard, just because I have no interest in continuing. I got to the Zora city a few days ago, and haven’t bothered playing it since.
OK, let me have it and tell me how wrong I am
EDIT: And no, it has nothing to to with disliking open-world games; I have hundreds of hours in Fallout 3, Fallout 4, and Skyrim. There’s just something about BotW…
the exploring is really fun but it's only fun until you wanna upgrade and get more stuff to play around with, and then the open world makes it take a lot longer to find all the stuff you need to really progress without being wildly out of your league in everything. the boss dungeons being giant puzzles instead of actual dungeons also kinda hurts my enjoyment, going from open world with a variety of challenges and monsters scattered around to essentially a giant single room dungeon with a hard as balls boss at the end is really jarring
I don't find it boring, but it takes a very different mindset from the games my brain wants to compare it to. Most Zelda games are a lot more immediately goal-oriented, and even open world RPGs tend to always have an active quest to make progress on. Even if they're entirely optional , they generally involve going somewhere specific to do a specific thing. BOTW requires me to be a lot more "in the moment" with all of my goals on the backburner until I happen to be in the right area at the right time, with the right stuff in my inventory. And some of the less important areas of the map can have a "MMO with nobody else logged on" feel to them that reminds me of wandering alone in the first Guild Wars.
FP, I don’t know how you do it but you have a knack for hitting the nail smack-dab on the cranium.
I think that’s exactly the problem, a lot of the time I feel like I’m wandering aimlessly. And even when I have tried exploring, I end up getting decimated by an enemy that kills me in one hit, which effectively discourages exploration. Plus the only “dungeons” I’ve come across are shrines, which are more like challenge rooms than dungeons. And don’t get me started on my weapons breaking every 5 hits…
If you ever give it another go, don't get your hopes up for a proper dungeon. The only one is Hyrule Castle itself (although that one is massive and highly rewarding).
I'm curious, did you get the faery's blessing before you went to Zora's Domain? It makes a HUGE difference early on in the game in terms of which enemies can one-shot you.
And that's really the trick to the game: making do with garbage equipment and cheap tactics until you gather some permanent upgrades. You could compare it to the time limit in Majora's Mask, which is a pretty big deal until you learn the song to reset it. The time limit still exists after that, but it becomes a minor inconvenience instead of an impending doom. In BotW, as you gain hearts and faery blessings (or stockpile foods and potions to buff and heal yourself) it becomes easier to deal with enemies that drop better loot that doesn't break as fast. Eventually, you're collecting elite gear faster than you can break it. Still not my favorite system, and I hope it's been adjusted in the sequel, but it does become a much more minor nuisance.
Yeah, I agree on all this.
My apparently unpopular opinion these days: the Final Fantasy pixel remakes should not be ported to steam and systems. Mobile is the right place for these and they should only be there.
The pixel art is going to look terrible on a modern 1080 HD flatscreen. The games are looking like they won’t have much of the bonus content or quality of life improvements that have been added to later versions. They’re going to be annoying to play and will feel nothing like the modern FF games. As such your target is nostalgia buyers that may not even have a modern console.
In full disclosure, I have I to IX on my iPhone now, and I’m not sure I’ll buy these. A new version of FFI that hews close to the original is not exactly as fun as it sounds.
I think Battle Outfit/"Hot" Ryu and Chun-Li should have been their default outfits in Street Fighter V while their classic looks should be alts (though in terms of passage of time outfit progression, Street Fighter III kind of screws that up).
black ops 3 and 4 are good and not just for zombies
I don't like the graphics style of Breath of the Wild. I admire it for being unique and different, but just something about the coloring really turns me off.
And oddly enough, I had no problems with Wind Waker's art style. Granted, I had the opportunity to play and beat Wind Waker. I haven't even played Breath so far. So perhaps I would fall in love with it's graphics overtime from playing.
The bloom/haziness make the art style look kind of "unfocused" to me. Not sure if that's what sets you off.
I'd probably get used to it if I were actually playing it, but I've only experienced it in brief clips, and part of my brain is always waiting for the HD textures to load in or AA to kick in or something, but it never does.
I'm sure that it was all intentional, and based on the Switch's lesser graphical prowess, but years of playing games on more powerful systems/PC has certainly wired my brain to interpret that graphical style in a certain way.
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