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"Tower Of Heaven isn't very hard"
Yes it is, shut the fuck up.
Comments
I thought people tended to refuse to say that any game was difficult in order to look cool or good at playing games or something. I may be wrong about that though because I have heard people say that some games were Nintendo Hard before.
Still, I feel like people online are much more likely to say that something was easy. I think that can get annoying if you are not great games, but I guess that people who like discussing them are much more likely to be good at them too.
And even that only took me a few minutes to beat.
@LouieW: I thought that people wanted to claim that games they beat were harder because this makes them more exciting and makes the players seem more skilled.
I thought that people wanted to claim that games they beat were harder
because this makes them more exciting and makes the players seem more
skilled.
I think that those people probably would want the games they beat to seem difficult to other people, sure. However, I also believe that they would want it to appear as though they easily beat what everyone else thought was a difficult game (if that makes any sense).
I may not have the most representative sample for this type of thing, but I rarely have encountered a large group of people online talking about how difficult a game is (and when I have, it seems to me like someone appears on the scene you thought it was easy). I have seen quite a few people describe many games as being incredibly easy or far too easy for them though. I doubt all of those people are exaggerating how easy the games were for them, but I do think that people tend to not want to seem bad at games even when they do struggle.
That said, I do remember childhood experiences of talking to friends about how difficult a boss battle is and how good it feels to beat it.
The problem is people equate fun with reward. Its why Upgrade Complete was so successful, and why 'upgrading' is a good gameplay model. If it feels like the player is being rewarded for their progress sufficiently, the effort expended becomes justified. A very difficult game gives recompense in the form of bragging rights. A medium difficulty game usually gives recompense in the form of upgrades. A very easy game might provide more story.
The problem is not the difficulty. Its the reward offered for rising to the level of challenge suggested. Its also why ingame rewards based on beating a game at the hardest difficulty level piss me off, because they're usually very minor rewards, given in exchange for hours if not days of game time.
* sound test / soundtrack
* production and development commentary
* playable beta version
* game editor
Lots of possibilities, its not my job to tell the designers how to do that. All I'm saying is difficulty has to be balanced against reward to stop people getting bored, whether that be early or late game.
Minigames are kinda nice but for what it's worth at least I'm not the kind of gamer who particularly enjoys them.
However, game-editing is definitely a nice idea. The main thing this hinges on is that you need someplace to store the edited game, or people won't like losing their work. This means that the game had better be a computer game or the console had better have hard drive space for storage.
That said, I know that there are RPG Maker games for SNES. I wonder how they did storage; I think they just used battery storage somehow. I don't know how.
What's a noclip mode?
^ Ah, I forgot that; something like that should be included in game editing tools.
And the SNES RPG Maker games did storage the same way any other SNES game did storage as far as I know which is, poorly. Thus resulting in having a very, very, limited amount of space to, like, make stuff. The other console RPG Maker games were a bit better about it but still pretty limited due to the limitations of the Playstation/PS2 memory card. The recent DS RPG Maker game was, as expected, much more restrictive than the PS2 games as far as total amount of content in a game. I assume the GBA ones were also pretty bad about it but I have no experience with those.
Lots of possibilities, its not my job to tell the designers how to do
that. All I'm saying is difficulty has to be balanced against reward to
stop people getting bored, whether that be early or late game.
that's the sort of thing that should be available from the start (though
adding more options to it based on completion of the main game would be
acceptable, I guess).
Well, if you make that an unlockable, then you kinda make sure that the player will experience what your game itself has to offer before taking it apart.