4 ms·
20 years ago a game's aim was to prevent you from advancing to the next level. It was frustrating sometimes, but the reward was bigger (= telling your friends y
by scrrr 16y ago
20 years ago a game's aim was to prevent you from advancing to the next level. It was frustrating sometimes, but the reward was bigger (= telling your friends you reached a certain level). Now most games do everything to help you proceed. Meh. Boring. I'd rather have a challenge.
I remember when I beat the track record on the (totally unforgiving) F355-racing arcade machine once.. People were actually applauding.
- beaumartinez 16y agoI think this is why difficulty settings like "nightmare", "veteran", "legendary", and just plain hard exist. Someone has to make a game in which the hardest difficulty setting is so extreme you always die in the first ten seconds from a headshot.
- VBprogrammer 16y agoI wish more games had some kind of machine learning decide what was hard enough. There's nothing that feels quite is weak as picking one far from the hardest setting and still getting annihilated!
- Osmose 16y agoAdmittedly, 20 years ago the amount of effort and cost that went into the next level wasn't nearly as high as it is now. If all that work went into making a level, why would you actively try to keep the player out, especially if it might impact sales from people who are bad at games? Not that I agree, but it takes way too much to make a good game these days.