Because they are hardcore games.
Really. Not "core" in the sense of "core vs casual", a claim that became popular durin the HD era, but hardcore games in terms of classic "old fashioned" play patterns.
Despite their (usually) cartoon style (think about Rayman, DK, Sonic...) they often present and provide a tough time in being played and enjoyed.
Let me explain.
I've recently played:
Rayman Legends
Donkey Kong Tropical Freeze
Sonic Lost World
In different ways, all those games were hard to finish.
Rayman Legends wasn't so hard in terms of being able to reach the goal (end of level), but asked you to collect various elements on during the level in order to unlock the next worlds. In the end, I was stuck unable to unlock the last world. It's not that it is impossible, but considering the few spare time I have and other games available, I dint' have the will to complete it. And I really liked the game!
DKTF: I've found this game easier than DKCR, but still...some part were really hard. In particular, I've tried several times to beat the final world 6 boss, but was unable to do it. I'me quite sure that I could finish the game (I've memorize its attack patterns and so on), but being forced to re-play all the segment, and even being forced to go back and collect more coins to buy potions or something like that, somehow annoied me. And I think that the game is GREAT, really.
Sonic Lost World: I don't understand the mixed reactions this game created: to me is a really good Sonic game. But, I have to admit it: I absolutely hate the world 7 (the Laav one), because of that infamous 7-2 track level. Trial&error without any hope to me to be beaten...I was losing my sanity trying to beat it...once again, nothing impossible, but trying and trying and trying...several times, without the chance to go ahead in the game without challanging this tough level toned me down..
If I think about other games I've recently finished, and commonly accepted as gret nowadays, I think that in the platforming play pattern/structure there is one of the main problem this genre is facing in the actual market.
On one side, they usually present a cartoonish style:
But on the other side, they offer a challenge way harder than other "mature" games (( don't want to name them because I know that people would start some sort of war between The last of us and Sonic, pointing at the first as the way superior game: which is not my point, actually)
If I think about a lot of "cinematic experience" that are so popular today (and that I LIKE, just to be clear) I think that platformers as the three I cited have various aspects more challenging:
- trial&error based: you actually have to die to discover the level and avoid obstacles
- no "difficulty" level: you can't tone down the difficulty of the game at the beginning nor have the chance to tone it down during a particular segment
- no "hints" hud-text: the games don't "talk to you" in any way; you have to understand them on your own
- no "regenerating health bar" or other helps used in other genres (you have to fight for an additional "hearts" or "ring" for example)
I also think that this contraddiction between cartoonish look and actual touch gameplay is one of the reason why this genre struggles today against other kind of games.
What do you think?
Should Platforming genre look for compromise (something like the Mario Super Guide, maybe? or a difficulty setting level?) in order to find a wider audience? Should they change the usually cartoonish approach in order to attract more adult costumers, that maybe can sustain a more challenging play pattern?
Or should they continue being what they are today, even risking extinction?
Btw, I'm under stress for my job, so after those three platformers I'm starting Tomb raider on PS3 ;p
Really. Not "core" in the sense of "core vs casual", a claim that became popular durin the HD era, but hardcore games in terms of classic "old fashioned" play patterns.
Despite their (usually) cartoon style (think about Rayman, DK, Sonic...) they often present and provide a tough time in being played and enjoyed.
Let me explain.
I've recently played:
Rayman Legends
Donkey Kong Tropical Freeze
Sonic Lost World
In different ways, all those games were hard to finish.
Rayman Legends wasn't so hard in terms of being able to reach the goal (end of level), but asked you to collect various elements on during the level in order to unlock the next worlds. In the end, I was stuck unable to unlock the last world. It's not that it is impossible, but considering the few spare time I have and other games available, I dint' have the will to complete it. And I really liked the game!
DKTF: I've found this game easier than DKCR, but still...some part were really hard. In particular, I've tried several times to beat the final world 6 boss, but was unable to do it. I'me quite sure that I could finish the game (I've memorize its attack patterns and so on), but being forced to re-play all the segment, and even being forced to go back and collect more coins to buy potions or something like that, somehow annoied me. And I think that the game is GREAT, really.
Sonic Lost World: I don't understand the mixed reactions this game created: to me is a really good Sonic game. But, I have to admit it: I absolutely hate the world 7 (the Laav one), because of that infamous 7-2 track level. Trial&error without any hope to me to be beaten...I was losing my sanity trying to beat it...once again, nothing impossible, but trying and trying and trying...several times, without the chance to go ahead in the game without challanging this tough level toned me down..
If I think about other games I've recently finished, and commonly accepted as gret nowadays, I think that in the platforming play pattern/structure there is one of the main problem this genre is facing in the actual market.
On one side, they usually present a cartoonish style:
But on the other side, they offer a challenge way harder than other "mature" games (( don't want to name them because I know that people would start some sort of war between The last of us and Sonic, pointing at the first as the way superior game: which is not my point, actually)
If I think about a lot of "cinematic experience" that are so popular today (and that I LIKE, just to be clear) I think that platformers as the three I cited have various aspects more challenging:
- trial&error based: you actually have to die to discover the level and avoid obstacles
- no "difficulty" level: you can't tone down the difficulty of the game at the beginning nor have the chance to tone it down during a particular segment
- no "hints" hud-text: the games don't "talk to you" in any way; you have to understand them on your own
- no "regenerating health bar" or other helps used in other genres (you have to fight for an additional "hearts" or "ring" for example)
I also think that this contraddiction between cartoonish look and actual touch gameplay is one of the reason why this genre struggles today against other kind of games.
What do you think?
Should Platforming genre look for compromise (something like the Mario Super Guide, maybe? or a difficulty setting level?) in order to find a wider audience? Should they change the usually cartoonish approach in order to attract more adult costumers, that maybe can sustain a more challenging play pattern?
Or should they continue being what they are today, even risking extinction?
Btw, I'm under stress for my job, so after those three platformers I'm starting Tomb raider on PS3 ;p