jhmtehgamr20xx
Banned
Preach on bro. I agree. I think there are design cases where the lives and continue system can be discarded, but not for a game like this. Without them, you'd then assume instead of falling down a pit to your death, you'd just land on lower flat terrain with no obstacles in the way as an alternate path to the finish line, which is one method of scalable difficulty, but completely defeats the purpose of a platforming game, to skillfully maneuver platform obstacles. It'd be a scenic walk from Point A to Point B and if that's the case I might as well do something actually engaging.Unpredictable controls? I think I've heard it all.
It's a new game, with new mechanics, you're not supposed to be able to predict anything, that's what makes it a new game.
Games are, for the most part, puzzle solving using trial and error. That's what the lives mechanic was made for, ffs. The fact that some games don't even have a game in them is why people reminisce of better days, when games forced you to think and experiment, and there were rules, like lives and continues.
There is nothing unfair about having to die to learn something new. Dying is part of the game design, not a flaw in it. You are supposed to repeat a section, get better, and feel like a badass when you finally pass something.
It's either that, or tutorials and hand-holding. And we all know how the unpredictable controls people would feel about that.
Juvenile reactions to games like this, real games for real gamers, are a symptom of dumbed-down game design being hyped by inflated marketing budgets and myopic corporate committees. If games like this can't find a place in the market, the market is no longer about games.
This game is beautiful, and expertly designed. The levels have so much meat that they make some galaxy levels look like a concept demo. The fact that people "ign"ore the essence of a game and judge it's quality on minor personal niggles is lame, but what can we expect from the "ignorant slut" people.
It's a reason I at times really loathe Western game design and the impact of perceived superiority it's had on gamers today, b/c the memorization/trail-and-error design, even if it began in the U.S, was cultivated in Japan. Neither method is inherently better than the other, but people shouldn't expect a Sonic game to suddenly offer health regeneration or a shop to farm extra lives during the middle of a tough mission. Maybe those things could work if implemented w/ reason, but on the outset it's just not a good idea for games like these. And the constant dumbing-down of games people complain about, that's a product of mainly Western design implementation. It's funny, tho, because before it took over the console scene, that same design was prevalent on PCs and that platform had some of the most complex and difficult games ever right alongside console releases.
So at least we can say it isn't just a Western design influx causing the degamification of games, but that's why it's even more important the market can support games like this, as you've said. Otherwise, well....shit will just get worst.