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zakruti.com » Humor, fun and entertainment » Gameranx
Why don't some games let us make mistakes anymore?

Why don't some games let us make mistakes anymore?

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Rating: 4.0; Vote: 1
Some games are far too easy. Hand-holding is a common theme in AAA games. Why is this becoming a trend? Let's talk about it Sorlark: Final Fantasy 7. So many thongs can be missed and you're locked out from ever getting them. Items, materia and party members. You can easily spend to much money and get in a crunch. Go into a boss fight with the wrong weapon or magic and most attacks may just heal the boss instead of hurt it. Throw a Phoenix Down at another boss and instant death. Mess up Chocobo breeding and no NoTR materia, until you spend a few more hours on the Chocobos again.
Also, did this happen to ANYONE ELSE? Ok, after beating the game I wanted to play again but I also thought, -Hey, use your Gameshark for a bit of fun this time through.-, so I did. All I did was use the level up fast code till first chance to save and power off (this was in '97... so I think that's right). Anyway, end result, final form last boss took almost 50 maxed out casts of Knights of The Round among other attacks. That's not normal. Has that ever happened to anyone else?

Date: 2022-03-21

Comments and reviews: 9


I used to love difficult games, but now my nerves can barely sustain them anymore. I permanently shelved Dark Souls after beating it more than a dozen times, and Dark Souls 2 because of the Ruin Sentinels. I don-t know why this happened, but I-m done.
People often complain that games are too easy. I for one am glad that games are not difficult and convoluted just for the sake of being so. It-s annoying and in the retro days like Final Fantasy was often used to pad game length. I am far more comfortable with games like Minecraft and Assassin-s Creed. However, I do think games should always have some form of difficulty level for people who want to keep the edge on.

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The greatest challenge a game developer has when coming up with higher difficulty settings is to not make solutions mandatory. When you play on easier settings, it's fun to make up your own way of tacking problems and defeating enemies. However, most games will demand you to find a single path of action when the difficulty is higher. Like, you HAVE to stealth here, you HAVE to pick up that gun there, THEN that other gun over there, THEN you HAVE to take down that guy first, etc. It becomes a neverending rinse and repeat hassle to find out what is the path the developers wanted you to take. Main example : Uncharted 4 on Crushing
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Maybe not the best example, but I think that Mass Effects 1-3 really encompass the idea of consequences. Increasing the difficulty, particularly to Insanity, can really change up the gameplay. Depending on what class you're using and what squadmates you have, encounters can be brutal or simply challenging. And it's not just that the enemies have more health or they hit you harder (that is part of it) but that they tend to be more aggressive and -smarter-. They also tend to have more layers of defense you have to work through. Really love the challenge of this series.
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I'm playing the surge 2 right now and while I'm not sure it qualifies as a triple A It's surprised me in the way that I can make a mistake and it'll lock me out of something entirely. Literally the second NPC I talked to after completing the tutorial asks me if I'm a -good guy- or a -bad guy- I sarcastically tell him I'm a bad guy thinking it won't have any real consequence -oh, ok then- HE LEAVES!! and it locks me out of an entire side quest for the whole game until I start NG+
...It's made me carefully consider even the most seemingly mundane dialogue options.

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I think the vast majority of games I have enjoyed the most were games that had no difficulty settings. I could focus on the story and gameplay more when I wasn't annoyed with why I was blowing through everything.
I think there should be games that are inherently difficult, but it should be more than what we have now in terms of large scale releases. I think some of the Final Fantasies handled this well. There is no difficulty, the game is only as hard as it takes you to learn how to succeed.

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I like Halo's skull system through the campaign. For casual players who want an easy experience, they can choose their preferred difficulty and leave the skulls alone. But for people who want more of a challenge, they can pick and choose their preferred skulls to make the experience just as hard as they want it. A lot of games just have Easy, Medium, and Hard, but Halo's method of difficulty with skulls makes for difficulty levels in between Easy, Medium, and Hard.
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I don't need aditional punishment for a defeat. The defeat itself is punishment enough: knowing that you just weren't good enough. That's why I find the Monster Hunter series more enjoyable than Dark Souls. Both are about equal in difficulty and offer real challenge. But MH also allows room for mistakes. I don't lose anything for failing a quest other than the time I spent trying to succeed. I am allowed to make mistakes and learn from them
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I think that you should be able to change the difficulty whenever you want. I wanted to blow through the Witcher 3, so I put it on easy, but then I was able to devote more time about halfway through but I was stuck on easy mode and it was such a bummer I never finished it. Had I been able to change the difficulty I would have been able to appreciate it so much more!
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Tbh I was hoping Pokemon games had a difficulty option... Maybe not like a Pokemon death mechanical aspect but maybe a way to increase the difficulty of battles in the main game cause the games are really easy to breeze through maybe if the game scaled the Pokemon to your level it would be more enjoyable for hardcore players
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