Only registered users may post messages
Want to register ?
Re(3):Kirby and difficulty levels: A discussi
forgot your password ?
or view all icons
What constitutes an acceptable challenge varies wildly from person to person. It really comes down to individual taste: I tend to prefer games where there is a palpable fear of death or failure, and enjoy repeating inputs to get it [b]just[/b] right. I think there are three main points: First, [b]Mindset[/b]. Some people crave satisfaction from preservering over something difficult, while some prefer to experience the game's atmosphere, narrative, characters, and "rollercoaster ride" uninhibited. Those people are quickly discouraged when they lose, and feel repetitive action is a waste of time. For example, I didn't mind that I had to restart Dead Rising twice to get it right, but my brother was quickly frustrated at the repetition based save mechanic. Secondly, [b]Lifestyle[/b]. Some people don't have as much time to devote to entertainment. You may only have an hour to play a night, with which you want to make palpable progress and get some basic satisfaction. But others have 5+ hours a day and want to really feel their heart race as they scale that wall they already fell from 5+ times. Lastly, the gamer's [b]Generation[/b]. This is kind of related to lifestyle, because naturally older people with children will have less time to play. However, the advent of free and accessible flash games on the internet have fragmented the attention spans of children too. The value of playing say, a Nintendo DS game versus an online flash game isn't as obvious. Software has become like fast food: if an experience is too frustrating the player will simply seek out something different. R4 and other devices with hundreds of DS games on them exasperates this problem. I doubt many young children will have the drive or patience to finish a difficult, obtuse game like Metroid or the original Zelda. What do you guys think? Edit: Of course Maou's point is spot on, some games aren't supposed to be hard at all; that's the experience the designers want the players to have. As long as some kind of hook is there to bring in and keep the player, the game can be hard, easy, or somewhere in the middle.
Delete? To delete this post, check this box.
Delete subthread too ? To delete all replies to your message, check this box (currently disabled)
include your profile signature.
in this post.