.....we are talking about pure platformers....not puzzle platformers. So that mechanic doesn't apply to pure platforming games.
Ah, looking back, I think that I misread you there--my apologies. Let me try to respond again! ^^;
Now just imagine if that weren't the case and you play a platformer with the unlimited lives. Easy right?
Not necessarily, no.
Play the game again and again.
Why am I re-playing the game so often? There are few games that I've replayed more than a few times, and then I tend to leave a significant amount of time between replays. I think that you and I perhaps play games somewhat differently...
Don't mind about your personal taste in platform games an just play it. You will notice that there isn't much of challenge once you are skilled.
What makes you think that I'll play enough to reach that level of skill, or care to do so? It's not uncommon for me to put a game down once I've completed it.
Conversely, what makes you think that I'd likely be bothered by the game becoming easier? I've happily replayed adventure games that I particularly like, despite knowing many of the puzzles rather well, because I enjoy the experience of taking part in the story. Turning to platformers, If I were to re-play Iji today, I'd likely do so with the intention of following one of the other story-paths--perhaps playing "beserker Iji" rather than my usual pacifist run.
Problem is that these games are very short and give little to almost lack of replayability.
For you, perhaps, but I suspect that fans of the style would disagree.
how can learning not be discipline when understanding the fundamentals of a game is indeed discipline?
... It's not, necessarily at least.
Let's turn to
the dictionary:
Discipline:
- 1.
training to act in accordance with rules; drill:
military discipline.
Since one can learn via free-play, rules and drill aren't required.
One might argue that the player is being trained to act in accordance with the rules of the game, but I disagree: this is describing a form of self-control, of not moving past rules that one could, potentially, move past. A video game's rules are more like the sheer walls of a terrain: learning them is like exploring a landscape, discovering what does and does not work. This can very much be done via free-play, I believe.
- 2.
activity, exercise, or a regimen that develops or improves a skill; training:
A daily stint at the typewriter is excellent discipline for a writer.
I suspect that this is what you mean. However, note again the implication that there's a certain degree of self-control involved: free-play isn't disciplined. However, one can learn via free-play (learning is one of the purposes of play, after all), so this approach to learning isn't required to learn the mechanics of a game.
- 3.
punishment inflicted by way of correction and training.
Presumably not what you mean.
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- 4.
the rigor or training effect of experience, adversity, etc.:
the harsh discipline of poverty.
Similarly.
- 5.
behavior in accord with rules of conduct; behavior and order maintained by training and control:
good discipline in an army.
This might be what you mean, but again, one can learn through free-play, so this sort of learning isn't necessary in games.
- 6.
a set or system of rules and regulations.
We're talking about an activity, so this doesn't apply.
- 7.
Ecclesiastical. the system of government regulating the practice of a church as distinguished from its doctrine.
Presumably not what you're talking about.
- 8.
an instrument of punishment, especially a whip or scourge, used in the practice of self-mortification or as an instrument of chastisement in certain religious communities.
Hopefully not what you're talking about.
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- 9.
a branch of instruction or learning:
the disciplines of history and economics.
We're not talking about a
type of learning, but about how one learns, so this doesn't seem to apply. That is to say that one might refer to the "discipline" of "learning a game's mechanics", in the same way that one might refer to the "discipline" of teaching, but that doesn't mean that the activity of "learning a game's mechanics"
involves discipline.
understanding the fundamentals of a game is indeed discipline?
It's not, necessarily, any more than exploring a terrain needs discipline. One can "feel out" the workings of some games; one needn't approach it with stern self-control and ordered thinking.
for games that are under Action-Adventure, yes, those items benefit progress like in Cave Story.
But for Platformers, collecting stuff is part of fun and if there's no value in them, then there is no point in them at all. Had Legends used its items as means of earning extra lives, then there would be challenge.
Okay, I
think that I'm following you here. Again, I haven't played Rayman myself, so I won't comment on that game specifically. More specifically, however, removing lives just removes
one type of powerup. There are plenty of others, including invulnerability, weapons, traversal abilities (double-jump, dash, etc.), and likely a fair few others besides, depending on the game in question.
As to using items as a means of collecting lives--I'm thinking here of Super Mario Bros. giving extra lives for every one-hundred (I think that it was) coins, please correct me if I'm misinterpreting you--one could replace that with weapon powerups (as in Cave Story), or perhaps temporary invulnerability at every hundred coins, or some other powerup.
Additionally, I'm not sure that all players are as bothered by the purpose of collectibles as you are: I suspect that there are players who enjoy collecting these things just for the sake of collecting them, regardless of whether they confer some advantage. That may make such collectibles worthless to you, but not necessarily to these players. This is speculation on my part, however.