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Original post by AnonPoster
You are 100% incorrect, and it''s easy to show why.
Let me give you a simple challenge: slip a coin 100 times in a row, and guess heads or tails correctly on each flip.
...
Does that look like the same difficulty to you?
You seriously need to compare apples to apples and oranges to oranges. Cramming a bunch of challenges together does not make for one entire challenge. Players are still going to be encountering them one at a time. This may make the
entire game or level more difficult (and likely annoying), but it doesn''t make any individual enemy or puzzle more challenging.
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There is a very important point here that people aren''t getting: when you break challenges up into discrete units, the challenge is only as tough as the toughest individual unit.
For example, Starcraft single player is only as hard as it''s hardest mission.
No. Its simple, but you''ve got it backwards. You can''t break up challenges that way. Challenges
are only as tough as the toughest strategic situation / enemy AI gambit . In moment to moment play, that''s where
all of the challenge comes from. The
number of the challenges is an extraneous detail, because we address them one at a time. We know this because two people can play the same mission, find it equally difficult, but save at different rates throughout the mission, yet it doesn''t change the fact that the mission is tough.
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When you allow people to *set* their own partitioning in essence the entire game only becomes as hard as the hardest 2 seconds of gameplay.
It''s already this way, even if you can''t save.
Let''s create two distinctions: Endurance, and difficulty. Endurance is the ability to stick with a challenge, difficulty is how hard the challenge is.
If you''re designing to stress the endurance level of your players, well that''s your right. But don''t fool yourself into thinking that you''re raising the difficulty level. All you''re doing is testing your players'' endurance.
Test: Take a level with a series of challenges. Test playing without saving. Record the result. Next, save before every challenge and play through. Record the result.
Now: Over successive breaks, load each save and play through, then stop.
If you do just as well at each challenge, then the number of challenges is simply taxing your endurance and tiring your skills. You''re then relying on
degradation in player skill as a supposed difficulty level.
That''s maybe difficult, but it''s not a legitimately harder challenge. A legitimately difficult challenge taxes the player the same way without relying on rests/energy level.
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Why aren''t you just reading books or watching movies?
Because I like games. Progression, control, exploration, change. There''s much more to gaming for some of us than just perfecting a specific challenge, finding all the secrets, or unlocking the next level.
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Basically what you are saying is that it is your "right" to progress through the game as quickly as possible and see all the stuff that there is to see - you just want to turn the pages. Where is the fun in that?
No. I''m saying that, as a gamer, I will vote with my dollar to chose games that are more invested in entertaining me than dictating to me how many times I''ll have to repeat and die in order to have fun.
As designers, we have to remember that
this , above even our own pet creative confabulations, is our duty to our players. If half of your gamers come back to you saying they want feature X, it''s your job to give it to them, or figure out how to perfect your design so they no longer want it. As designer, you serve them, not the other way around.
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If your gameplay is trivially simple and the only purpose it serves is glue for your narrative just pick up some comic books or something.
Or, I can play a non-goal emphasizing sandbox game. Widen your perspective of what games are! Do some time playing The Sims, Patrician II, Startopia, Project Eden, Grand Theft Auto, many an open-ended cRPG, Sea Dogs, etc., etc., etc. There''s more to games than just Quake III!!!!
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Games are fundamentally interactive. If that interaction is trivial what''s the point?
*sigh* You''re locked into thinking of interactivity as challenges. A challenge is
only one facet of an interactivity element. For example: If a challenge is light, but has long range repercussions, it''s not trivial. If a challenge is light, but it entertains the player, it''s not trivial. If a challenge is light, but requires indirect thinking / new thinking, or opens up areas of growth, change, or exploration, it''s not trivial.
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Basically you want a genre that assures that given x time you will get through y amount of the plot. Movies, TV and books and fill that niche nicely. It sounds to me what you are advocating is games without challenge.
Nope again. I''m advocating being able to save wherever I please. Apples and oranges, man, apples and oranges.
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I would also point out that challenge IS the point of many, if not most, games. Any sports game, any board game, any multi-player competitive game. There is no "adventure" or narrative. What''s the narrative in Super Mario? What''s the narrative in SF2? What''s the adventure in NASCAR Racing? In the end most games are about mastering play mechanics to meet a challenge. Last time I checked CounterStrike wasn''t a compelling story.
LOL!
Dude, you''re arguing with the wrong person on this point. --------------------
Just waiting for the mothership...