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Thread: How Modern Gaming has made us into Wimpy Gamers

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    Default How Modern Gaming has made us into Wimpy Gamers

    Read: Page 1 | Page 2

    Think you're hardcore? By current standards you might be. But you're still a N00B.

    Once, we were a proud warrior people, adept in every skill, discipline and combat technique required to earn mastery over our every digital domain. We were a pantheon of noble thumb-ninjas, our legendary victories and kill-counts matched in number only by the calluses on our digits; calluses we wore as badges of honour through the eternal, bloody war against AI and our fellow man. But through its ever more sophisticated design and an unerring need to be accessible to all, modern gaming has done us a disservice. Not only are our skills being neutered, it's being done in a way which makes us think we're still at the top of our game. It's exactly like The Matrix. Exactly like The Matrix. Yes, a no-thumbed bonobo monkey can now feel a simulation of the sense of achievement we've enjoyed since the '80s, but just remember, as The Incredibles told us, when everyone's super, no-one will be. Don't believe the full extent to which we've been emasculated? Read on.
    Regenerative health

    By far the worst offense perpetrated against good, honest, battle-hardened gaming skills. Let this be clear; you have no reason - no reason at all - to feel proud of yourself for defeating your enemy if you can shrug off a bullet-wound with a nice quiet sit down. That's like Superman beating up old ladies and being all "Hur hur! I r teh badass" about it.
    Automatically regenerating health makes an utter mockery of the skills really needed to succeed in any combat situation. Is it enough to wade blindly into any conflict, happy to soak up any number of gunshots, punches and stabbings to the face as long as you're scoring a few hits yourself? Has any soldier, swordsman or martial artist in history ever tried to get through a fight by simply dishing out the damage with a flagrant disregard for personal safety? Probably a few have, but no-one's ever heard of them because they died really bloody quickly!
    Real combat is a skilled balance of damage and evasion. It's about wrong-footing your opponent and maximising attack opportunities while maintaining a tactical sense of self-preservation. It is not about charging into a battle zone, thoughtlessly swinging your gun around your head, safe in the knowledge that you spotted a rock to recharge behind on your way in, and thus are in no danger from the assembled enemy ranks whatsoever.


    Auto-aim


    A system implemented originally, and still primarily, in the first-person shooter. The first-person shooter being a genre based almost entirely around the concept of aiming. Is anyone else seeing anything wrong with this?
    So what's next? Auto-driving in the next Burnout update? Auto-punching and kicking in the home versions of Street Fighter IV? A Mario game where we only have to maneuver the portly one within six feet of a koopa before he runs up and bops them on the head, all of his own accord?
    Look, we could understand this crap when FPS had rubbish controls. Aiming up and down with cursor keys was always an excercise in knitting with spaghetti, and in a strictly head-on game like the original Doom, vertical auto-aim was vital. But in this age of decent dual analogue control and the unfailing wonder of the laser mouse, it's just patronising. Auto-aim is like being eight years old, falling arse over tit off the bike you're trying to learn to ride, and having your well-meaning but intrusive grandma grab the back of the saddle and guide you along.
    "Aw, is the poor wittle man having trouble shooting the baddies? Here, let Granny Halo do it for you, diddums"
    "Sod off, grandmother. Shooting these bastards to death is my own business. How will I ever become a man if you won't allow me the honour of my own headshots?"

    Unskippable Tutorials


    We need a manual or a tutorial, not both. Do publishers assume we're illiterate as well as woefully unskilled? Do they think that we won't understand the meaning of all those cryptic symbols, shapes and colours in their unfathomable grimoire, and thus will need worked, practical examples before we can make sense of "Press A to jump"? This kind of hand-holding just will not do.
    But woah! "Hold A to jump higher!?" What kind of avant garde torment is this?
    Hold us mother, we're scared!


    Bosses who don't reset their health when you die

    Bosses used to be something to be feared. Towering, all-conquering bastards of untold destruction who we had to earn bitter victory over every single time. Defeating one of those behemoths not only improved our gaming skills ready for the onslaught of the next, more difficult level, but also served as great character-building, both in-game and in the real world. Beating a boss made us feel like we and our on-screen hero had gone through a rite of passage together, and it was also an important tool in pacing the increasing difficulty of a game.
    But to modern bosses, we pose only one simple question: What are you the boss of, exactly? Because it must be a pretty piss-weak organisation if a being of ever-degrading health and non-existing sense of self-preservation has limp-wristedly wrestled control of it. Far from giving us reason to man up and hone our fighting abilities, bosses are often now impossible not to beat on the first go. We don't need skills any more, we just need to have a spare ten minutes and no problem with back-tracking a few feet. We die, we restart, get back to the boss, and we find that although we now have full energy, he's spent the intervening time absent-mindedly perusing the texture quality of the surrounding architecture and is in exactly the same beaten-down state we left him in. It's about attrition, not ability. It says a lot when the button you'll use most frequently in a boss fight is Start.


    Cut-scenes that do the fighting for us


    And half the time we spend battling the malnourished-kitten styles of these bosses of not-much-in-particular, we're not actually fighting them at all! We're just watching them die while pressing the occasional button. It's about as challenging as switching a life-support system off.
    It used to be that the introduction of a boss was a terrifying and awe-inspiring affair. "Holy shit!", we used to exclaim, "You expect me to fight that!?" Well not any more they don't. The scarier the boss, the more likely it is that its introductory cut-scene will involve it falling down a hole, getting auto-killed by your character, or just becoming bored and buggering off somewhere else with only a vague notion of returning at some later point in the game. And even if we do have to do the fighting ourselves, all too often the fight will boil down to landing a few easy hits, moving in close as said boss reels and cries like a chronically depressed dandelion in a gale, and then hammering two or three inputs as instructed on-screen to trigger an effortless kill.


    Check-points and quick-saves

    Has a marathon runner really run a marathon if he completes the course over fifty-two days, doing half a mile every day? No. No he has not. If that were the case, then the Radar staff could count ourselves as endurance athletes just for doing the walk to work every day. And endurance athletes we certainly are not.
    Anyone can be good in short bursts. It's consistency that really counts. Anyone who started gaming back in the early days of cassette tapes and 8-bit cartridges knows what commitment really means. Hard-drives and memory cards have killed our dedication.


    Scalable AI



    If a batter isn't doing too well in a game of baseball, does the bat quadruple in size and the ball fill up with helium to allow for bigger hits? Does the adjudicators of school tests lower the pass mark for stupid kids so that everyone can get an A? And does, in fact, the rain stop falling if you find yourself outside without an umbrella? The answer to all of these questions is of course a resounding "No". The reason? Because if any of those things happened, it would be bloody ridiculous, it would remove all elements of achievement and self-improvement from life, and no-one would ever learn anything from anything. Much like what scalable AI does, then.
    And to add insult to even bigger, more annoying insult, this insidious process of adapting game difficulty according to the player's skill actually provides an incentive for being shit. Finding things difficult? Just stand still, take a beating, and the world will go easy on you. What kind of a life lesson is that?
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    Man, my comments got cut off due to the 10000 char limit.

    +11/10. I don't agree with the Quick-saves or checkpoints 100%, but the rest I do.

    Also, this thread deserves a sticky.
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    >.>... what are you talking about? We know games are becoming real like. It's called advancing technology.
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    I agree with most of those points. Games these days are becoming to easy to beat. I like playing Contra III and that is one game that would be a good example of what "hard-core" gaming is, it is hard as hell to beat without any cheats or stuff.

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    If you want a tough game; play the original Doom on NIGHTMARE. Nearly IMPOSSIBLE to beat w/o cheats.
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    It all depends on the game. It's hard to make such a generalization for such an array of games out there. It's an inaccurate point.
    Last edited by nensondubois; 09-17-2008 at 08:01 PM.
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    Most games today are like this in one way or another though.
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    thats why i liked DK64 and Banjo Tooie because it took a looong time to beat and i was never able to beat anything on the first try. too bad platformers are pretty much limited to mario anymore


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    I don't like DK 64 or the tooie series at all really. The SNES DK series was best.
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    that one was pretty cool too, but those were just what i liked. my point was that it was tough to beat, unlike modern games today


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    I LOL'ed at the "Scalable AI. " Regenerating health, unskippable tutorials and "cut-scenes that do the fighting for us" are definitely my biggest pet peeves. I remember when I still had a working NES, my family and I would have a sort of Mario "tournament" just to see who could get the farthest in the game. No regenerating health (one hit, you're dead. End of story.), no auto-aim, no crap-tutorials, no regenerating bosses, no cut-scenes, no saving. Just raw skill and determination. Now... well, we're just heading downhill towards "computers fight for us."
    It's too quiet here, I'm bored and underappreciated, consider me retired as mod and member of this place.

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    In SMB, starting at the left side of the screen was the most tutorial you'll get.

    I miss those days of toughness.
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    Entering passwords was called "saving" game progress.
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    I hated that on Tetris Attack.
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    I bet you didn't beat Bowser on VS computer on hard.
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    Quote Originally Posted by nensondubois View Post
    I bet you didn't beat Bowser on VS computer on hard.
    Hard or Very Hard?

    I was pretty good at that game.
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    Very hard with one try and not setting the cpu for player 1 or 2.
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    Huh? I did beat Bowser on VHard in story mode... eventually. I forget how I won, since I don't remember myself being good w/ chains at that time.
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    Chains are easy. You just have to think very fast.
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    I agree with all of those except the auto-aim. They should only put that option on easy. Anyway, these new modern games are becoming Increasingly boring due to their lack of basics. Each game has too many options that a player could use to dominate the game. The only games that actually pose a challenge is the first game of a sequel.

    To Summerize: Gamers need new games without all the gimmicks so that way our skills will once again be godly!
    Time For The Gamer Revolution! Let's make Video Games Fun Again!

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    Mike Tyson's Punch-out was the hardest to beat

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    At the time, in it's genre or of all time?
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    Quote Originally Posted by hawkeye2777 View Post
    If you want a tough game; play the original Doom on NIGHTMARE. Nearly IMPOSSIBLE to beat w/o cheats.
    Dude I totally agree as I can only beat the first 2 levels on nightmare.

    Need a real challange? Get final doom: the plutonia experement, and play level 32 on nightmare.

    To my knowlage it has never been beaten, I mean even on the easyest difficulty there are about 10 cyber demons in one room...

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    i agree 100% :P these days games take it easy...i want the good ol days where its u beat the lvl or u stay in the start of the old one! XD

    also...this picture freaking killed me XD

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    Most games these days are getting easier, but they're getting more realistic, (as the Producers say).

    In fact the hardest games are the ones low tech.

    Heck, Pacman is harder than Mario.

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    Quote Originally Posted by Ace View Post
    Most games these days are getting easier, but they're getting more realistic, (as the Producers say).

    In fact the hardest games are the ones low tech.

    Heck, Pacman is harder than Mario.
    wait i just thought of a realist game that has mostly all of those things :P

    assassin's creed....bosses die instantly...and if u die u start over XD those are the only things missing :P

    none the less that game is like ♪laaaaa♪ XD

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    Quote Originally Posted by csg999 View Post
    Dude I totally agree as I can only beat the first 2 levels on nightmare.

    Need a real challange? Get final doom: the plutonia experement, and play level 32 on nightmare.

    To my knowlage it has never been beaten, I mean even on the easyest difficulty there are about 10 cyber demons in one room...
    Doom is hard on even its easiest difficulty.
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    "I'm too young to die" isn't even fun with that much difficulty.
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  5. Ancient mammals had modern teeth
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