Japanmanx3
Member
Video games aren't explicitly developed to be convenient. Some were naturally made harder in the past to consume more of the players time. If you are playin him harder difficulties then this frustration is a residual side affect.
Tons of save points throughout the map and many opportunities to create shortcuts for yourself if willing to explore. Can't recall having trouble with this problem in game.
I do. Am I not allowed to voice my opinion on this design choice if I disagree with it? Hard is a lot more fun than Normal, but dying is bullshit and ruins the experience for me.
There's a vending machine in the Desert Housing Complex in the left entrance to the zone, and there's one in the Park near the broken ride that you side scroll platform on. Both of those are reasonably close to the bosses, did you use them? Like 2 minute runs at best.
I did use the second one, you're right, that was definitely close enough. The desert one though- is that the same one that precedes a fight with a robot mob (one big dude and a bunch of little guys)? I died at the end of that fight and had to chase the masked robot again before switching over to Normal.
Of course, but you want to have your cake and eat it too. You want to have a challenging experience, but you don't want any consequences for failing. Your heart and mind aren't connected here. If you just want to respawn immediately, then what is the consequence of failing the challenge?
Play games that let you save anywhere, then. Or settle for Normal/Easy.
The way the game handles death is a design choice and part of the experience.
Love it or leave it, in N:A that's done intentionally. Toughen up OP!
Of course, but you want to have your cake and eat it too. You want to have a challenging experience, but you don't want any consequences for failing. Your heart and mind aren't connected here. If you just want to respawn immediately, then what is the consequence of failing the challenge? Just take failure out of the gameplay loop and play on easy, then. It's how I'm handling Witcher 3 and I'm digging it.
When you die at the end of a level in a game like Super Meat Boy, you grit your teeth and do it again and again until you finally beat the level after like 20-30 tries. It feels immensely satisfying, especially since that particular game shows you the replay of all the times you died happening concurrently with your final run.
Can you imagine how much that game would have sucked if after every death you had to waste 15 minutes before you could try again?
Super Meat Boy is a platformer that does a quick fade to black whenever you fail and takes you right back to where you were to try it again. A platformer called Prince of Persia (2008) shows like a 1 second clip of your partner saving you whenever you fail and takes you right back to where you failed to try it again.
The only difference is that one weaves the mechanic into the narrative while the other is cool with it obviously being a game function.
Super Meat Boy got praise praise for this. Knowing that you failed was the only punishment you got for messing up the platforming. It took you right back to where you died and people pretty much universally praised this. Meanwhile, Prince of Persia was slammed. And not slammed because "how dare you make this make sense in the story" (the only real difference between the two), it got slammed over the idea that a mechanic lets you quickly retry failed platforming attempts.
I say all that to say that you can't please everyone with this stuff. People will say it needs to be addressed and then praise a game in the same genre for fixing it yet turn around and slam another game in the genre for even considering it a problem. There is no good answer. Probably best to pull a Nier and just be like well games in the past were like this and so are we. There's no way to tell if people will give you a Meat Boy reaction to it or a Prince of Persia one.
BotW is the best at this. I died? Who cares, I start again basically right where I was and any items or weapons I used are right back with me.Generally I agree though. More games are handling it by just autosaving often, like BotW
I remember thinking quicksave F5 and quickload F9 with a 3 second load time was the greatest thing ever.
And then I quicksaved right before a nade went off in COD4.
I've actually been thinking on this VERY topic a lot for the last few weeks. I make little horror games, and one things I've been tossing around in my head is how to tackle death systems better. I've thought of alternatives, but something that really hits the nail. I think how death works in games is kind of an outdated mechanic for many which only fits in certain kind of games, but as it is it more often than not is either frustrating or a small slap on the wrist, either it has no consequence really or it it has the consequence of frustration and tedium.
Challenge in games isn't the fault, nor is being able to die in games. It just fees to me there needs to be better mechanics to death in a game than what we got. I have one idea for my own game I'm thinking of doing, but I'm still thinking over this topic in depth. In horror games, death is an especially weird thing. Being able to die is important as a consequence for survival, as survival and having a threat is important for horror. But on the flipside, one of the worst things a horror game can do is make you repeat the same sequence over and over. That breaks immersion, it makes a scene stale, it basically undermines all other aspects of horror game design. It's a weird balance of wanting threat, challenge, and reward for doing well and punishment if one fails so there's actual weight to success, but failure leads to some terrible faults and design sins in a horror game. There's certain alternatives a game can utilize individually, but I think the common death system in games needs more serious onlooking and thought. It's becoming archaic and with so many different genres and games having the exact same few death systems I think it's lost impact for gamers and now is just tedium work.
Once I quicksaved in Metro 2033 just as my last gas mask cracked while I was outdoors. It took me 15-20 minutes to figure out that there was, in fact, one spot where there was a fresh gas mask that I could just reach before dying of asphyxiation. The fifteen minutes where I thought I was just going to have to start at the beginning of the mission (or worse) were probably the most tense of my Metro 2033 experience.
Back to the subject: the places where I tend to take issue are when games have large death penalties not because of intentional design decisions, but because of sloppiness or technical limitations. Bad checkpointing, for example, is something I despise because it really does feel like a waste of time: it almost never serves the player well to have to rewatch an unskippable cutscene because of technical issues, or play through a bunch of trash mobs to get to a boss because oops, we forgot to put a checkpoint in.
I tend to avoid games that have huge death penalties by design, just because I hate the feeling of having wasted time. I never made it past the first post-tutorial dungeon in Demon's Souls, for example. But I wouldn't say that's bad design, just design that doesn't work well for my playstyle.
I've actually been thinking on this VERY topic a lot for the last few weeks. I make little horror games, and one things I've been tossing around in my head is how to tackle death systems better. I've thought of alternatives, but not quite the something that really hits the nail on the head for me yet. I think how death works in games is kind of an outdated mechanic for many which only fits in certain kind of games, but as it is it more often than not is either frustrating or a small slap on the wrist, either it has no consequence really or it it has the consequence of frustration and tedium.
Challenge in games isn't the fault, nor is being able to die in games. It just fees to me there needs to be better mechanics to death in a game than what we got. I have one idea for my own game I'm thinking of doing, but I'm still thinking over this topic in depth. In horror games, death is an especially weird thing. Being able to die is important as a consequence for survival, as survival and having a threat is important for horror. But on the flipside, one of the worst things a horror game can do is make you repeat the same sequence over and over. That breaks immersion, it makes a scene stale, it basically undermines all other aspects of horror game design. It's a weird balance of wanting threat, challenge, and reward for doing well and punishment if one fails so there's actual weight to success, but failure leads to some terrible faults and design sins in a horror game. There's certain alternatives a game can utilize individually, but I think the common death system in games needs more serious onlooking and thought. It's becoming archaic and with so many different genres and games having the exact same few death systems I think it's lost impact for gamers and now is just tedium work.
When you die at the end of a level in a game like Super Meat Boy, you grit your teeth and do it again and again until you finally beat the level after like 20-30 tries. It feels immensely satisfying, especially since that particular game shows you the replay of all the times you died happening concurrently with your final run.
Can you imagine how much that game would have sucked if after every death you had to waste 15 minutes before you could try again?
Of course, but you want to have your cake and eat it too. You want to have a challenging experience, but you don't want any consequences for failing. Your heart and mind aren't connected here. If you just want to respawn immediately, then what is the consequence of failing the challenge? Just take failure out of the gameplay loop and play on easy, then. It's how I'm handling Witcher 3 and I'm digging it.
The consequence is that you have to try again. I'm baffled how that even needs to be explained.
Better than being allowed to save anywhere and becoming an overpowered god because you have the ability to rewind time by any amount you want IMO. Saving anywhere completely ruins stealth games for me.
Just because you can save everywhere doesn't mean you have to. I have no problem whatsoever with developers giving me more options in terms of how to play their game.
Why do people try to dismiss discussion with these meaningless statements? Literally everything in every game ever that isn't a bug or an exploit is an intended design choice, it doesn't mean you can't have an opinion on it or that you can't discuss the merits of the implementation. Or even the merits of the design goal/intention itself.
Back in my day when you died you started at the beginning of the level, and if you died too much you started the whole game over.
I have the same issue with souls games. I like fighting challenges ennemies but having to restart the same section over and over is not fun for me especially after a long day of work.
Souls almost always has a shortcut you can open up if you explore that makes a run back to the boss a 2 minute effort, tops (running past enemies).
Might need to die a couple of times to find the right route there with minimal fighting, but it'll be there.
Part of the reward for playing through the level and finding it's secrets.