What? I couldn't tell.Megafont wrote: I didn't grow up with the games Grimrock pays homage to, though (I grew up with Zelda,
I think a lot of it comes down to the player, and their playing style. For example, you didn't grow up on the RPG games that Grimrock closely resembles; so there's a "learning curve" to adapt to the style of the game. Because of the player's style, it's an infinite possibility of what that could be. For example, I absolutely loved Final Fantasy VII. I spent sleepless nights powering through that game, getting the Golden Chocoboo, and getting all the summons (probably my favorite part of the game, lol) - but when it came to fighting Seperoth - I could not beat him. No matter what I tried. I'd get him down to really low health - then he'd do that Meteorite summon (if you've played, I am sure you know what I mean), which would deal 9,999 damage to my characters, and kill me off. I eventually learned there was a way around it, but required specific summons in a specific order, with specific matra (I think that's what the magic stone things were called?) - and by then, I was over it. Just watched the ending on youtube. (I still think from time to time, starting all over - because it's a fun game, and seeing if I can do it "right").Megafont wrote: Some of those were indeed poorly designed in the old days (Zelda II, Ghost 'n Goblins, etc.). The medals in expert mode in Star Fox 64 were a good example. I loved that game, but I never could get the expert mode medal on the planet Solar after countless attempts (so I finally gave up as it was the only intelligent option left)... Definitely BAD DESIGN. Donkey Kong 64 had some stuff that was excessively over the top too. And this all comes down to one simple fact, there is no point in playing a game you can't win (doing so is a waste of your time and more importantly shows the designer is not respecting their players or their player's time).
In the end, every gamer should come away, feeling rewarded that they managed to complete the game; whether they had to knock the Mode down to Easy, shouldn't matter. If that's what it takes for a gamer to win, and they're comfortable with that, so be it. I grew up on text adventure games (yes, I am an old man), moved to Sierra Online games (King's Quest, Police Quest, Quest for Glory, Space Quest, Leisure Suit Larry, etc), which could be extremely brutal games (they had their share of dead ends, where the only option was to restore because you forgot to pick up some item six screens back that you can no longer get to). So I am used to that sense of frustration. However, for those games, there were - if you were so inclined - hint books, that could help you with the puzzles. If you're no good at time puzzles, there's no hint book that can help you. That's why I think changing the mode (Easy, Medium, Hard) would also be beneficial to impact timed puzzles. So that those not skilled at them (despite my old CRPGs, I am still horribly weak at timed puzzles), it gives them a chance to proceed through the game; because the end goal of the game designer, is to create a fun, enjoyable game, where the players come away with a positive experience.Megafont wrote: I do disagree with Isaac's comment, though. While I don't mind challenges, if they're over the top then they should be optional with nothing behind them. (snip) there are countless other gaming experiences to play that are much better designed and not pointlessly aggravating.
The Grimrock Games do have a few cheap spots, but for the most part they're not too bad. They are very good games.
Don't get used to that! It's a rare occurrence, I assure you!Megafont wrote: You make some good points
Ah, the glory days of DOS... I did some MUDs back in the day, though was not "super" into them. There was a few I'd log into every blue moon. Usually if I knew some people I clicked with were also going to be on around that time. I remember QBASIC very well - so well in fact, that back then I had gotten into my first "programming" using QBASIC - and had made a Text Adventure Game called "Final Soul" (that included all my friends at the time as characters you could potentially meet). It was based of Sierra type games (where you pick up an item and use it, typically, for a pretty silly/obscure puzzle) - and it borrowed a lot of influence from the game CLUE and a Sierra game that was out at the time called COLONEL'S BEQUEST. Thanks to my friend Andrew, he made an installer that allows it to work on modern machines now - so if you're ever bored - check out Final Soul, The Text Adventure Game. Someone (and it wasn't even me!) added it to MobyGames.Megafont wrote: and remember when computers had DOS for the OS with everything simply text-based. I never really got into text adventures or MUDs though. I was already learning programming around the time Windows 3.1 was the latest and greatest Windows. It came with QBasic, a DOS version of the language BASIC which was my first PC language (I started on a toy called Pre-Computer 1000 that had a very basic programming mode).
I don't understand the difficulty for difficulty's sake mentality either; as a normal mode. I get there's people who like to challenge themselves (people who play LOG with only one character in the party, for example, and then crank up the difficulty), but the game should come with a "Normal" mode that is actually, well, Normal.Megafont wrote: My play-through is on Normal mode, by the way. I dislike starting games on easy, but then there are some games, like Tom vs. The Armies of Hell (which I'm currently reviewing for a website) where starting on Easy would be wise because they shifted all of the difficulty levels up one or 2 levels. That difficulty for the sake of difficulty design style seems very odd to me. It makes no sense from a game design stand point since the easiest game mode is the gateway for new players to enter, and you generally want to bring new players into your game. By doing that you have the opposite effect, so this also makes no sense from a business stand point.
I tend to overthink them, and then move before I have pressed the button or whatever. This is why a 5 year old can kick my butt in Street Fighter or Mortal Kombat with little effort. While I may remember most of the moves, my brain doesn't process it fast enough, when there's another player smacking me for a 60 hit Ultra Combo.Megafont wrote: As for the timing based puzzles, I'm not particularly weak on those, as I've encountered plenty over the years. They are annoying sometimes when they're a little tougher than it feels like they need to be, of course.
Yes, but see - this is where they hook you. I am a completionist with games I am super passionate about. But some people, in general, what to get every bang for their buck and are - in general - completionists. So when you put an "Achievement" in front of someone that is a completionist - then that means that achievement is there as a part of the game - and in order to be a completionist, they have to get that achievement - even if it means forgoing work, playing for 120 hours straight, non stop to get the "Insane Insomnia Achievement Unlocked."Megafont wrote: I guess you can tell from that the fact that I'm a completionist. I try to get everything, but some games stupidly punish players terribly for that. This does not apply to achievements as I rarely go for all of them in a game. The reason is that many game designers like to put really stupid achievements in that are a really ridiculous pain in the butt to get and certainly not worth the time or effort. I know some people view achievements as badges of honor, but I think that's just silly. Games are not about honor, they are about fun.
I still have it installed.Megafont wrote:So you did some Qbasic too. That's pretty cool
Yes, indeed!Megafont wrote:So you did some Qbasic too. That's pretty cool
Like Isaac, I still have it installed. Well, I think what I have installed is an ancient version of PowerBasic (which allows for compiling those old .BAS files into .EXE files).Isaac wrote:I still have it installed.Megafont wrote:So you did some Qbasic too. That's pretty cool
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