Definitely true for me as I got older. I used to always play games on the max difficulty and relish setbacks and repeating until mastery. I played an alliance priest on PVP server at WoW launch and if that isn't the height of gaming masochism I can't tell you what is.
Now I got too much stuff going on to repeat 2 hours of gameplay because I missed one tough jump 3 times.
I want a continuous feeling that I'm making a bit of progress even when I occasionally play dumb and loose and have to restart. The Shadow of Mordor/War games are perfect for that kind of thing. The skill curve isn't fail--->succeed, it is "make slow progress" ---> "make fast progress while looking awesome!"
As it turns out your time becomes more precious the older you get, so losing it to bullshit challenges isn't a worthwhile endeavor. If I want challenge I'll load up a fighting game.
Tedium is a cheap way to make games longer. Maybe the guy in this article takes advantage of that. Independently, there are players that enjoy repeating difficult sequences, to an extent, while they gear up to do the next part right. Punishing style of games existing isn't a bad thing. What the guy in TFA is saying is unreasonable on its face. He insists that MORE players enjoy the type of game he is making. He's complaining that other people making their games better is making his look worse.
Having a massively unfair/poorly designed game fuck you up constantly is going to be miserable regardless. But a fair game you can improve every time you fuck up.
Having to repeat an easy and tedious portion of a game to attempt the difficult portion isn't a matter of how difficult a game is, it's a matter of how punishing a game is.
I don't remember if it was on extreme or not, but I remember getting stuck on the button-mashing torture part of MGS2 on the harder difficulty. I just couldn't mash fast enough and didn't want to buy some sort of "turbo" controller.
Definitely true for me as I got older. I used to always play games on the max difficulty and relish setbacks and repeating until mastery. I played an alliance priest on PVP server at WoW launch and if that isn't the height of gaming masochism I can't tell you what is.
Now I got too much stuff going on to repeat 2 hours of gameplay because I missed one tough jump 3 times.
I want a continuous feeling that I'm making a bit of progress even when I occasionally play dumb and loose and have to restart. The Shadow of Mordor/War games are perfect for that kind of thing. The skill curve isn't fail--->succeed, it is "make slow progress" ---> "make fast progress while looking awesome!"
As it turns out your time becomes more precious the older you get, so losing it to bullshit challenges isn't a worthwhile endeavor. If I want challenge I'll load up a fighting game.
One of Yahtzee's principles of game design was to get the player back into gameplay as soon as possible after failure. Gameplay, not "the game."
Tedium is a cheap way to make games longer. Maybe the guy in this article takes advantage of that. Independently, there are players that enjoy repeating difficult sequences, to an extent, while they gear up to do the next part right. Punishing style of games existing isn't a bad thing. What the guy in TFA is saying is unreasonable on its face. He insists that MORE players enjoy the type of game he is making. He's complaining that other people making their games better is making his look worse.
And, more to the point, how fair or unfair it is.
Having a massively unfair/poorly designed game fuck you up constantly is going to be miserable regardless. But a fair game you can improve every time you fuck up.
Soulsbro in shambles right now.
I don't remember if it was on extreme or not, but I remember getting stuck on the button-mashing torture part of MGS2 on the harder difficulty. I just couldn't mash fast enough and didn't want to buy some sort of "turbo" controller.
Making a button-mash minigame harder on higher difficulties is peak sadism.
Easily the worst part of clearing MGS I-IV in my younger years.