Confession, I have mixed feelings about games that require you to redo shit when you die. On one hand there should be a failure state and consequences for failing, so you're not just casually strolling through (as he says) a guided tour. But having to redo large swaths of content sucks, man, especially as you have less time available to you. It's not particularly fun even if you have lots of time; it often causes a hard stop to your gaming session because you just don't want to do the same shit again right away.
So this guy is correct, by and large, about how games are being dumbed down, stripped of challenge, and turned into guided tours. But on that particular point it's hard to find the right balance between punishing failure and valuing the player's time. Kind of like how it's hard for horror games to find a good balance between presenting an actual threat without there being so much of a threat that the player becomes desensitized to it through repeated failure.
Gaming is definitely in a bad place right now, and the constant push for mass appeal, in difficulty and other areas, is the chief cause. That and microtransactions.
Confession, I have mixed feelings about games that require you to redo shit when you die. On one hand there should be a failure state and consequences for failing, so you're not just casually strolling through (as he says) a guided tour. But having to redo large swaths of content sucks, man, especially as you have less time available to you. It's not particularly fun even if you have lots of time; it often causes a hard stop to your gaming session because you just don't want to do the same shit again right away.
So this guy is correct, by and large, about how games are being dumbed down, stripped of challenge, and turned into guided tours. But on that particular point it's hard to find the right balance between punishing failure and valuing the player's time. Kind of like how it's hard for horror games to find a good balance between presenting an actual threat without there being so much of a threat that the player becomes desensitized to it through repeated failure.
Gaming is definitely in a bad place right now, and the constant push for mass appeal, in difficulty and other areas, is the chief cause. That and microtransactions.
As I said in another post, if the game is hard in a fair way (eg you can learn and adjust) then you as a player will feel less shitty about stuff.
Unfair games, or those with tons of rng that lead to unavoidable fail states often, aren't a good experience.