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[-] alekwithak@lemmy.world 3 points 1 hour ago

During COVID I beat smb1 for the first time. On Switch. Where you could rewind 😓

[-] TastyWheat@lemmy.world 1 points 1 hour ago

I beat this game back in the 80's and I still don't know how

[-] ragebutt@lemmy.dbzer0.com 1 points 15 minutes ago

In the 90s I beat smw so hard, all the dragon coins, all the secret exits, tubular, the palette change, etc. it took years. I was convinced there was still more to find in that game even when the gba version came out and I finally had access to walkthroughs. I’m pretty sure I consulted Nintendo power on a few things though

I recently watched a guy play through the nes Bart vs the space mutants though and that was legitimately a like “no kid ever beat this”

[-] Freefall@lemmy.world 6 points 5 hours ago

A game is something that has a goal within certain bounds/rules. You accept that when you play and tedium isn't relivent except as maybe a thing you don't like, just like you might not like how a piece feels or character looks or a particular rule.

A toy is something you play with for "fun".

I think people that want a toy accidentally start playing a game then get upset that it isnt a toy.

[-] Ajen@sh.itjust.works 1 points 6 minutes ago

Why can't/shouldn't a game be both? Plenty of games have easy modes and cheat CONSOLES.

[-] Freefall@lemmy.world 4 points 5 hours ago

Don't forget to add mounts and pets.

[-] 58008@lemmy.world 40 points 15 hours ago

I know OP is joking (at least I hope he is), but it reminded me of this thread about Soulslikes:

https://old.reddit.com/r/truegaming/comments/oc1w7g/separating_difficulty_from_drudgery_or_why/

Time-wasting respawns/progress loss seems like a very blunt tool with which to motivate the player to keep playing. It's some 1988 arcade coin-op shit that we really ought to leave in the past.

[-] UnderpantsWeevil@lemmy.world 22 points 13 hours ago* (last edited 13 hours ago)

Time-wasting respawns/progress loss seems like a very blunt tool with which to motivate the player to keep playing.

Tried playing a game of tennis with my friends. 0, 15, 30, 40, Point. Then if you're two scores ahead the game resets. Wtf! Why did the game reset? I was 30-40 and now I'm back to 0? I should be allowed to keep my 30 into the next game.

Now I'm being induced into playing more tennis! I hate this.

And tennis has so few maps! Almost everywhere I go is concrete. Very luck to find a clay court anywhere. You need to buy the DLC to find grass, and only if you're really lucky.

Its repetitive. Its exhausting. The rules barely make sense. And the match-making is completely fucked. I'm either playing people I trounce or getting my ass handed to me almost every time I go to a court.

I think I'm going to try and pick up chess instead. Does anyone know how I can upgrade my pawns to queens, though?

[-] starman2112@sh.itjust.works 2 points 6 hours ago

It's a very funny comment but also tennis is the gameplay of tennis. People don't play tennis because they Iike the story so much lmao

[-] PraiseTheSoup@lemm.ee 2 points 1 hour ago

People don't play dark souls for the story either. We are there for the gameplay.

[-] Masamune@lemmy.world 3 points 5 hours ago

Go for ping pong if you want to get roped in because of the plot.

[-] DogWater@lemmy.world 2 points 1 hour ago

Maybe tennis 2: pickleball

[-] frayedpickles@lemmy.cafe 6 points 13 hours ago

So your claim is souls likes are more like tennis than say, Fortnite is.

[-] UnderpantsWeevil@lemmy.world 5 points 9 hours ago

Fortnite is just baseball with extra steps

[-] Aussiemandeus@aussie.zone 3 points 8 hours ago

All games are just stick and hoop with extra steps

[-] tetris11@lemmy.ml 17 points 14 hours ago

It's not quite the same though, souls still keeps the items you dropped, its just up to you to retrieve them.

You can't claim you climbed a mountain, if each time you fell you just resumed from where you lost grip. Falling and reclimbing with renewed tenacity means that when you finally conquer the mountain, the view is all the more sweeter for the huge experience you've gained along the way.

[-] gedhrel@lemmy.world 10 points 14 hours ago

You can't claim you climbed a mountain, if each time you fell you just resumed from where you lost grip.

Sure you can; it's called redpointing.

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[-] Honytawk@lemmy.zip 4 points 11 hours ago

You can’t claim you climbed a mountain, if each time you fell you just resumed from where you lost grip.

Well, good thing games are better than real life. Or they would be worthless.

[-] tetris11@lemmy.ml 2 points 10 hours ago

I can think of at least two things wrong with those statements there

[-] filcuk@lemmy.zip 14 points 15 hours ago

It can be the only way to punish people in certain games.
If there's no punishment for failure, there's no reason to respect any dangers the game presents.
In Minecraft, what should happen if you walk north for an hour and die? If you respawn with your inventory, why not just do that again and die as a quick way to get back? Why even bother with equipment or food at that point? Suddenly, half the game mechanics have lost their meaning, and there's a lot less to do for the player.

[-] Honytawk@lemmy.zip 6 points 11 hours ago* (last edited 11 hours ago)

If the punishment for failure is wasting time, then I'm just going to play something else.

Games are supposed to be enjoyable.

[-] semperverus@lemmy.world 4 points 7 hours ago* (last edited 6 hours ago)

For millions of people, having to try again when you die IS enjoyable. Many people don't like being treated like a baby and have everything handed to them, they want to earn it.

Being sent back to try again is not wasting time, its giving the player the opportunity to learn and grow.

Video games are the only medium where someone can be denied progress based on their skill. That is their major draw. If you don't like this, you probably don't like video games and I recommend you try movies and books instead of trying to turn video games into them.

[-] starman2112@sh.itjust.works 2 points 5 hours ago* (last edited 4 hours ago)

Being sent back to try again is not wasting time, its giving the player the opportunity to learn and grow.

I think a large part of why so many people think that some games punish the player by wasting their time is because for lower skilled players (like myself), getting hit is a death sentence, and so we focus our efforts on not getting hit. But then, because we're focusing more on not getting hit than we are hitting the enemy, the fight takes an eternity. And because the fight takes an eternity, the enemy has that many more opportunities to get a couple hits in, and now that 20 minutes that I've just spent dodging Lady Maria's attacks have been wasted. I didn't learn anything in that attempt, because I was busy trying not to get hit. It's basically impossible to break out of that mindset on your own, because by default the game trains you to avoid getting hurt at all costs.

This is also why I love Sekiro so much. That instinct to not get hit can be expressed through deflecting. Deflections move the fight along just as much as attacks, and also I'm sitting right next to the boss so I'm able to get attacks in more easily without putting myself at risk. Altogether, this means boss fights don't take an eternity.

Video games are the only medium where someone can be denied progress based on their skill. That is their major draw. If you don't like this, you probably don't like video games and I recommend you try movies and books instead of trying to turn video games into them.

This is an incredibly Fromsoft Fan attitude. There's a reason you never hear people make these complaints about games like Dying Light or Mass Effect. Are most games just too movie-like for you?

[-] LaLuzDelSol@lemmy.world 9 points 14 hours ago

I think soulslikes are appealing to a certain type of player. Personally I love Dark Souls it's my favorite game.

But I like playing with stakes. I remember stumbling around in the forest, down to my last scrap of health, with no more heals, desperately trying to reach the next bonfire. That for me is fun. Is it frustrating to lose your progress? Sure. But the only "penalty" is you have to try again or change your approach and try something else. And really, is being forced to replay a section inherently punishing? If the game itself is fun, you should still be having fun fighting and exploring even if you aren't progressing.

[-] son_named_bort@lemmy.world 13 points 12 hours ago

Kids have it too easy. Back in my day we did it the hard way! (using Game Genie)

[-] spongeborgcubepants@lemmy.world 37 points 17 hours ago

That would certainly give me a sense of pride and accomplishment.

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[-] KomfortablesKissen@discuss.tchncs.de 69 points 22 hours ago

I am slowly recognizing what I don't like about modern gaming.

[-] driving_crooner@lemmy.eco.br 8 points 15 hours ago

It would be like 1us for 500 coins, and a pack of 5 life-up mushrooms for 450 coins.

[-] gratux 54 points 22 hours ago

streamlining

you mean instead of playing the game, i could pay you to not play the game i'm playing instead?

sign me up

[-] Buddahriffic@lemmy.world 8 points 16 hours ago

I have this same mindset and it's great because it results in 0 temptation to spend money on game progression or items. If I'm playing a game where it feels like spending money like that is the only way to have fun with it, I just drop the game.

Actually, I don't even really bother with any games that I understand to have p2w aspects or any mtx that aren't just cosmetic.

[-] UnderpantsWeevil@lemmy.world 6 points 13 hours ago

If I’m playing a game where it feels like spending money like that is the only way to have fun with it, I just drop the game.

A big part of the "hook" in GACHA and other whale-hunting games is the initial hook of a fun and engaging setup. Genshin Impact and Sword of Convallaria both stick out to me as initially very fun and captivating games. They draw you in with the cut scenes and ramp up the curve like a normal open world JRPG.

But the longer you play, the more you start tripping over resource requirements and timers on abilities and the need to do "daily" activities that involve logging on every day. All of this is fun in the early cycles but feels more and more like work by the later stages of the game. Dungeons start looking more and more basic - big empty rooms with a bunch of respawns in the center. Fights feel more contingent on having a bigger number than any kind of strategy or skill.

If you've played older traditional JRPGs before, it'll start feeling weird because you know you should be expecting the game to pick up towards a dramatic conclusion after 100 hours of play. But these games just... go on forever. There's no payoff. You get tired and bored and you leave.

But if you haven't played older traditional JRPGs, you're just falling into this skinner box of induced anxiety. The game becomes habit-forming. The induced reflex to trigger a feature or use a power that's increasingly paywalled encourages you to open your (parent's) wallet.

Actually, I don’t even really bother with any games that I understand to have p2w aspects or any mtx that aren’t just cosmetic.

There's a networking effect to a lot of these games. Up front, you're strongly encouraged to get your friends to join in. And friends playing a game together can have enormous staying power. I know people who have been running the same D&D game for 20 years (literally the same characters and world, going on into the level 200+ range as they just crank those numbers higher). I know a couple that's been doing WoW for their entire relationship - they started playing when they started dating and now they've got their ten-year-old son along for the ride.

I think part of what gives these games staying power is that they don't require you to empty your savings account to participate. But I think its naive to discount the addictive power of a community space you're comfortable socializing in.

These places are predatory. I can't discount them just because I'm not one of the ones that got eaten.

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this post was submitted on 22 Jan 2025
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