Linked by Thom Holwerda on Sat 29th Jun 2013 20:18 UTC
Games "In recent years, an odd consensus has arisen where many believe that games are easier than they used to be. In many cases it's true, and it isn't surprising, as extreme competition between titles has created the need for games to be immediately entertaining as soon as you press the start button. As a consequence, many older - and potentially newer - players consider these games of yesteryear much more difficult. The immense challenge Wii U owners have experienced with virtual console games is evidence of that. Are these newer adventures really easier? Or has the design philosophy for video games improved instead?" Interesting take. I will tell you this, though - take a game like Dragon Age (the only one that matters, so the first one). It's immediately accessible to newcomers at the easy and normal setting, but try stepping it up to nightmare mode, and you're suddenly back in old-fashioned hardcore territory where you'll need to apply every little bit there is to know about the game to be able to finish it (tip for DA fanatics: finish the game without a single character going down in combat, on nightmare. I did it. It's hell). My point is: sometimes, you have to up the difficulty or create your own challenges to find the rewarding difficulty of gaming yore.
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A little bit of both
by dvhh on Mon 1st Jul 2013 05:13 UTC
Member since:

Of course during the years Game UI have evolved to offer a more streamlined experience.
But on the other hand publishers are trying to offer a less frustrating experience (so you would buy the sequel), and shorter game (so that you would buy the next game sooner).
Of course money spend on bells and whistles is also a huge factor in game budget, but I'm guessing that's also the reason that games are more linear spectacle rather than exploratory experience.

Other reason include the rise of the internet and the hint/cheat website which killed most adventure games, the gargantuan appetite of EA which killed some of the most creative game dev studios to focus them on one genre/franchise, and gatekeeper that let you enter the game market at a very steep cost (Except for Computers and phones).

Remember that "ancient" games were mostly developed by a small team that mostly survived on canned tuna before selling their games to publishers.

Fortunately "Smart" phone growth, and initiative like
Kickstarter show that more interesting game can be done on a smaller budget and smaller team and without the kickass graphics.

Reply Score: 2

RE: A little bit of both
by zima on Thu 4th Jul 2013 22:42 in reply to "A little bit of both"
zima Member since:

the rise of the internet and the hint/cheat website which killed most adventure games

Adventure games killed themselves, precisely by having too convoluted, illogical challenges. Besides, earlier-than-internet game magazines also printed solutions to those (and RPGs), at least at my place.

Reply Parent Score: 2