It did it itself. I changed the post.
There's the "New Super Mario Brothers Wii Turbo Ultra Arcade Edition" route of having Ajna's younger, taller, supposedly-less-popular sister go through the levels for her. Or you could have a "Spirit Vision" that makes a
It's pretty good. I'm a fan of American McGee. I think I still have the 360 game laying around here. I know for a fact my desktop's hard drive has the old version (based on Q3's engine) on it.
http://skullheart.com/index.php?posts/356958Yeah, given how mike is, we will never get an easy mode. Accept the challenge and get good enough to beat the game, or don't play.
I'll probably at least attempt (and probably succeed) to beat every super hard bonus boss the game offers me just as a way to accept the gameplay challenge L0/Mike have presented to me. Unlike other RPGs, you know it's beatable, the challenge is to figure out the secret strategy they left in to beat it, using the best of your ability. Yes, even if it takes forever.
Remember when video games were supposed to be challenging???
Yeah, that hint was brilliant, and it looked like there were a lot of players that really appreciated the subtlety of it. But then, of course, we also saw the people that got up to that spot in the game and assumed it was over. I've even watched some people playing that never bothered to try doing a jump-attack the whole time they were playing.
I'd prefer they make the game the way they want to make it.
Using suggestions they like has been the way they've been making games so far.
Yeah, that hint was brilliant, and it looked like there were a lot of players that really appreciated the subtlety of it. But then, of course, we also saw the people that got up to that spot in the game and assumed it was over. I've even watched some people playing that never bothered to try doing a jump-attack the whole time they were playing.
I actually spent a while trapped in one corridor before finally realizing "Hey maybe I should check to see if walljumping exists in this game?" Yeah, I felt like a total idiot once it dawned on me.One thing that I find surprising though, is that none of the people I'm describing ever seemed to have trouble figuring out how to walljump. Very few games I played when I was little had walljumping, so I bet if I had put my 10-year old self at the controls, I'd have probably gotten stuck right at the beginning!
There is a difference between taking input, or even targeting an audience, and trying to please every single person.
"Every single person" includes people that aren't even interested in the game though. What we're talking about here, are people that played and (I'd assume) enjoyed the Prototype, but for whatever reason, seemed to miss a big step in fully understanding the game. Lab Zero will still be taking feedback from these kinds of players, so we'll see what they decide to do with it. For some players, this game could end up being like their first Super Metroid, or their first time enjoying a game with ATB style battles, so easing them in will be pretty important too.
Yeah, I'd love it if the game could reach that almost perfect balance of challenge, such that most players wouldn't even ask for difficulty modes, and they'd be willing to struggle with even the toughest parts of the game just to watch their skills improve. It was really cool to watch that happen on James Chen's stream of the Prototype, and it'd be great if more gamers could share an experience like he had.
Well, yeah. But given prior experience (and we've got a lot of it across all the betas) what do you think Lab Zero's style is?
Yep. And I'm hoping Guacamelee-style death-retry cutscene shortening, that was AMAZING.
Don't speak for me again. I'm not asking, this time.
Pretty much nobody finds button holds without being explicitly told about them - the exception is for shooting. Axe climb is probably the worst-presented part of the prototype, IMO, but it's all we had time to do.
Now see y'all, that could be the kind of simple change that ends up helping a lot of people that were struggling with the Prototype. It ain't always about Easy Modes!
@j-boogie cause if a player wants to play auto mode they wouldn't care about achievements anyway. Think that was said too. Limited because it gives the player incentive to grow with the character. Sometimes story elements in games are enhanced when the player struggles with the character.
Now that I think about it something better than just flat out giving a limited number of "auto mode functions" is hiding those AutoMode functions in the level ,as an item or something, so players who explore are rewarded by maybe being able to make another part of the level easier .
Yeah, I was talking to Mike in that paragraph, but now I'm kinda curious what your thought was. Obviously you've had a lot of problem-solving to do yourself lately!
That misses the point of a "story mode" like feature though. It isn't to make a gentler learning curve for beginners, it's for people interested in the world/story who don't necessarily care for the gameplay. If you hide this gameplay skip then the only people who will find it are the people who enjoy the gameplay and won't want to skip it while those who would want it will miss it as they rush to the next cutscene.@j-boogie cause if a player wants to play auto mode they wouldn't care about achievements anyway. Think that was said too. Limited because it gives the player incentive to grow with the character. Sometimes story elements in games are enhanced when the player struggles with the character.
Now that I think about it something better than just flat out giving a limited number of "auto mode functions" is hiding those AutoMode functions in the level ,as an item or something, so players who explore are rewarded by maybe being able to make another part of the level easier .
Yeah, that's how I felt about it too, but I can see how that type of input might not make sense for a lot of the other weapons. Like, attacking up close with the spear versus tossing into a wall, or attacking with the chain weapon versus using it as a grappling hook.
That misses the point of a "story mode" like feature though. It isn't to make a gentler learning curve for beginners, it's for people interested in the world/story who don't necessarily care for the gameplay. If you hide this gameplay skip then the only people who will find it are the people who enjoy the gameplay and won't want to skip it while those who would want it will miss it as they rush to the next cutscene.
Well we don't know exactly how the other weapons work yet. Maybe the Chain's Attack will have a Charge upgrade, kinda like you're describing, that would let you whack enemies from farther away. If the input is separate from the grappling hook, you could use an attack like that reliably in multiple places without worrying about your weapon getting stuck in the wall at weird angles and messing you up.