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Path: ...!3.eu.feeder.erje.net!feeder.erje.net!eternal-september.org!feeder3.eternal-september.org!news.eternal-september.org!.POSTED!not-for-mail From: JAB <noway@nochance.com> Newsgroups: comp.sys.ibm.pc.games.action Subject: Re: Old entertainments (Re: Free Castle Break on Steam!) Date: Fri, 18 Oct 2024 11:48:29 +0100 Organization: A noiseless patient Spider Lines: 31 Message-ID: <vetedu$38r2a$2@dont-email.me> References: <u0udnUv0vM3AjJr6nZ2dnZfqnPWdnZ2d@earthlink.com> <sgekgjl4g4d0a2220k7gbfoasktckl0f3e@4ax.com> <nOCcneUrNIvcUpf6nZ2dnZfqn_adnZ2d@earthlink.com> <6cvngjdpp63c5am0e90kjma3t4ktjs5vnh@4ax.com> <vehaqd$qb38$1@dont-email.me> <Faydnfs1ifwyw5H6nZ2dnZfqnPSdnZ2d@earthlink.com> <e8aqgjpsgjulnjb0ehubcrisdn53fda32u@4ax.com> <lt6dnY6z5LwPvJL6nZ2dnZfqnPEAAAAA@earthlink.com> <qtkvgjtrugmdlkicv6skh10m0s8hrsci1g@4ax.com> MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8; format=flowed Content-Transfer-Encoding: 8bit Injection-Date: Fri, 18 Oct 2024 12:48:30 +0200 (CEST) Injection-Info: dont-email.me; posting-host="917f25bcdf8521e41260e08a00c7fd4c"; logging-data="3435594"; mail-complaints-to="abuse@eternal-september.org"; posting-account="U2FsdGVkX1+5G9clLdMtclVG7ZKMBzlI" User-Agent: Mozilla Thunderbird Cancel-Lock: sha1:R9uZfr9+NzjCGDLuUxgZamTwknE= Content-Language: en-GB In-Reply-To: <qtkvgjtrugmdlkicv6skh10m0s8hrsci1g@4ax.com> Bytes: 3292 On 16/10/2024 16:02, Spalls Hurgenson wrote: >>> I love my obscenely-large collection of old-timey video-games... but >>> damn if most of them just aren't worth playing even for a few moments. >> And even though they are playable, I suck at them! 🙁 > Of course, with old-timey games, you're EXPECTED to suck at them. > Originating from arcades, most video games were -for the longest time- > extremely antagonistic towards the player. You weren't expected to > win; rather, you were expected to lose in order to milk you for more > quarters (or simply disguise how little game there actually was). It > took a long time before developers started thinking, "Say, what if the > idea was to let players actually see the WHOLE game instead of getting > repeatedl stuck on level three?" > > I know there are some die-hard purists who see this shift as a bad > thing -- 'git gud, scrub!'-- but overall I prefer the 'modern'* > method. Aside from making for a better overall experience, it forced > developers to expand their game design. When you expect that most > players won't see more than three or four levels, you can get away > with only one mechanic, but once the expectation was that you'd get > through the whole game, developers had to start mixing things up and > adding variety to keep gamers from getting bored. 😉 I was an early adopter of the Specky 48k and the gamers moved fairly rapidly from being dominated by arcade style games, with a basic text adventures and strategy games thrown in, to having games that were 'designed' for a home computer setting and not an arcade one. It's not that I didn't enjoy arcade games but it did get frustrating when it was a case of you could do all the levels up to X blindfolded and then you had your three lives to see if you could get through this time.