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Re: You have an odd definition of "update" then... | |
Posted By: uberfoop <atkinso2@seattleu.edu> | Date: 6/17/11 3:51 a.m. |
In Response To: Re: You have an odd definition of "update" then... (Narcogen) : I'm sorry I've entirely lost the thread now. We're now at two replies where : you accuse me of a logical fallacy without reiterating your actual : argument, which makes it difficult for me to reply. This must be the big problem here, then; I certainly haven't laid out my argument particularly well. I apologize. Well, here goes, albeit rather informally:
The idea is that, contrary to what seems to be your assumption, I hold the view that there doesn't need to be anything inherintly frustrating about performing poorly in a game; that this arises largely because of the described extra baggage in the circumstances of the poor performance in modern games. If we look at Reach, there are more circumstances that lend themselves to be sensed as unfair, I would argue largely as a result of the drastic power separation between a class of "regular weapons" and a class of "power weapons." In Halo 1, these "power weapons" are mostly not ridiculous in comparison with the spawn weapons, merely specializing the user rather than giving them an extremely easy route to kills against users who effectively cannot defend themselves. ___________________
*Though admittedly I cannot demonstrate that this particular point is necessarily the trend accross all genres and applications; it may be on a limb.
: It is not
I think I would agree that success is still more enjoyable than failure, even if I think that terrible failure can be unfrustrating, and even fun. Speaking of which: ________________________
I also admit that I can't necessarily imagine a game which eliminates luck entirely and would still be highly fun to play; I certainly wouldn't argue, for instance, that the shot spreads of Halo 1 weapons aren't necessary for certain gameplay reasons. That is to say, there may be a practical boundary in game design where heavier determinism becomes not worth it to the gameplay feel itself; so, it may be the case that any decent game will inevitably have at least some small level of frustration associable with its gameplay. Though I don't think Halo 1 crosses this boundary.
: I'll wait for someone else to come in and contradict you there. A rather important question: are we talking PC or console? If console, I'll wait too, at least if we assume that the people getting shot at are at least somewhat competant themselves. : So you don't think it's flawed, as I do, but you'd want them to make it even
Possibly. Being a human being, I feel okay admitting that sufficient awesomeness can sometimes override seemingly reasonable considerations.
//================= Hmm. Hopefully this is at least somewhat clear.
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