BABPEEG
Member
- Aug 1, 2019
- 321
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What you are seeing as an unfair difficulty is really just a skill issue you are having
The primary reason why "Nintendo Hard" became a trope in the first place is rather insidious, and was born out of Nintendo's hardball business practices during the NES era.
As the NES reached the peak of its popularity during 1988 to 1990, Nintendo of America began pushing hard to outlaw video game rentals in the United States. Seriously! Nintendo felt that rentals were robbing them of so many potential cartridge sales, they had to put a stop to it. (Since video game rentals had been successfully outlawed in Japan in 1984, Nintendo of America felt that accomplishing something similar in the US was a reasonable proposition.) Lobbyists were actually hired to advance the issue in Washington, but no politician seemed to be that interested in taking on video game rentals, with none of them believing that they were an outright menace.
Meanwhile, Nintendo of America noticeably began cranking up the difficulty of their new releases during the localization process. Apparently, the idea was that if a game was too difficult to beat during a weekend rental, a player would be more likely to buy the game outright. Third-party developers in particular seemed more prone to this than Nintendo with their own first-party titles; this is understandable when evaluating the situation in perspective, warped as it may be. <...>
The game mechanics that make a game "Nintendo Hard" were often transported from arcade games that required the player to spend more money to keep playing after his character was killed. Except that when they got ported over to the console, there was no coin slot, leaving you stuck with a fixed number of lives and highly limited or non-existent continues.
I don't catch your point just because Nintendo was making games harder doesn't mean that it is unfair all of those games are beatable, it's just a skill issue.You must be registered to see the links
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Also guy does daily drawing and animation updates and stuff onYou must be registered to see the links
Never gonna understand why they don't just make a renpy incest game like DC and rake in 20 grand a month with his art and animation talent instead of making a side scroller that takes 10 times the effort and nets you nowhere near as much interest.
Self sabotage is a hell of a drug.
At first I thought it was that character too. I really don't trust when people just cater to the lowest common denominator or otherwise just throw shit in the Isekai/Light Novel pit for the gluttons to mindlessly indulge in. Who cares? Certainly not the people who claim to love story but then 95% of the interest would just the the art/porn.The dragon girl remind me "Goldbra" from Cloud Meadow.
However, old Nintendo making games harder by unfair methods (see the related subtrope references) literally means it is unfair.just because Nintendo was making games harder doesn't mean that it is unfair
If before running a 200m sprint someone breaks one of your legs right at the start, the run is beatable, it's just a skill issue, right?all of those games are beatable, it's just a skill issue.
However, old Nintendo making games harder by unfair methods (see the related subtrope references) literally means it is unfair.
If before running a 200m sprint someone breaks one of your legs right at the start, the run is beatable, it's just a skill issue, right?
Let's try that again, slowly and carefully: it's not about the goal, it's about the methods and implementation to achieve said goal.Nintendo was making games harder so that in order for you to beat them you would need practice and memorization. Making it so that you would have to buy the game to have the time to do so. That is quite literally a skill issue.
Okay but here's the problem the games we were talking about don't really change game mechanics they just introduce more obstacles. I will concede a lot of older Nintendo games had bad game design and didn't convey things very well but it was a fledgling medium at the time. Look at a game like Mega Man (NES) it almost always shows you new things before you interact with them, but it doesn't stop those games from being balls hard. When you start a game you aren't supposed to be the best at it even if you have played similar games. Let's say you've crushed your way through Super Mario (NES) that doesn't mean you're just gonna kill it in Ghost n' Goblins (NES), sure you might start ahead of a novice but the game mechanics are different and you'll have to relearn movement and game physics. Saying mechanical memorization of patterns isn't a skill is foolish, many games use that as a mechanic or even the whole game itself have you never heard of the games Concentration, Lights Out, Simon, or Bop It?Let's try that again, slowly and carefully: it's not about the goal, it's about the methods and implementation to achieve said goal.
If you have to "practice and memorize" because during the first attempt you are forced to fail no matter how good your previous skills were, simply because you're being set up — then there's no actual "skill" in it, no involvement of understanding of underlying mechanics or player decision-making, just a mechanical memorization of a pre-set pattern.
If you argue on a "false equivalence", let me make a more specified one: being a stuntman on the movie set, where you haven't been shown the script and don't know what exact stunts you're supposed to perform, only being able to decipher it by trial-and-error. It has been initially formulated asYou must be registered to see the links, but is also applicable to the most of classic NES game designs, either fully or partially.
Or, as another example, the good ol' "Souls vs Sekiro difficulty" argument. Classical Souls games are known for being "hard", however they actually become very easy if one plays by meta instead of going blind. Meaning, you may struggle to find an approach to a seemingly-difficult Souls boss by trial-and-error, or you may open a game wiki page, read about its moveset and counter-tactics, then beat said boss on a first try. On the contrary, most Sekiro bosses are able to regularly throw 50/50s which require difficult contextual counters on-the-fly, so even if you know boss' moveset on a meta level, you still are forced to git gud at the game's core combat mechanics to beat it. That follows, the former is a "perceived meta difficulty" while the latter is a "skill-based difficulty".
I ripped the animations and converted to webp with Magick
How about Ori and the Blind Forest, Dead Cells, Hollow Knight or even Risk of Rain 1? Those games already give really good blueprints for any indie game dev. At least Ninja Gaiden was made unfair un purpose, unlike this game. I believe you are really biased in this discussion, brother. Its fine to like the game, but you cant call this gameplay polished at all. Thats just copium.Sir you are a charlatan and a scoundrel, or perhaps just a child. Ninja Gaiden (NES) was and is a classic game, it was neither poorly designed or poorly programmed. In the 2d sidescroller genre not having I-frames, enemies that attack from off screen, committed jump arcs, having actions be interrupted, and/or a lack of checkpoints were par for the course in many games and classic of that time. What you are seeing as an unfair difficulty is really just a skill issue you are having, I would suggest maybe putting your dick away and focusing on the game aspect.
I liked the original Ninja Gaiden games.Sir you are a charlatan and a scoundrel, or perhaps just a child. Ninja Gaiden (NES) was and is a classic game, it was neither poorly designed or poorly programmed. In the 2d sidescroller genre not having I-frames, enemies that attack from off screen, committed jump arcs, having actions be interrupted, and/or a lack of checkpoints were par for the course in many games and classic of that time. What you are seeing as an unfair difficulty is really just a skill issue you are having, I would suggest maybe putting your dick away and focusing on the game aspect.
I have to say you're the one being biased here, saying Ninja Gaiden is unpolished is just wrong. If you're talking about Almastriga I'd agree it needs polish but the game is still basically in alpha.How about Ori and the Blind Forest, Dead Cells, Hollow Knight or even Risk of Rain 1? Those games already give really good blueprints for any indie game dev. At least Ninja Gaiden was made unfair un purpose, unlike this game. I believe you are really biased in this discussion, brother. Its fine to like the game, but you cant call this gameplay polished at all. Thats just copium.
Strive for better standars. Its a good thing for everyone.
same lolThe dragon girl remind me "Goldbra" from Cloud Meadow.