No pain, no game

Are hardcore gamers really just masochists?

Hard games are enjoying a revival right now. But while Demon's Souls may be notorious for offering a gruelling RPG experience, the most punitive titles are often to be found within the platform genre. And it's indie developers who seem keenest to add liberal dollops of pain to your gaming pleasure.

Super Meat Boy practically makes it the player's business to die. Then die again. Then stop and think for a minute, only to die harder.

Meanwhile, VVVVVV's levels are littered with shiny trinkets which are nigh-impossible to obtain. To some these present a challenge, a big, obnoxious sign saying "No, you can't" which begs to be knocked down. To others trying to collect them is a futile task, generating only additional frustration which is best avoided.

In fact, some of these games are so difficult that playing them could be considered an exercise in masochism. Or could it? This is an awkward question to ask, since players won't always agree on which games are "hard" and which are "easy".

In other words, discussing difficulty is difficult. The creator of Super Meat Boy, Edmund McMillen, prefers to see Super Meat Boy as a challenge.

"I wouldn't call it masochistic, because masochism usually means punishment," he says.

"I wouldn't say the game is punishing, because it's kind of my goal to make it not as punishing as old games were. There was a lot of penalty in old games which caused frustration and discouragement.

"Those were things I tried to avoid with the design of Super Meat Boy. It doesn't go out of its way to hurt the player, or to get the player to want to hurt himself.

3

Not cool.

"I think it's more that people want to push their limits. I wouldn't necessarily say push their limits of punishment or torture, but I would definitely say that it gets people to want to push the limits of their own personal skill. And with that comes dying a lot."

When mainstream blockbusters are put through testing and players get stuck, the temptation for the designer is to rip out whatever is interrupting the flow of play. But there must be balance. The problem might not be an inherent flaw in the game. Maybe the tester is still learning.

Developers must then decide why something is hard to achieve. It could be that the mechanic is unrefined. It could be that the objective wasn't clear. It could just be that the tester is rubbish at jumping over pits.

The issue of players getting stuck doesn't seem to bother the indie crowd as much. "Most independent developers do make games pretty difficult, because they want their games to be challenging," says McMillen.

"There's something to be said for a game which can challenge you and make you feel good about it."

In these terms, a game is not masochistic when it presents a challenge accompanied by a reward. The result is a purging process which makes the player feel accomplished when they unlock the coveted "You died an awful lot" achievement.

Difficult. But not impossible.

As with so many similar titles, the sense of satisfaction which comes with completing even one level in Super Meat Boy is payback for hours spent fine-tuning your muscle memory.

But what about those games which are so hard they can't be finished? "I will say this: you can beat Super Meat Boy. You can't beat Canabalt," observes McMillen.

Canabalt, Adam Saltsman's one-button game about leaping from rooftop to rooftop, does in fact have a killscreen built-in. But, Saltsman says, you'd have to run "like, a hundred million miles" to see it.

Surely you'd have to be a masochist to take on that kind of challenge. Setting yourself a gruelling, repetitive and impossible task is definitely masochistic, as is spending so long attempting to complete the task you end up feeling bad.

A masochistic gamer, then, must be someone who is defined by failure. Who cannot win, who knows they cannot win, yet carries on regardless and, most importantly, enjoys failing.

But the argument doesn't hold up. Constant loss is not why most people play Canabalt. It can't be completed in the traditional sense, but it still offers rewards in the form of a high scores list.

In a way the achievement comes from pushing your limits, just as it does when playing Super Meat Boy. Though Canabalt is as simple a video game can get in terms of mechanics, Saltsman argues that the spectrum the titles sit on is complex.

"It's just not a single axis, is the thing... I feel there's this completely invented idea that there is a challenge axis and the challenge axis has masochistic, hardcore games on one end and it has accessible games on the other end. "I actually think there are two axes. There's an axis of accessibility and there's an axis of challenge. And inaccessible games will affect the challenge axis. Like, a game that's hard to physically interact with... Is going to increase the challenge of the game, but I think that's just kind of a crappy challenge.

"Whereas something like Super Meat Boy, it's just move and jump. That's how you interact with the game. So I feel that Meat Boy, despite its high challenge level, is highly accessible, in the same way Canabalt is fairly challenging game."

If you find talk of "axes of interaction" hard to follow, try out this exercise. Go back and read the above paragraphs again and again, until you understand perfectly what Saltsman means.

2

Nobody said it was eeeeeeasay, etc.

Done? Did you give up after a few tries, or press on and draw yourself a diagram? This should give you some indication of the kind of person you are.

If you pressed on, the question remains as to whether you're a masochist or just a determined learner. The answer depends on how arduous you found the process.

Difficulty in games usually comes in two forms and elicits two responses. Firstly there's: "I don't know what to do!"

Secondly: "I know exactly what to do, but I can't physically do it!"

Platformers like Super Meat Boy and Canabalt generate the latter response. You know how to avoid the spinning blades or sudden drops; it's just a matter of practicing your timing to perfection.

But the former kind of difficulty breeds an altogether more trying type of masochism. It's not another platformer which comes to mind here, but a game called Dwarf Fortress.

For those who aren't familiar, Dwarf Fortress is a management game which puts the player in charge of a band of seven dwarves, out to establish a new colony. The simulation is immeasurably detailed. Goblins besiege your settlement, your dwarves go mad from lack of alcohol and wildlife is a constant threat.

The whole thing is presented in ASCII. The indecipherable menu system alone probably causes many players to give up minutes into their first game.

4

No. We don't know what it means either.

"I don't consider Dwarf Fortress to be strictly "masochistic", in the way I'd describe a platformer," says its creator, Tarn Adams.

"But they are similar in that they include elements of user torture. In the case of DF, it's not a good thing, but rather an interface flaw. In the case of, say, a hard platformer, it's a fine thing for people who like it.

"I think it is the user interface, more than the content, that would get somebody to call Dwarf Fortress a masochistic game... Because it troubles you at every turn, even as you try to do easy things."

Adams doesn't believe everyone should copy his model. "I don't think that's a good goal for [designers]. I like games with depth, but depth doesn't imply inaccessibility. In the end, though, developers have to prioritise their time, and we've all got different things we hope to get out of the process."

Like Canabalt, Dwarf Fortress is designed so that there is no endgame. It just continues until the player gets fed up and quits playing, or their fortress is ruined. So does this lack of completion make it masochistic?

"Nah," says Adams. "There are plenty of simulation-style games, such as Life, that don't have an ending, but which you wouldn't label masochistic by themselves. You can set impossible goals for yourself in many games, but then it's less the game being masochistic by design and more the player being a masochist.

"The more the game induces or blatantly railroads the player down difficult paths, the more masochistic the game becomes, I think. Provided it crosses a certain threshold of addiction and replayability."

According to Adams, setting difficult goals doesn't automatically make a game masochistic.

"There's more to it than that. Take I Wanna Be The Guy, for example. There's an extreme, unavoidable, repetitive element to the failures. A game that induces a player to try something over and over again, while giving just a little bit of progress in return, is a good example of a masochistic game.

"Dwarf Fortress lashes you repeatedly with the interface while you struggle to extract pleasure despite all the pain, without the same kind of repetitive element."

Adams says that the satisfaction to be had while playing Dwarf Fortress comes "despite the torments", rather than overcoming repetitive failures. "Perhaps in this sense the repetitive, linear game can be said to be properly masochistic, whereas Dwarf Fortress is just torturing you while you are trying to have a good time."

It is true that in Dwarf Fortress you can set your own goals - deciding what to mine, what to build and what to trade with outsiders - but the only possible future for your fortress is an often frightening, more often amusing, but always tragic one.

1

What did the masochist say to the sadist? ... NNnnnrraargh! Ha ha, jokes.

It may then be fair to say, then, that the game attracts a certain type of player. Masochists. Madmen and madwomen. What other way is there to describe a person whose idea of a good time is to erect an underground fort via the use of a torturous GUI, only to see it crumble in the face of any one of tmany potential catastrophes? It is fitting that one of the possible downfalls of a dwarven outpost is that the inhabitants go berserk.

When you suggest this to the playerbase, the response is a jubilant scream, a terrifying rally of bloodied, grinning faces laughing into their pus-filled rags while holding aloft a banner made of dismembered torsos. It's adorned with the community motto: "Losing is fun!"

"Given that it's the dwarves who are suffering when you fail, perhaps it's more sadistic than masochistic," Adams laughs. "I wouldn't see it that way though, since the demise of a fortress can be enjoyable in many ways.

"I'm not sure it's masochistic, undertaking a process in which you know something you work hard on over time is going to fall apart. The game is easy enough once you learn it that this might not be an expectation anyway.

"For me, a fortress loss can bounce between being hilarious, being bittersweet and causing panic. And it can have a longer term feel to it, like an embrace of fate or entropy. As the game's development progresses it should also feel like becoming part of history or leaving a legacy."

Meat your maker.

"It'll be necessary to encourage losing in full, rather than reloading saves, to allow the player to experience the full breadth of the game."

In conclusion, then. When a game incorporates excessive or extreme loss into the core gameplay, and not only remains enjoyable but becomes more enjoyable as a result, it becomes masochistic.

Developers have begun to realise this and are now creating game features which subtly reward death. It's why, with Super Meat Boy, you get a video replay when you finally complete a level, showing hundreds of your death-splatters and failed attempts.

This is a reward for overcoming the odds. It's also a means of making you associate all those bloodstains and failures with a sense of victory.

Maybe there are no such things as masochist games, just masochistic gamers. Regardless of mechanics, Meat Boy and Captain Viridian are undeniably masochistic characters. Despite thousands of deaths they each sport a constant grin, crazed and joyous, enthusiastic and unsettling.

Look closely. It's a grin you might wear yourself.

Comments (40) Latest comment 12 months ago

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  • evild_edd #1 1 year ago

    "There's something to be said for a game which can challenge you and make you feel good about it."

    This is where it's at. Lately, I've been really getting back in to play games on harder difficulties, or playing more challenging titles. Yes, it takes me longer to complete them. Yes, there are moments of frustration. But the sense of achievement of 'overcoming the odds' is fantastic.

    Completing SMB (story mode, not 100% - that's just insane!) and recently completing Halo Reach on SP Legendary have been 2 of my most rewarding gaming experiences of the past few years. Likewise, I'm enjoying Vanquish more on Hard than I did on the original Normal/Medium difficulty.

    As for the DF destructive glee, I read this and couldn't help think of kids (we've all done it in our youth) making sandcastles on the beach at low tide. There is a certain glee to be obtained from defending the painstakingly built castle for as long as possible against impossible odds. The water always wins, but those frantic final few minutes piling sand on walls knee-high are about as good as real world gaming gets.....
  • PixelPirate #2 1 year ago

    I spent over 200 hours earning the Demons Souls platinum trophy and loved every second, but i was a bit dis-heartened to find there was a "short-cut" afterwards in getting all the weapon trophies. It took away a large sense of achievement, from me manually farming enemies to get all those weapons.

    Hard games are fun (for me) but so long as the rewards give you something in return, if the expeerience can be cheapened in any way it defeats the point of making it hard in the first place.

    High stakes, high rewards or dont bother.

    Great article EG, really enjoyed it
  • Ultrasoundwave #3 1 year ago

    I dont consider myself a hardcore gamer (softcore if anything) but Super Meat Boy is just magic, you have one go and you just cant stop.

    Demons Souls on the other hand got the better of me. I could understand its appeal, but after a while i started chewing on my own limbs so i knew it had to go.
  • metalangel #4 1 year ago

    Can't we have an interesting debate without having to use loaded, inflammatory terms like "masochist"?

    I much prefer the definition given in Jane McGonigle's book (attributed to Bernard Suits) that gaming is "the voluntary attempt to overcome unneccessary obstacles".

    This "masochism" nonsense is just to attract the lowest common denominator, and unfortunately I think it kind of smothers the valid point being made here.
  • mr2ange #5 1 year ago

    Agree with both post's

    I'm so sick of handy-holdy games that you can pretty much complete with your eyes shut.

    Demon's souls was such a breath of fresh air, actually making you seriously consider the consequences of going through the next foggy door, or jumping off a ledge.

    It's very hard for me to find games now that i actually deem worthy of playing through. I mean dont get me wrong there are some truely great games out there, but I usually put them on hardest mode from the get go, just so there actually IS some kind of challenge.

    I used to love playing games like Gradius V where you felt so good getting to the later stages knowing that at the blink of an eye it could all be over.

    Also i agree with the Risk/Reward thing, If there is no risk - which there usually isn't because i can start one room back from where i was... then whats the fucking point... I'm looking at you latest "Prince of persia" and "Enslaved"
  • diarma #6 1 year ago

    Bubble Bobble man. Bubble Bobble. So cute on the outside, so bubbly fantastic. The primary colours, the bouncy music. But inside, inside this "game" lies a ravenous beast, that when it gets you - and it WILL get you, forces you to throw your controller across the room some 20 odd years later.
  • Dezm0nd #7 1 year ago

    A hard game like Super Meat Boy is fair to the player. Is lays down all its easy to use, hard to master mechanics and lets you deal with them. The whole game can be finished with Meat Boy (it's how I did it) and if you want to change, you can!

    SMB is not cheap, it's fair but if you, the player, make a mistake it'll kick you in the balls and laugh at you. Insta-respawn, quick bite levels also help as there's nothing worse than losing 5 to 10 minutes of gameplay in an unfairly hard game only to repeat it after load screens and bullshite.
  • jaguarwong #8 1 year ago

    As good an article as this is (and it is) it's dissapointing that there is no mention of the abundance of true hardcore games on the Wii - and how this is in stark contrast to the perception of software for that sytem.

    Not even a mention of Bit.Trip Runner, easily the best game in the score-chasing sub-bracket for several years.
    Edited by jaguarwong at 23/03/11 @ 09:21
  • Toothball #9 1 year ago

    Good article, although it was a bit of a love song to Super Meat Boy. Nothing wrong with that though.
  • joelstinton #10 1 year ago

    Games for the most part have changed from 10-15-20 years ago. They are now more cinematic, narrative driven and require a certain amount amount of lee way when it comes to progression. Whats the point of playing again get continually stuck, which in turn breaks down the narrative, and then turns into a frustrating game.

    However, this is why i do play games on normal first to enjoy that part of the game, then at least do hard mode to have more of a challenge.

    I think the appeal of hard games, is actually learning the game, than using your knowledge, and everything you have learnt to beat it. Although its not the hardest of games, and not in the 'hardcore' bracket, Need For Speed Hot pursuit, did this perfectly if you where trying to gold everything. To get some of them you really did have to push yourself, and what you know about a game. The same with Donkey Kong Country Returns, you had to literally memorize parts of the level to beat it. It was a breath of fresh air.

    There is very much a place in most gamers heart for the no pain, no game way of playing games, simply by everyone has at least tried for a high score. And it is addictive.
    Edited by joelstinton at 23/03/11 @ 09:42
  • Abscido #11 1 year ago

    Enjoyable article Brendan, nicely put together!

    I would equate difficult games to learning guitar. Initially they are frustrating, hard on your fingers and seemingly hopeless - but something keeps you playing anyway. In the case of guitar, it's because even your mistakes 'make music'. The very plucking of a string is therapeutic, even when the notes twang or your fingertips hurt.

    With hard games, gameplay is the music. If the basic gameplay feels good even in failure, then we'll keep playing regardless. It's why Mario took over the world.
  • Weezer #12 1 year ago

    For me it's largely time. When you get older, there's so much pressure to do other stuff and so spending a few hours one on section - perhaps to not even complete it - become less and less appealing. I'm currently grinding through Dragon Age 2 on 'Normal' and it's fine: there have been a few boss battles I have to repeat but it's nice to make progress and see the game you've paid for. The days when I could spend an entire week battling through the likes of Impossible Mission are long gone.
  • FreakyZoid #13 1 year ago

    If you like "this kind of thing" you might also like Tealy & Orangey
  • linea #14 1 year ago

    I think this goes right to the tension inherent in the games industry at the moment- as it becomes more of a mass-market medium (like film for example), there's a pressure to provide thrills in the same way that a big-budget Hollywood film does. But in order for that to work, the game has to maintain momentum, which means making the player get stuck and have to repeat sections over and over is to be avoided.

    Which is completely at odds with the 'masochistic' game thrill that hard, perhaps more old-school derived games offer because there's an unbreakable link between risk and reward in that sense. I don't know if it's a circle which can be squared really.

    Maybe it doesn't need to be- I completed Demon's Souls last week and that was bloody amazing, and am currently cruising through Uncharted 2 and that is completely amazing but in an almost completely diametrically opposed manner.
  • mingster #15 1 year ago

    I actually didn't find Demons Souls to be that hard i completed it. It got easier the more you levelled up.
    Gradius V on the PS2 as mentioned was a hard game but got easier as well the more you played it due to it rewarding you with more continues. Completed that as well.
    Amplitude & Frequency on PS2. Hard on later levels but again completable. Rez too was rewarding.
    I don't really like Story based games and like a challenge. Geometry wars is a favourite.
    Games are to easy mostly these days.
  • ApatheticRhino #16 1 year ago

    You can certainly develop a taste for suffering when you associate it with the sense of achievement that (hopefully) follows. In the case of SMB, playing 'the kid' levels simultaneously with a friend as we pretty much sobbed at each other, wallowing in the hopelessness, was bizarrely enjoyable. Though there is still a sense of self improvement each time your attempt gets you closer and closer to the goal. I think it's that feeling that prevents the whole experience from being an exercise in masochism.

  • Phishfood #17 1 year ago

    I remember one of the guys that made Demons Souls said he wanted to make the gameplay spicy but edible, and that's how I like my games really. I prefer it when the game makes you level up through trial error rather than just boosting your stats.

    Games like Demons Souls and Super Meat Boy get it right.

    Ninja Gaiden 2 on the higher difficulty levels I would describe as spicy and extremely chewy but edible nonetheless. To win on Mentor and Master Ninja you're just forever abusing the invincible frames of certain attack animations, didn't feel like I was winning even though I was winning.
  • carlitoswagon #18 1 year ago

    There's no doubt the implementation of quick save and generous check points has improved the gaming experience, although this should not mean games are actually made easier.

    I'll not mention the name of the generic FPS military shooter but I remember playing it's earlier releases and being upset at my poor treatment by it's leathal AI. Fast Forward a few years and suddenly I'm wondering why I haven't died so frequently (all on the hardest setting). Why, because it's been made easier and more 'accessible'!!

    It was such a relief to play Reach on Legendary and struggle through sections that presented a true challenge. That's why we buy games. To be challenged and have fun. I bought MOH and was more upset with how easy it was than the bugs, glitches, length and shiteness of the campaign. Again, on the hardest setting it was too easy. Gone was any real challenge.

    I'm not a masochist. I just expect a challenge. Good article.
  • RobTheBuilder #19 1 year ago

    Rainbow Island's secret worlds were totally unfair.
    Bayonetta is a glorious example of gradually increasing difficulty.
    Super Mario Galaxy (+2) almost always pitches difficulty perfectly.
  • Mister-Wario #20 1 year ago

    I find there is often a fine line between enjoyably challenging and frustratingly challenging. I want to be challenged, but I want to have a decent chance at the game too. Bit.Trip.Beat is guilty of this: there's one section where you are inundated with pixels and since there are no checkpoints it just stops being fun playing the same level over and over again.
  • sonicyoda #21 1 year ago

    I really can't get into these type of games. I really want to. I own Demon Souls, but now that I've completed the first stage (which took ages by the way) I just can't bring myself to continue. I hate the feeling of a game kicking my arse repeatedly. I don't play games to work hard and earn that completion; I play games to relax man!
  • Zephro #22 1 year ago

    As a simulation fan who has spent hours and hours just trying to slim down a laptime by a second I can totally understand this. But it's nothing new.
  • Sulphur_Man #23 1 year ago

    @sonicyoda.

    That sounds like my experiences with Ninja Gaiden 2. It beat me up but I persevered as long as I could, until some progress was made, but then I said 'Enough. Where's the enjoyment gone?'

    It's those cutesy games...day-glo colours...simple controls....toe-tapping music...super quick loading times.....

    They look so beatable, yet disguise a real test of dexterity. Games like the arcade Donkey Kong, Super Monkey Ball (the GC original, still the best), Mario Bros 3....

    Outside of that, recent kick-in-the-teethers would be Pure and Trials HD. Pure could test the patience of Budda.
    Edited by Sulphur_Man at 23/03/11 @ 11:51
  • Jonny5Alive7 #24 1 year ago

    I like articles of this style, they make interesting reading.

    I think theres a fine line between a game being hard and simply not knowing what you have to do next. Its finding the middle ground that makes a good game. I like being challenged but it gets on my nerves when you simply can't tell what you're meant to be doing.
  • sonicyoda #25 1 year ago

    @Sulphur_Man

    Mate! Fucking Pure! I really, REALLY wanted to like that game. SSX on ATVs? I'll have me some of that! But it kept kicking me while I was down. I'm with you on that one buddy!
  • Koozer #26 1 year ago

    Stop bullying Dwarf Fortress, you meanie!

    The losing isn't fun, but watching your champion axedwarf go berserk from lack of beer and start lopping off other dwarves' body parts, resulting in mass depression, causing more berserk rages, finishing in the dismembered survivors dying of dehydration, is fun.

    Watching cats fall down your well is quite amusing too.
  • dsmx #27 1 year ago

    I don't mind a hard game so long as it's fair, most games get this wrong. Arkham got it right hard was challenging but never unfair, on the other end of the scale is COD where veteran is just a clusterfuck of total bullshit from the moment it starts.
  • dudefella #28 1 year ago

    I like a good challenge, but most games get it wrong by just making the enemies kill you in 2 hits without changing anything else (like Call of Duty). I love Demon's Souls because it's challenging but rarely frustrating. On the other hand, Super Meat Boy just frustrated me, but I think that's because I'm more of a tactical person than a twitch person.

    A good hard mode for me was Mass Effect 2 on insanity, it basically required me to totally relearn the way I played my Vanguard, but once I did I had a blast with it. Most shooters just have terrible hard modes though. Rainbow Six Vegas was another exception to the rule, Realistic was the only way to play.
  • DrStrangelove #29 1 year ago

    You call that masochistic? I go to work every day.
    Edited by DrStrangelove at 23/03/11 @ 20:05
  • thelatestmodel #30 1 year ago

    Hard games just make you feel better when you beat them!

    I love things like Nethack, N+. Beatmania IIDX and Falcon 4 Allied Force purely because they present a massive challenge to the player. The difficulty does not make the experience any less fun, and adds immense satisfaction to your success. Hopefully developers realize this and tone down the hand-holding in the future.
  • Jonny5Alive7 #31 1 year ago

    I don't think Pure qualifies as a hard game at all, theres the odd moment maybe but its quite short and easy mostly. Very enjoyable I might add though.
  • chischis #32 1 year ago

    Demon's Souls... honestly it's just a linear hack and slash. Okay, okay it has a level select of sorts, but the stages are still linear and have nothing worth exploring for. And difficulty? You guys obviously never played King's Field. Now THAT is a satisfying, non-linear, difficult RPG experience. And it also happens to be by From Software.
  • king26 #33 1 year ago

    Killzone 2 on the easier difficulty was challenging, veteran was nearly impossible!!
    Great game though
  • Sonic_D #34 1 year ago

    I maybe the point has been missed by some. A game being hardcore is not just about difficulty. Almost any game can be made difficult through very cheap methods. For example Mass Effect 2 on Normal was way too easy, no need to think, you could just plough through. On Insanity there was more of a challenge and I did the enjoy it more in some ways, but when I died it was often down to cheap stuff like the AI for your teamates being so bad they would repeatedly pop out of cover in order to be one hit killed by an enemy.

    A true hardcore game is one that provides a challenge, but if you fail you are aware that the fault is yours and yours alone. SMB has amazing tight controls, unlike Little Big Planet where Sackboy moved and jumped in a floaty haphazard way. Demons Souls has cheap at times, but in general you just had to learn what to do. I loved it.

    Guitar Hero and Rock Band probably re-ignited my need to play hardcore games again, beating GH2 on Expert is one of my fave gaming moments. Now MvC3 has sucked me in, accessible yes, but so much to learn.
  • stepleftstepright #35 1 year ago

    OCD is not a true sign of hardcore gamer.
  • Craig0702 #36 1 year ago

    Pure wasn't difficult! It was awesome and just enough of a challenge to keep you interested, the only difficult parts were the stunt races later on. Had to be perfect on some of them.

    As for Trials - the sense of satisfaction in shaving just .2 of a second off your best time to top your friends leaderboard is amazing. That's the pain/pleasure scale right there for me.

    /twitch
  • bloodflowers #37 1 year ago

    Congratulations on writing an article apparently about hardcore gamers and managing to only reference cheap flash platformers and a game with dwarves. Would it have hurt to include a good example - say, that new Contra title, or some of the shooters that are still popular in Japanese arcades and consoles worldwide?
  • duckmouth #38 1 year ago

    Super Meat Boy is hard but fair. I clocked up over 10,000 deaths going for 100% completion, and I don't think even one of them was frustrating (not even unlocking The Kid). The controls are so tight, and the level design so brilliant, that the player knows that any death is his own fault, thus (for me anyway) removing any frustration.
  • uk_john #39 1 year ago

    It's typical of IGN doing an article on the difficulty in 2 or 3 downloadable indie games, and ignore the mainstream market where everyone knows gaming is being made easier and easier, with any challenge being "streamlined" (dumbed-downed) out!

    It's no coincidence, that on PC games like Oblivion, the biggest mods, like Francesco's, OOO's and MMM's all make the game more challenging! I don;t think this has anything to do with masochistic gamers and everything to do with games being dumbed down!

    So instead of talking about the mainstream market, IGN decides to cover a small minority of the market. I think this is so they can avoid talking about the dumbing down of games by their friends, the major multi-national publishers!
    Edited by uk_john at 27/03/11 @ 13:37
  • Isabel11 #40 12 months ago

    I love hard games but they can be a pain. Its so rewarding when you progress though. I am a masochist and push myself hard. I suffer from pain.

    In Pain
    Edited by Isabel11 at 11/06/11 @ 00:10