Gamers and the 'hardcore' gaming mindeset that started in the 2000s' ruined the video game community
Hardcore gamer = someone who plays only cinematic grizzed white dude games and/or military fetishizing FPS
Casual gamer = anyone that is not a 15-25 yo male, and/or plays anything outside of the previously mentioned games, especially if those games are colorful.
So basically the gaming community is full of gatekeeping, misogyny, toxic masculinity and general chuddery. They make sure they're the loudest voice heard when anything about games is talked about, and won't be happy until all games a homogenous stream of bland, hyper-realistic but with a grey filter slog of mindless action with no heart or soul. And don't you dare force them to read any dialogue or story.
Lots of good points being made but I don't like when it veers toward hatred of demanding games on a conceptual level. Ultrakill has lots of heart and soul and also challenges the player in order to evoke a certain experience, and that is part of the art of games.
"Hardcore" games without much story, games with leaderboards and bragging rights, aren't always being made to exclude and insult players. That stuff is fun sometimes, like Hyper Demon, a beautiful minimalist game in both concept and execution that many players will not necessarily excel at.
Petty, pedantic point perhaps but I do like a game that expects me to learn a bit to win.
Yeah the mentality that every game should be beatable by a 90 year old who has never touched a computer before otherwise it's not "accessible" is so fucking dumb. When I play my hardcore difficulty pokemon romhack because I want a harder game, I don't expect Nintendo to make the actual game that way. When people who want easy games play challenging games, they demand that the developers make them easy(see dark souls easy mode discourse). It's this mentality that liking challenge makes you "toxic" which just idiotic.
We already solved this problem in the 90s. The solution is to design a hard game but also have cheat codes to make the game easier (or even harder). But most modern game developers are completely allergic towards adding a simple god mode or infinite ammo code into their shitty game, so we're stuck with arguing over whether story mode is good or not (it's good if you insist on not having cheat codes).
that would cut into their microtransaction profits
people won't want to buy the "time-savers" (in enormous quotes) if they can just put in the konami code
But most modern game developers are completely allergic towards adding a simple god mode or infinite ammo code into their shitty game
This is so wack to me. Every game should be like Jedi Academy, and have a console where you can spawn in any NPC in the game/give yourself any cheat power you can imagine, because all that stuff ever does is make the game more fun.
Currently playing Noita and I have to say that "diagetic cheat codes" are by far my favorite way of doing this
Yeah you could just enter the console command for infinite health or install an infinite health mod, and those should both also be available
But when you're allowed within the normal rules of the game to build an incredibly janky and dangerous item that spawns the enemy that drops a heart container when killed, with lots of opportunity to accidentally explode yourself along the way, that just hits different
Let people know the intended experience is challenging. If people aren't able to meet the game at its level of challenge, for any number of reasons, and turn the difficulty down to where it is doable to them, why not let them? Set the default to the "intended experience" but let people of different ability levels have their fun too.
By the way, people who are much better than games on average are also not having the "intended experience", but no one is upset at them for not "respecting art". People playing Dark Souls on guitar hero controllers or w/e aren't having the "intended experience".
The anti-easy mode discourse is just ableism in a mask.
No need to take it that far, I'm not against difficulty levels but it's not always easy to tell how to make a game easier in that sense. If a "scene" in a game revolves around "get the ball in the cup when I say go," not getting the ball into the cup when the screen says go means you don't progress. It's within the scope of "artistic vision" for the dev to want a character in the scene to congratulate you for getting that ball in that cup only when you've done it is all I'm saying.
Like sure, in a big AAA game with a cinematic story broken up by combat sections, I think it's fair to say that an easy mode, even the "story mode" without any way to fail that some of them offer, is understandable. But isn't it fair for a rhythm game to expect you to follow a beat, or for a jigsaw puzzle to withhold the picture the pieces make until you put it together? Plenty of indie games don't really have anything to offer beyond the "toy" they present the player with. Sometimes a game is made to teach you its systems until you can do it, like learning an instrument, and I wouldn't say that's ableist.
In older games. If turning down the difficulty in the intended way didn't work, then they'd let you skip the section after, say, 20 failures. Or the game would have branching mission paths that made losing not a game over.
When I think of "old games" I think of the opposite, of games that had limited lives and no save systems. Not defending that, but considerations of differing player ability are certainly a newer development rather than the old way of things.
Games back then didn't have to consider differing player abilities (which honestly isn't that true either since multiple difficulties were already a thing) because cheat codes existed. Story mode was basically the easiest difficulty on top of a god mode and infinite ammo cheat code.
That's what libraries were for. That's how I looked up cheat codes before I used GameFAQs. Most people knew about the existence of cheat codes and things like game genie even if they didn't know the specific cheat code.
How wide is the rim of the cup? How heavy is the ball? How viscous is the air the ball flies through? What counts as "doing it" or "not doing it" in any given system either involves an arbitrary line or error-bars of some sort. There's no harm in having a setting to move that line slightly or to make those error-bars wider. Or must we bow to an auteur's artistic vision (or a community's bigotry) about these things? Perhaps if the artistic point of the thing is to make people suffer in some way, but otherwise?
It doesn't have to be about making a player "suffer," I'm just saying that being able to "lose" in a game doesn't have to be ableist or done for the sake of masculine ego. And winning or losing doesn't have to be arbitrary, I can imagine the size and physics of the ball being designed to mimic the real thing rather than being designed for maximum accessibility, which would be the choice of the dev. I feel kinda silly arguing about this now but this rhetoric about a game that might not be immediately accessible to all players being "masked ableism" and of "bowing" to artistic vision is surprising to hear. Risk of failure and design that takes advantage of mechanical depth can add to the fun, it doesn't have to be interpreted as bigotry.
[M]ust we bow to an auteur's artistic vision (or a community's bigotry) about these things? Perhaps if the artistic point of the thing is to make people suffer in some way, but otherwise?
I can't speak for Poogona, but balancing a game for different difficulty levels while still making the game enjoyable is going to be harder for some games than others. That doesn't mean it can't or shouldn't be done, just that the task is non trivial. I imagine things would be better in this regard without booj cracking the whip on devs.
Yes! That's it! You've hit the nail on the head. People don't pay $60 to feel frustrated. They pay $60 to feel good. If the game doesn't deliver what they paid for, why does it even exist?
But it doesn't work that way. They get lowered to the level of the customers who don't want to overcome challenges. All they want is a good feeling. And those brain chemicals that get released by being led by the nose around a level are real.
When you pay full price for a game, do you deserve to experience all of the content contained therein? Or do you have to spend hours of tedious frustration, feeling bad brain chemicals, just to get what you already paid good money for? You feel enough bad brain chemicals with your job and your family already, why are you spending your precious few free hours doing the same?
Gaming isn't fundamentally about overcoming challenges. It used to be, but it changed long ago. Now, gaming is about generating pleasing brain chemicals. When gamers "win", they feel good. When they meet a challenge that stops them, they feel bad. It's just that simple. People don't shell out $60 so that they can feel frustrated and angry. You paid for the whole game, you get to play the whole game. With lighted signs pointing the entire way and a companion to overcome the challenges if you can't solve them in the first ten seconds.