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报告翻译问题
Even the vaunted "Souls" just give a slap on the wrist for failure.
Lock one of today's gamer kids in a room with Contra or Battletoads (no save states) and they break down in tears and/or break the controller.
Awesome game. Awesome production values for the time.
Completely gated off by impossible levels.
The satisfaction of overcoming is reward enough. No annoying "achievements" popups needed.
https://www.youtube.com/watch?v=36R5w_H7744
There is nothing more satisfying than breaking a game.
Speaking of Rare, Solar Jetman is an underappreciated masterpiece. Incredible physics for the NES.
To have the best of both worlds.
In my teens, things began to shift. As I became better at playing video games with age, I started to get bored of certain games that weren’t giving me enough challenge, or to be more specific about it, they didn’t feel like they had enough adversity. I like this term more because it’s more universally applicable. Adversity simply means obstacles or barriers that hinder a player’s ability to progress. It doesn’t have to be traditionally viewed as “hard”, as in something that requires a lot of mechanical or cognitive skill to overcome, like a real tough boss in a hack n’ slash or a difficult puzzle in a puzzle game. Adversity can also mean things like requiring a player to invest a lot of time and/or resources into something for a reward, which can be applied to things like grinding for levels or rare drops in an MMO. It can be a situation that involves forcing a player to take a risk and do something they don’t want to, such as going deep into a level of a horror game where the monste resides in order to obtain an item that’s needed to progress.
Things like that are what began to become more important for me whenever I played video games as I got older. It wasn’t enough for video games to just “be fun”, which I now feel is a vast oversimplification of games as a media. Obviously games need be fun to play, I won’t disagree with that, but “fun” is entirely subjective and is built on more principles than just whether it tickles some dopamine receptors in your brain. For some people, life is stressful and always on their mind, so games provide a sense of calm and relaxation to remedy their woes. For other people, life is monotonous and dull, so games offer an opportunity for excitement and intrigue that isn’t being provided to them otherwise. And to be clear, I don’t think either one of these approaches is wrong; there is no “correct way” to like video games, no “true” purpose to playing them on a personal level. The problem I see today is that people are so ♥♥♥♥♥♥♥ close-minded that they think that their way is the right way, and they often come to the conclusion that anyone who doesn’t share their same perspective must have something wrong with them. “You’re a casual.” “You’re a no-life.” Etc.
As a result, I began playing more adverse-heavy games throughout my high school and late-teen years. I started modding games to make them more challenging and put more barriers in my way. I poured thousands of hours into competitive multiplayer games like Chivalry: Medieval Warfare, Team Fortress 2, and Overwatch, before eventually burning out on them. Then, in my 20s, I began seeking out and playing more traditionally difficult games, things like the Souls series, Hollow Knight, Celeste. I got quite heavily into roguelites. I put in the effort to overcome the huge barrier-to-entry of massive strategy games, spending as much as 30 hours just trying to learn how to play them. And many of those games became some of my favorite that I’ve ever played. You can find quite a lot of them at the top of my hour counts on my profile’s games list.
In this same time period, however, I didn’t completely abandon “easy” games, either. I waited for almost three years for Stardew Valley to release, and I now own it on two platformers. I got back into 3D platformers after a long break, revisiting classic series like Sonic and the Reignited Trilogy for Spyro. I also played and loved A Hat in Time, and when the developers of that game released a very hard DLC that was meant to serve as a “New Game+” of sorts, I loathed playing it and thought it was awful, and I never finished more than a single level. That game was much better when it wasn’t trying to kill you hundreds and hundreds of times with an infuriating loss counter on the death screen.
So here’s my point: in my 25-ish years of playing video games, now, I have found enjoyment in both types of experiences. There are easy games that I think are great, and there are hard games that I think are great. Difficulty is not a binary factor affecting games in my mind. Games can be fun regardless of whether they’re laid back and chill, or whether they’re trying to kick your ass. It all comes down to what you are looking to get out of games, and whether the game provides that or not. You can also enjoy both, a concept that I think comes as a shock to many people. Yes, you can like both easy and hard games. So let’s stop this stupid, tribalistic “””debate””” about video game difficulty, and learn to accept that we all like different things.
There needs to be balance. Castlevania Lords of Shadow and Gears of War had perfect difficulties.
30 and up: easier = better
That is for me. I am not speaking for other gamers.
HOWEVER!
There is such thing as an "annoying game". Games that lose to the player, of course, but do so in an annoying, die hard way, that's not really that fun for a lot of players.
You can also add to the annoyance the fact that the game's developers just feel like adding annoying mechanics to it, such as the World of Warcraft developers making most specs in the game have a ton of buttons for some reason, most of which do the exact same action but slightly different and on a different cooldown.