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Reader Comments (81)

Posted: Jul 7th 2009 11:50AM StormEagle said

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I think NES and SNES games used the Arcade Cabinet mentality though. If the game was too hard, the kid would just walk away from it and try another game. Atleast that's what I think of when I think about the transition from Super Mario Bros. 2 to Super Mario Bros. 3. That's why 3 sold like fucking hotcakes.
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Posted: Jul 7th 2009 11:55AM MLS said

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People who weren't beaten with an 8-bit spoon as a kid can still use this.

I have a friend who enjoys the occasional video game. He had a frustrating time with NSMB. It seems just about everyone against this OPTIONAL demo mode aren't putting themselves in the mindset of people who play videogames for different reasons or just aren't as good...

There are still annoying things in games today. I finished Fatal Frame last month. I'd sure like my time back fighting those cheap-ass priests near the end. I got no satisfaction for defeating them, after the 99th try.

I slogged through The Simpsons game with a mate last year, pretty much just for all the gags. I would have loved to skip all the suicide inducing platforming and just watched the cutscenes.

I've never even passed the first level of Ghosts & Goblins, but I watched the whole game being played on Gamecenter CX. Does that make me a cheater?
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Posted: Jul 7th 2009 12:07PM Vidikron said

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"I have a friend who enjoys the occasional video game. He had a frustrating time with NSMB."

Wow, really? I enjoyed NSMB, but I also thought it was one of the easiest game's I've played in a long time. When I finished the game I had 99 extra lives, which was the maximum you could collect. There were a couple of minor tricky sections, but the extra lives were so abundant there may as well have not been a limit at all.
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Posted: Jul 7th 2009 11:47AM mr nimblewick said

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I think the only people that have to scared by this are the folks at Gamefaqs.com. It my game featured this I might be tempted to use when I'm stuck instead of heading over there for a walkthrough.

Posted: Jul 7th 2009 11:52AM Vidikron said

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Heh... well, they can still spend their time writing up item FAQs and such. Surely this feature won't hunt down hidden/rare items for you. Plus, maybe this nonsense will be confined to Nintendo's systems since they actually patented this brilliant gaming milestone.
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Posted: Jul 7th 2009 11:56AM mr nimblewick said

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The hidden point to my comment is that this feature is no more nonsense than Gamefaqs.com is. You should have used Demo Play to find it.
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Posted: Jul 7th 2009 12:08PM (Unverified) said

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I get the idea behind this, to make games more accessible to a larger audience, but in my opinion, there is something that would be a lot more useful, something that I like to call... Contrasted Difficulty Setting!

It's more than normal Difficulty Setting where the only difference between easy and hard is only a question of amount: "More enemies", "Less lives", "Less ammunition", "Enemies with higher stats" and etc... No, the Contrasted Difficulty Setting will alter the game's mechanic! Let's take a Mario game, let's say that the Normal difficulty is the one we all currently play, then, in the Easy difficulty, the player as limitless lives, if he gets hit or falls in a bottomless pit, he doesn't restart the entire level, only reappear the place he was before dying. And now, we could have an Hard difficulty, (to please all gamers that whine about video games becoming too easy) where to complete a level, you need a certain amount of points, or you need to find special items/coins or have a very tight time limit, there could also be more enemies and stuff...

Now, for an RPG...
Easy: The character levels up as the story progresses, not by killing enemies. The player is not forced to go through more complex mechanics to make his characters stronger (no weapon forging, no skill points to administrate...)
Normal: You can have level-grinding and item collecting if you want to become stronger, you must also go through the more complex mechanics if you want to be a match against the stronger enemies.
Hard: There are sub-quests available and a lot of other well hidden weapons, skills and stuff. You must also administrate your team and skill points carefully if you don't want to have your ass handed to you.

Zelda...
Easy: You have an arrow or something to show you where to go, Bow and Hookshot have an auto-aim. There are no hidden heart pieces to compensate for the weaker enemies. Bosses have only one stage and are easy to beat.
Normal: You need to explore and find things to match enemies. Bosses have a second stage where the way to beat them is less obvious.
Hard: You really HAVE to adventure, even in the most isolated places of Hyrule. Items and power-ups are really well hidden and are a lot more useful than before. Bosses have a third stage where they get some steroids and kick major asses.

Well, you get the idea, on Easy, the player has way less to worry about than on Normal. And on Hard, the player has to be very experienced and smart to get through the game.

Difficulty Setting is really great, but I feel like no game developers has ever take it to a next level.

Posted: Jul 7th 2009 12:10PM rockies123 said

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you should put forward your ideas to the game developers coz they sound really sensible :D
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Posted: Jul 7th 2009 12:21PM Mr Khan said

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Nintendo's never been a big fan of difficulty settings for games that didn't really merit it. It's not in line with their design philosophy, though this pertains to EAD specifically, their other devs seem to be willing to utilize it (Retro, HAL, Intelligent Systems)
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Posted: Jul 7th 2009 12:51PM StormEagle said

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The difficulty level in games has been an afterthought . It just alters the game in one or two ways. It gives you more lives and less enemies or more health. And then that changes as necessary as you change the difficulty level. It doesn't take all those other things into account. They think that if you die the less often, the game becomes easier. And depending on the game, that isn't always the case.
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Posted: Jul 7th 2009 1:10PM dreganfyre said

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I think that's actually a pretty great idea. I just bought NSMB for my 4-year old nephew, and he's finding it pretty frustrating... I mean, I'm sure he'll figure it out eventually, but an easy mode like that would probably make the process a lot less painful. It would be like Lego Star Wars, which he loves :)

It would probably be more helpful in teaching him the necessary skills than just having the game do it for him.
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Posted: Jul 7th 2009 1:12PM (Unverified) said

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I'll be honest, I wish that more RPGs made you level up in accordance to the story. At some point I tend to get tired of grinding even if the battle system is good. Like the old saying goes, "too much of a good thing can be a bad thing".

I mean I wouldn't want to lose the opportunity to build the perfect character, but when I have to run through a dungeon two or so times just to beat the boss of the next dungeon, I get frustrated. I want to be rewarded for playing smarter, not playing each level of a stage over repeatedly.

This only applies to RPGs, where the level structure isn't as important as a platformer.
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Posted: Jul 7th 2009 12:08PM rockies123 said

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I think the obvious rules are
1) those who want to use it CAN use it
2) those who dont want to use it DO NOT have to use it

You know what, the rules are totally fine with me. I dont ever want to use the demo play, but i'll never hate my lil sister (or my grandma) just because she gets to use it. I'll be happy for her actually. Let us both enjoy our games.

Somehow there's a group of gamers who become envious that less-competent gamers are given the chance to be helped in-game because now nobody can boast that they have completed a tough game. These ppl are sickening. period.

Posted: Jul 7th 2009 12:21PM Geist said

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But you don't understand! THEY ARE GETTING MAD SKILLZ FOR FREE.

VIDJA GAMEZ
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Posted: Jul 7th 2009 12:24PM rockies123 said

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lol. you are kinda right on that. but seriously, as long as the quality of the game is not jeopardized, i have no problem sharing it with other players who might not be as good.
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Posted: Jul 8th 2009 9:49AM Geist said

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Yeah, likewise. I don't mind this service, as long as it's not too intrusive to those who want to play 'old-school'.
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Posted: Jul 7th 2009 12:21PM Nook said

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As long as this does not cause me any grief, I don't care. I do take issue with the ever decaying level of mental competence required in this world.

Games are supposed to be a challenge, give you and out while letting your mind work in creative ways. This may prevent saving and force you to do the required area anyway - but your mind is what has paid the toll. Instead of 'doing' and 'working it out', now you are 'emulating'.


Those of you holding onto the false hope of N games becoming harder as a result of this....dream on.

Seems we're flushing individual accomplishments down the drain in favour of a more homogenized society full of 'repeaters' and followers' that wish to permit someone else do the thinking for them. Know this - once you go down the road, you can't undo it.

Posted: Jul 7th 2009 12:38PM samfish said

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"Games are supposed to be a challenge, give you and out while letting your mind work in creative ways. This may prevent saving and force you to do the required area anyway - but your mind is what has paid the toll. Instead of 'doing' and 'working it out', now you are 'emulating'. "

I don't care. I like that. You can't tell me that there haven't been games where you're playing them and you're KIND OF enjoying it, but it's by no means awesome.

For me, a good example would be the Tomb Raider games. I KIND OF like them, but I never beat them. I always inevitably encounter a part of the game where the shitty 1996-style controls cause me to fail several times to make a jump or catch a ledge and I (probably) have to backtrack to where I was because when I missed said jump, it sent me way the hell back in the level because I landed in a fucking river or something stupid.
At some point when playing these games and I keep running into these kind of walls, I just say "screw this", turn it off and inevitably never play it again. Not because the game is too hard for me, but because it just isn't good/fun enough to keep trying. I have no interest, in other words.
On top of everything else, I basically wasted $50-$60 dollars on a game I'll never beat.

In cases like that, I would LOVE An autoskip feature like that (except be allowed to save).


Don't get me wrong — I like hard games. God Hand is my favorite game ever in large part because it was so balls to the wall hard. Same for Viewtiful Joe.
But there are some games (heck, MOST games) where while I might like them, I don't like them enough to put forth the kind of dedication required to beat them sometimes. I just want to sit back and play a relatively enjoyable game sometimes, minus the controller throwing frustration.
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Posted: Jul 7th 2009 12:27PM (Unverified) said

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I think demo play has the potential to work well. Take Zelda as an example. I played it for a while, put it down for 6 months or so, and picked it back up. Would have been nice to have something to remind me what to do next. Ever had a situation where you are just stuck and running around looking for what to do? I will occasionally just run around for 45minutes, then either give up or go to GameFAQs. "Oh, apparently I am supposed to go to that one room, randomly look straight up and use my hookshot..." I've played a lot of Zelda and can't ALWAYS figure out what the developers want me to do. Now I know I can just run to GameFAQs, but what if it's my girlfriend who is playing? Casual players aren't going to deal with that bullshit. Demo Play here we come!

Posted: Jul 7th 2009 12:45PM Lava said

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If casuals really matters, couldn't Ninty think of tutorials instead of this stupid idea?

It is the Nintendo problem that people think their consoles (kiddy). Too easy, less complicated, and nothing challenging.

Posted: Jul 7th 2009 12:54PM EDay said

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Why is the demo play feature being called controversial? If you want to use it, you use it. If not, shut the fuck up and don't use it. It certainly won't affect your enjoyment of a game. Unless you are too weak-willed to not use the feature when you get to a frustrating spot.

Posted: Jul 7th 2009 1:29PM Nightwish said

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Sigh.
I'm all for it. More diversity is good, measuring e-penis, not so much.

Posted: Jul 7th 2009 1:29PM (Unverified) said

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I will not buy any game with this shitty "Demo Play" feature. If every Nintendo game gets this feature, then Nintendo is going to lose a long time customer.

Posted: Jul 7th 2009 1:45PM (Unverified) said

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You'll be missed!
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Posted: Jul 7th 2009 1:49PM mr nimblewick said

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Stop crying. Don't you know the oceans are rising?
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Posted: Jul 7th 2009 3:57PM cesaria said

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Who gives a shit whether this is implemented or not? I don't need to use it so I won't. DONE!

Posted: Jul 7th 2009 5:26PM Nook said

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Good points and you are right - not every game is awesome and sometimes does lead to those 'put it down' moments.

Games that aren't catching my attention like those you mention for me, tend to go away from me. I don't have lots of time anymore to be gaming - so I want my time to be enjoyable.

My beef with this, and I don't really mind that the feature will be there - I won't use it (famous last words), is that this takes away an element of challenge. Reduces your thinking about approaching a situation and can lead to less critical thinking.

Am I guilty of walkthroughs? Of course I am....but after I've tried and tried and obviously am missing something or am just plain sucking at the game - but reading it and mentally processing the info is a bit different than watching it be done - hence what I said when referring to 'emulating'. You no longer put out work to get the achievement, you watched it and emulated it.

I think there is a big difference. And if the game just is ho-hum, why invest your time into a mediocre title? You're worth more than that, we're worth more than that. We should not let someone else devalue our time, simply put - don't buy those types of games. Sure, you may not know it when you buy it - but we all know what trends different pubs and devs follow, you can build a trend of companies to avoid....unless that OMGBBQ title comes out that gets very high marks from your fellow core gamers.

Are we saying that games are too hard or people are too slow? That's a slap in the face, I slogged through Zelda in 1987 with nothing. Just a manual that came with the game - best memories of gaming ever, and the feeling of accomplishment does wonders for ones' self esteem. A good challenge is always welcomed.

Broken controls won't be helped by a demonstration of what to do.

This direction leads to further my belief that Nintendo should just be done with it and go head to head with LeapFrog.

I don't know, that just my thoughts on it.

Posted: Jul 7th 2009 8:35PM (Unverified) said

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Do nothing to not die.

Posted: Jul 8th 2009 12:00AM JoshMilewski said

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Honestly I don't have a problem with this idea. If anything it allows them to make parts of games harder.

Posted: Jul 8th 2009 12:42PM matias said

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I dont' have any problem with this, it's not going to be mandatory anyways. I still think that younger gamers should be able to play by themselves though, like everyone did before them, it's not like games are harder now, it the opposite. Nintendo should encourage them to grow, instead of letting them go the easy way.

It would be good if they made different dificulties, and in harder ones this function can''t be used, like in FE10 where the save bewteen battles is replaced by a suspend option. Or maybe not a different dificulty but that before you start the game you can select if you will use this option through the game or not. This would be the perfect solution for those that don't want this option to exist.

Oh well, as long as this benefits me or doesn't affect me at all, I don't care

Posted: Jul 13th 2009 12:31PM (Unverified) said

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go nintendo go, the return of nintendo

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