I actually think this thread is laughably easy. But then you suggested Contra; a game ONLY 'good' these days because of nostalgia.

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It is, except it's only 3 levels long. Well, techincally there are other levels after the racer one, but damned if I ever made it that far. The game would have to be changed to make it less gruesome to beat level 3, so a direct port is out. But I think the concepts of that game could survive now.Sriad wrote:I'd like to submit that Battletoads is a great game.
How about Battletoads vs. Double Dragon?TheFeniX wrote:It is, except it's only 3 levels long. Well, techincally there are other levels after the racer one, but damned if I ever made it that far. The game would have to be changed to make it less gruesome to beat level 3, so a direct port is out. But I think the concepts of that game could survive now.Sriad wrote:I'd like to submit that Battletoads is a great game.
The problem is that "beat-em up" side-scrollers were a dime a dozen. Battletoads was great, but Double Dragon 1 and 2 were much more balanced and would likely survive a direct port. River City Ransom had the ability to beat your teammate to death as well as a system to boost your stats and attacks.
It's a problem that Mario games still suffer from. Really, if they're going to make lives as common as they are, they should just do away with them entirely. They're a relic of the arcades anyway.RedImperator wrote:there are enough power-ups and extra lives floating around to make the player's life a little easier, without there being enough to make finishing trivial (a flaw I feel the otherwise excellent Super Mario World suffers from; there are so many coins around that even a moderately competent player will rack up dozens of extra lives),
I'm pretty sure it was a NES release after the SNES came out which, sadly, is likely the reason I never played it. Wiki pegs it at 1993.Molyneux wrote:How about Battletoads vs. Double Dragon?
Sadly this flaw goes on for more recent Nintendo games featuring Mario. In New Super Mario Bros, through a combination of power ups and more forgiving levels made it a cakewalk. It is not a bad game by any means but the the curve is shallow in terms of difficulty and that drags the game down a bit. In fact a lot of games done by Nintendo, this has happened. In many cases it's not strictly bad but sometimes like in Zelda games, it makes it less fun. It really shows difficulty curving and challenge matter in deciding a classic too.(a flaw I feel the otherwise excellent Super Mario World suffers from; there are so many coins around that even a moderately competent player will rack up dozens of extra lives)
I think Nintendo sticks with the live system because it has become so familiar and accepted as an easy way of encouraging the player it doesn't matter how shallow it really is. Even I find it somewhat frustrating when I play some indie platformer (looking at your Braid and N) where the only thing that keeps me going is my own patience. At the very least lives let me know when I need to take a breather.Vendetta wrote:It's a problem that Mario games still suffer from. Really, if they're going to make lives as common as they are, they should just do away with them entirely. They're a relic of the arcades anyway.
In Super Mario Galaxy lives let you know to take a breather because you've somehow racked up fifty of the buggers without trying, and it's time to get that reset to a sensible number.VF5SS wrote:I think Nintendo sticks with the live system because it has become so familiar and accepted as an easy way of encouraging the player it doesn't matter how shallow it really is. Even I find it somewhat frustrating when I play some indie platformer (looking at your Braid and N) where the only thing that keeps me going is my own patience. At the very least lives let me know when I need to take a breather.Vendetta wrote:It's a problem that Mario games still suffer from. Really, if they're going to make lives as common as they are, they should just do away with them entirely. They're a relic of the arcades anyway.
It would have been better to have System Shock's recovery chambers. They're there, but you have to find them and turn them on yourself. Which also fits the exploration gameplay.A life system, like "once a tube is used it takes 30 minutes to recharge, or it breaks, and you have to charge it with a movable battery from a previous one" would have added a difficulty curve that was nil originally. And a continue system without lives can make you endlessly replay the exact same things over and over again, unless the continue system is very sparing, in which it's essentially just an infinite lives system, a checkpoint system, or a quicksave system.
Bioshock has an option to completely turn off the vita-chambers anyway though. So if people want to play on hard or they want the game to be easier they can. I don't think Mario games ever had any kind of difficulty selection, which might have wound up changing the gameplay considerably.Vendetta wrote: It would have been better to have System Shock's recovery chambers. They're there, but you have to find them and turn them on yourself. Which also fits the exploration gameplay.
However, the flipside to the difficulty argument is that by making a game too difficult to progress in, it becomes unrewarding to play it and most people will give up and play something else. Which means you've wasted whatever portion of your budget you spent on any content after that point. It's a point made in Gameswipe, no other narrative medium does this, books do not send you back to chapter 1 if you have failed to correctly grasp the symbolism of the work. So for games that aspire to be narratives, they should aim not to impede players unreasonably, because if they do they are not doing their job.
Why exactly are "improved graphics" required?Bellator wrote:My question is this: which classic games (pre-SNES) on any platform (Atari, Commodore, NES, Master System, PC, etc) would be considered good games if released today (with improved graphics)?
Eh, no idea it was added in later. I didn't touch Bioshock until it had been on the market for like a year anyway, so I missed out on all the hype.Stark wrote:If I recall, that was patched in because 'shooter 2.0' turned out to mean 'laughably easy pretentious nonsense'. I don't think it shipped that way.
Well in games with a slightly less than piss easy way to gaining lives, like say Mega Man, its a way to gently break the player's will if he's getting towards controller throwing rage. I don't recall lives being so easy to get in Super Mario 64, did this get easier in Sunshine and Galaxy?Vendetta wrote:
In Super Mario Galaxy lives let you know to take a breather because you've somehow racked up fifty of the buggers without trying, and it's time to get that reset to a sensible number.
Only if you're relying on the narrative to sell the game. A hard game is usually relying on the feeling of reward that comes with figuring out the puzzles, beating those last bosses, etc. This goes back to the discussion on raw difficulty versus challenge. A challenge is something you can beat with the requisite level of skill--all you need to do is play well, which is some skill plus luck. Just making things hard is an arbitrary increase that may or may not offer any extra challenge. I don't want to just make things harder, I want to offer rewarding challenges that enhance the gameplay without forcing new players to bang their head against the wall.Vendetta wrote:However, the flipside to the difficulty argument is that by making a game too difficult to progress in, it becomes unrewarding to play it and most people will give up and play something else. Which means you've wasted whatever portion of your budget you spent on any content after that point. It's a point made in Gameswipe, no other narrative medium does this, books do not send you back to chapter 1 if you have failed to correctly grasp the symbolism of the work. So for games that aspire to be narratives, they should aim not to impede players unreasonably, because if they do they are not doing their job.
Videogames are in an almost unique position in that they can offer both narrative and interactive experiences. It's not valid to say that they "should" be one or the other, but developers do need to take care over which they wish to focus on and design the other part to complement that not interfere with it.Covenant wrote: Really, the point of a game should not be narrative. It should be the game portion.
Could it be possible that people simply want finished works to remain as they are, and would prefer that new developments in graphical technology be applied to new games? I know the incessant cashcowing of things like Square-Enix's SNES catalog for DS and PSP is getting absurd.Stark wrote:Depends on the market. M.U.L.E. doesn't NEED graphics at all, but good graphics and a slick interface would make the game actually appeal to actual people instead of man-babies stuck in 1982 with no standards.
It is unbelievably easy to get lives in Galaxy.VF5SS wrote:Well in games with a slightly less than piss easy way to gaining lives, like say Mega Man, its a way to gently break the player's will if he's getting towards controller throwing rage. I don't recall lives being so easy to get in Super Mario 64, did this get easier in Sunshine and Galaxy?Vendetta wrote:
In Super Mario Galaxy lives let you know to take a breather because you've somehow racked up fifty of the buggers without trying, and it's time to get that reset to a sensible number.
Xisiqomelir wrote:Could it be possible that people simply want finished works to remain as they are, and would prefer that new developments in graphical technology be applied to new games? I know the incessant cashcowing of things like Square-Enix's SNES catalog for DS and PSP is getting absurd.