Quitting due to exp loss
" Except in this case 'hardcore' often means neither 'fun' nor 'difficult' but rather that all it needs is sheer amount of time and no-lifing. And that is a shame as both casual fun and 'hardcore' difficult can co-exist in a game perfectly fine with how you can create different modes and scaled difficulties. One such way being that casual end game can be level 70 maps and 'hardcore' endgame can be level 120+ maps. That it strives for neither, or that it tries and fails for both (worse then not trying) is sorta sad... Plus we really need to stop thinking that complexity is depth when they are actually not the same thing at all (and at times work against each other). Casual in a game simply means intuitive, deriving maximal depth from a minimal of complexity. Hardcore often meaning to make the game as miserable of a experience as possible, not difficult, to get as many people to quit as possible so that those remaining can wave their e-peen around like a flag of pride. Casual games can be damn hard (go check out rockband 3 expert mode on some songs) but I've yet to met a actually difficult 'hardcore' game that wasn't just cheap and broken intentionally (super meat boy was pretty close though). I really do wish the devs would change their mindset from what they are currently doing... Not targeted at you though :) it was just was a bit of a offtopic rant, lol |
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