This is sad --.--
Giving somebody an objective and telling them what their abilities are SHOULD be enough for any game.
If you're to assassinate a target and his guards tell you that you're not allowed, would you care?...
Making people think is great.
**** mindless drones.
I hope you can turn off the hint system.
Giving somebody an objective and telling them what their abilities are SHOULD be enough for any game.
If you're to assassinate a target and his guards tell you that you're not allowed, would you care?...
Making people think is great.
**** mindless drones.
I hope you can turn off the hint system.
"That which can be asserted without evidence, can be dismissed without evidence." - Christopher Hitchens
Dark souls.
Zorg.
Super metroid.
Zorg.
Super metroid.
MrCuddowls wrote:
Hahahaha telling me my items are bad HHAAHAHAHAHAHAHAhA
Listen buddy don't judge someone's items if your only level 13
This build is Platinum approved, Thats all you need to know
tl;dr XP

My Elise Guide | My Kassadin Guide
Thanks to jhoijhoi, albableat, Arcana3, GMD and I for the awesome sigs! im a zombie
i love how people in the comments of te article are complaining that back then there games had to find your own way to do stuff. The most common games where Mario, Mega Man and Metroid... And "Jump shoot and run right" So yeah quit *****ing. It does suck that such a great game gets ruined because of idiots who play games to have everything handed to them.

Sigs By: Syther Blade (me), TheNamelessBard
Well... this is how it is nowadays guys...
Games get flooded by mindless birdbrains, screaming "too ****ing hard! Nerf!!! QQ!" before even trying once.
Just change the title of the article:
"Without getting dragged along by the game, we weren't even able to enter a building through the front door!"
Games get flooded by mindless birdbrains, screaming "too ****ing hard! Nerf!!! QQ!" before even trying once.
Just change the title of the article:
"Without getting dragged along by the game, we weren't even able to enter a building through the front door!"
I was thinking it was more to cater to the idea a game should be fun (and challenging) but not "frustrating". The problem being that a majority of people play games "casually", so when faced with a difficult problem, rather than reasoning it out they get confused. A puzzle mechanic implemented by a game they may or may not have played before is introduced in a different game. Rather than identifying this they just can't figure it out. That doesn't mean if they didn't spend a little more time analyzing it they couldn't get it, but the "obviousness" of the answer/mechanic eludes them due to lack of experience.
That isn't to say a majority of modern gamers are stupid, it's to say that companies create games for the enjoyment (and the money) the game brings. They aren't going to hit those high sales necessarily if their game isn't "user friendly".
I personally would have opted to leave the game as it was originally but provided a "tips" toggle so that the original difficulty of the game remained in tact but still gave access to information and or "clues" that would direct people to certain things that can impact their mission(s).
So rather than forcing all players to have these easier routes given to them, they can still work it out for themselves.
That isn't to say a majority of modern gamers are stupid, it's to say that companies create games for the enjoyment (and the money) the game brings. They aren't going to hit those high sales necessarily if their game isn't "user friendly".
I personally would have opted to leave the game as it was originally but provided a "tips" toggle so that the original difficulty of the game remained in tact but still gave access to information and or "clues" that would direct people to certain things that can impact their mission(s).
So rather than forcing all players to have these easier routes given to them, they can still work it out for themselves.
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“People would just walk around. They didn’t know what to do. They didn’t even go upstairs because a guard told them they couldn’t. They’d say ‘Okay, I can’t go upstairs.’ They wouldn’t do anything,” explained Arkane’s Julien Roby
“We try not to lead the player by the nose, but at some point we found that if we don’t give a little information, people just get lost and don’t know what to do. It’s just overwhelming,” he said. “So we tried to add this element that gave just a hint, to help a little. But we try to do it as little as possible.”