My understanding is that many people in japan imported the US copy of the game.marurun wrote:My understanding is that being able to take 3 hits before dying didn't hurt the game at all. I think the European version, one of the Probotector titles, also retained the 3-hit mechanic.
In retrospect that was a bad example, given the genre crossing. However, the point that was I was trying to illustrate was the number of chances and lee-way given within Sonic, to correct a mistake. You bump into a crab enemy that has a very rigid attack pattern, and your coins go flying everywhere, you have time to collect them, and then try again to defeat your enemy. The game is catered toward people starting to play video-games (and has a scoring system for those looking to get competitive).marurun wrote:Someone who has trouble with Sonic the Hedgehog might actually be really good at Contra just because of the difference in play styles
Contra is definitely designed for experienced players that can intuitively take control, and anticipate the unknown. If someone can't navigate within a game like Sonic, and struggles to take down a boss, with the millions of chances for redemption given...How could they possibly fair well in a game like contra? Not saying its impossible, just very unlikely.
I refuse to believe, that person could give appropriate insights on how to improve a game like, Contra.
I am not saying "shut out everyone, but the experts". There is always room for fresh blood, but if you bring in a team of people that don't have an understanding of the game. They'll offer suggestions to make an entirely new game out of a sequel. "what if we toss in a level up system, and give the players shield meters". That may be a good game in some peoples eyes, but its not a Contra game.marurun wrote:I don't think you have to be an expert in an area to be able to suggest improvements. I think experts often suggest different kinds of improvements, improvements which are more detailed and sometimes more feasible, but also those with a slant towards other experts
If you have become an expert at a game, then you clearly love the game, and want to keep it relatively the same. The experts would know how to make the improvements without turning it into a different game. Take for example the alterations made from, Revenge of Shinobi, to Shinobi III. or, Donkey Kong Country, to, Donkey Kong Country 2.
The experts would also be aware that people need, "warm up" time.marurun wrote:If they've already mastered the mechanics they might suggest making it harder even though the game may already be hard enough that newcomers to the series will be crushed.
My first time playing Hard Corps, I barely got through the first few screens before I got a game over, but I loved the whole 10 seconds of it. I knew with a title like, "Contra", I was going to get crushed. It was the easiest part of the game, and it took adjusting. Once I realized what was going on and how to play, it came to me. I Realized they saved the best for last. I'm still having problems with the final bosses. I appreciate the difficulty.
The contra series is indeed difficult, but its always fair.marurun wrote:variable challenge levels are valuable. Every time you decide that newcomers are not in consideration with your game you shrink your potential sales market that much more.
If your company is THAT concerned about sales, put out a different series, that isn't as difficult.
Of course, but then you'd at least know if a game will be too overwhelming for you.marurun wrote:Reviews and friends are good sources but they still lack the accuracy of being able to try out the game yourself.
In a way this is a different topic all together. I consider Sonic Adventure (1 & 2) to be TERRIBLE games. The levels where you play as Sonic are fine, the mechanics are very wonkey, but after you learn to adapt, the 'A-emblem' challenges are feasible (You still have the odd trampoline firing you off into the abyss, though). I couldn't believe the things they had you doing with the other characters.marurun wrote:I love the Sonic segments, usually, but in many of them, to move forward, you also have to play other characters or other play modes which have different levels of interaction or frustration.
My comments are geared more toward games that have you completing similar tasks through-out.
Sandbox games such as, Grand Theft Auto, expect you to spend large amounts of time learning the vehicles inside out, before you set off for a mission. Back in the days of, Vice City, I pretty much completed all the Insane Stunts before I unlocked the entire map. I was ready for everything that was going to be dished my way. Anything that the missions expect you to complete, can be practiced. So instead of trying the same mission 20 times, you can go and practice, then start the missions once you know how to accomplish the goal.marurun wrote:What if I'm great at doing the on-foot missions in GTA but some of the funky jumps in the driving portions are too hard? I can't complain about it?
Video games aren't as physically exerting as sports, but they are very much alike. They have a set of rules that you need to follow, and a set of maneuvers that you must learn to accomplish your goal.marurun wrote:Video games aren't like sports. Video games draw on a much more limited set of skills and are marketed to large audiences.
The marketing and design of games are VERY different. You can design a game with a certain type of person in mind, but then the marketers will get greedy and say, "This is for EVERYONE". It shouldn't all be about making money. If you are really concerned about making money, put out different games that more directly cater towards individual markets. Or if you are on that very tight budget, toss on some extra lame levels at the beginning to warm up the new comers.
Like with movies, and television, you have shows like the Simpson's being marketed towards little kids, but SO many of the jokes are over an 8 year old's head (Mind you, its been dumb-down A LOT over the years).
Also reminds me of, Ren & Stimpy, and to a lesser extent, The Animaniacs.