Yes, in deed. That's exactly what drew me to the NES platform when it
was introduced in the mid 80's. the games were hard, challenging, but
not so hard it couldn't be completed. You just had to work like crazy
In fact, this is one of the reasons I've started up USA games. I've
been there done that so to speak, and just find the current accessible
games lacking in this balance between difficult and completable. Even
worse when I do create something challenging I get negative feedback
of the type the game is too hard, too difficult, and I'm asked to tone
the game down some. it is obvious several VI gamers have no idea how
difficult mainstream games are, and why they drew millions of sighted
players to purchase them.
On 10/18/10, dark <d...@xgam.org> wrote:
> Well, a lot of games back then, ghouls n ghosts, Mega man, Mario etc, were
> very much designed on theprinciple that they should be extremely hard but
> not impossible, in fact Kaegee inafune the designer of Mega man said himself
> he wanted a game that he wanted specifically to create a game which was hard
> to get through, but which always had the possibility of being completeable,
> so that everytime the player tried to get through they would get a litle
> further, and thus when they finally completed the game they had a real sense
> of doing something hugely difficult.
> I think it's Nintendo's ability to strike this balance back in the early
> days, ie, hard but not too hard that really put games, ---- and them on the
> it'd be great to see this sort of thing in audio games actually, though I
> know difficulty has often been a tricky subject.
> Beware the Grue!
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