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Posted on 2/22/17 at 10:00 am
Posted on 2/22/17 at 10:00 am
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This post was edited on 11/10/23 at 4:09 am
Posted on 2/22/17 at 10:05 am to DelU249
They tend to be a lot shorter than modern games. Difficulty adds to the replay factor. A lot of games were arcade conversions, which were just designed to take your quarters.
Posted on 2/22/17 at 10:30 am to DelU249
yeah basically games lacked depth back then
Posted on 2/22/17 at 10:36 am to DelU249
Games now appeal to a mass market which means that you want every type of person to be able to beat it. Lends itself to easier games + all of things already mentioned.
Posted on 2/22/17 at 10:37 am to DelU249
I know one thing, when I beat Battle Toads it truly felt like I had just accomplished something pretty significant.
Posted on 2/22/17 at 11:18 am to DelU249
not having places to save could be called more challenging, or just more annoying. i imagine skyrim/morrowind/the witcher/fallout would be a lot harder if people didnt always have a 5 minute old quicksave and had to beat the whole game start to finish
This post was edited on 2/22/17 at 11:20 am
Posted on 2/22/17 at 11:51 am to DelU249
I've beaten a lot of those games that you have listed. Took me many hours and many days/weeks to do that (with most of them). It was just a different time, everything didn't happen in an INSTANCE...like it does now. You had to figure things out too, no gamefaqs.com back then. Talking to friends at school was how you got your info. You could call that hotline and such, but that cost money.
The arcade conversion/quarter cruncher theory definitely plays into it as well. The majority of arcade games are made to not be completed in one quarter...that's for damn sure!
The arcade conversion/quarter cruncher theory definitely plays into it as well. The majority of arcade games are made to not be completed in one quarter...that's for damn sure!
Posted on 2/22/17 at 11:56 am to DelU249
It's a combination of several factors, many of which have already been named, but I think there are 2 main factors.
1. Game design was, in many ways, in its infancy. What's considered hard or unfair now was just accepted without much question because both developers and players didn't really know any better. (Admittedly, part of this "acceptance" was also that there simply wasn't as many games to play as there are now.)
2. Playtesting wasn't done nearly to the extent it is done now.
Let's look at Megaman 2 as a quick example of this. First, let's start with Quick Man's stage with the instant death lasers. They come out with no warning or foreshadowing for the player to anticipate them and they kill you in one hit. This would be seen as total BS by any modern player but I think most players just thought, "Wow! This is hard." And kept trying until they got it or realized they could use Flash Man's weapon to make it easier.
Another example is Heat Man's stage with the long sequence of disappearing / reappearing blocks at the end of the stage. About half way through this gauntlet if you miss a single jump you fall to instant death. Most people through trial and error (and frustration) eventually learned to just use the jet item to get past it but there is no hint that this is the best way to do this. This type of challenge wouldn't make it through play testing now days. Now days this would either be flat out told to the player or the challenge would be gated entirely until you had the right item to bypass it easily.
1. Game design was, in many ways, in its infancy. What's considered hard or unfair now was just accepted without much question because both developers and players didn't really know any better. (Admittedly, part of this "acceptance" was also that there simply wasn't as many games to play as there are now.)
2. Playtesting wasn't done nearly to the extent it is done now.
Let's look at Megaman 2 as a quick example of this. First, let's start with Quick Man's stage with the instant death lasers. They come out with no warning or foreshadowing for the player to anticipate them and they kill you in one hit. This would be seen as total BS by any modern player but I think most players just thought, "Wow! This is hard." And kept trying until they got it or realized they could use Flash Man's weapon to make it easier.
Another example is Heat Man's stage with the long sequence of disappearing / reappearing blocks at the end of the stage. About half way through this gauntlet if you miss a single jump you fall to instant death. Most people through trial and error (and frustration) eventually learned to just use the jet item to get past it but there is no hint that this is the best way to do this. This type of challenge wouldn't make it through play testing now days. Now days this would either be flat out told to the player or the challenge would be gated entirely until you had the right item to bypass it easily.
Posted on 2/22/17 at 1:17 pm to DelU249
They didn't have the luxury of immersive graphics, so gameplay is all you had.
Posted on 2/22/17 at 5:02 pm to DelU249
Less focus on story and more focus on gameplay.
Posted on 2/22/17 at 7:29 pm to DelU249
I think how playable characters are easier to control in modern games plays a factor too. You had, at the most, 8 possible directions to move your character and almost no control over any other aspects of their movement. With double-joystick control, it naturally lends itself to more overall control over the character so the limitations of games aren't as restricting, lending to "easier" gameplay.
But the #1 answer is saves. Old games gave you passwords to go back to the start of the level you died on at the very most. Outside of Souls games, dying in general is nowhere near as punishing nowadays. Imagine Skyrim without saves.
But the #1 answer is saves. Old games gave you passwords to go back to the start of the level you died on at the very most. Outside of Souls games, dying in general is nowhere near as punishing nowadays. Imagine Skyrim without saves.
This post was edited on 2/22/17 at 7:32 pm
Posted on 2/23/17 at 4:17 pm to DelU249
Because people weren't spoiled pussies back then. We now live in the everybody gets a trophy days...to even include getting one for finishing pussy arse tutorials for the games made today.
Posted on 2/23/17 at 6:58 pm to DelU249
I read somewhere a while back that it had to do with making you go buy the games because they were too difficult to beat just renting them for a day or two.
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