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Posted on 2/22/17 at 10:05 am to
Posted by Brosef Stalin
Member since Dec 2011
39374 posts
Posted on 2/22/17 at 10:05 am to
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 by DelU249
Austria
Member since Dec 2010
77625 posts
Posted on 2/22/17 at 10:14 am to
quote:

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.




interesting. I've never thought about it like that
Posted by Freauxzen
Utah
Member since Feb 2006
37533 posts
Posted on 2/22/17 at 11:25 am to
quote:

Difficulty adds to the replay factor. A lot of games were arcade conversions, which were just designed to take your quarters.


These two things are the key. Without the scope and depth, you had to do something to make people play over and over again.

How do you do that?

Kill them. Over and over and over again.

I do think the sense of accomplishment is different too. Beating Battletoads or Super Ghouls and Ghosts or Contra without cheats is a different kind of achievement from beating Skyrim or Witcher.

Indie Games have done a good job keeping up difficulty curves too, see Super Meatball, 1001 Spikes, etc. Additionally, if you want to get destroyed, just ascend to any popular multiplayer game's highest tiers or levels. High Level Super Smash Bros. is ridiculous.
Posted by Napoleon
Kenna
Member since Dec 2007
69458 posts
Posted on 2/22/17 at 5:35 pm to
quote:

Difficulty adds to the replay factor. A lot of games were arcade conversions, which were just designed to take your quarters.


fricking Altered Beast. I have still never gotten past the third dam level.

I tried playing it again a few months ago, still hard as hell.
totally designed to be a quarter eater. Except you can't continue in the console game.


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