I Don’t Want Harder Games, I Want Games That Punish Mistakes

https://www.profitableratecpm.com/f4ffsdxe?key=39b1ebce72f3758345b2155c98e6709c

At the time, spoiling in a game did not just make you go back – it completely finished your race. Although many modern games are difficult, they rarely punish. It can completely kill the stakes, and that’s why I want a real punishment to make a return.

Modern games can be difficult, but they rarely punish

A typical modern AAA game is delivered with various levels of difficulty, many of which only transform enemies into damage sponges without changing many others. But the difficulty alone is not the problem.

Some games even include a hardcore mode in a life where death is permanent, which is much closer to the type of punishment I want.

However, a permadeath difficulty adjustment does not necessarily equivalent to higher issues – it is just a more difficult challenge to beat. You might argue that nothing is as high as permadeath, but this optional difficulty looks like a nailed functionality, not something that the basic gameplay is really built.

Even Soulsborne Games as Elden ring And Sekiro: The shadows die twice Have a part of this artificial difficulty. The games are mechanically demanding, the opponents are difficult to beat, and it takes only a few strokes for your character to die.


Mixcollage-08-DEC-2024-02-50-PM-6945-1.jpg

Elden ring


Released

February 25, 2022

ESRB

M for mature: blood and gore, language, suggestive themes, violence

Developer (s)

Software

Publisher (s)

Bandai Namco Entertainment, software



It makes the gameplay rather frustrating, of course, but it does not even approach the intensity of being on your last life in the original Super Mario Bros Or another classic game with only three lives.

This is because you can always try again. In Elden ringYou reappear on a grace site and can recover your lost runes if you come back to the place where you are dead. I died at least fifteen times before finally beat the giant troll in Stormgate. Aside from a bruised ego, there has been no real consequences to be a complete noob.

A screenshot of the Elden Ring video game: Night Reign.

From

What did real punishment look like

The punishment and friction have been mainly designed from modern AAA games, so to find significant consequences, we must turn to slightly older titles.

Although I can spend the whole day talking about the age of arcade games and the Nes era titles were notoriously difficult, it would be too easy. Instead, I will use a relatively modern example that inspired me to write this article: Speed need: the most sought after (2005).

The starting screen for the most sought-after speed need with a neon light around it and a PlayStation 2 controller above certain games.

Lucas Gouveia / Geek. Seeshootaatlepat / Shutterstock

The game is known for its police system and how difficult it is to escape prosecution at higher heat levels. The cops go to you, you can easily have dozens of cars that follow you, alongside road dams, strips of points and even a helicopter.

The cops are just the beginning. If you are taken (and in terms of heat four or five, this is only a matter of time), you will have to pay with species or markers won by beating black list runners. But if you don’t have one either, you get a strike strike. Accumulate three strikes (or five with the right upgrade) and your car is entered.

This is where the real punishment comes into play. Losing a car is already pretty bad, but if it’s your only one, you get a game screen. That’s it. There is no return from there. When will you go back the last time you saw a game screen in a modern game that No An independent title? Exactly.

Related

I lack reasons to play modern AAA games

It’s not me, it’s you.

You might assume that it is rare, but it really is not the case. If you rush into the game and do not grind the side races for additional liquidity, you will sell constantly, the upgrading and reversal of cars just to follow the blacklist. It is surprisingly easy to miss money and end up without rolling, even late in the match.

Other games that have punished you for errors, whether by putting you back at the start of the level, with an appropriate game screen, or another way, include System shock 1 And 2the original resident Evil Trilogy, the original LOSSAnd of course, the most classic strategy games like Empires Age,, XcomAnd Warcraft.

Games rarely have these kinds of cooked consequences. At best, you could lose some secondary characters or miss a side quest.

A modern example is Detroit: become human (and other dream games Quantic). You control several protagonists, who can all die permanently. Although there is no traditional game screen, their death considerably modifies the course of history and the end.

Another mention worthy is Kingdom Come: Deliverance. This hyper -realistic medieval RPG punishes in many ways – its complex and demanding loop of gameplay is a patience test on its own. But the real kicker is available in hardcore mode. There is a 90% chance of surviving childbirth, which means that the game starts with a dark hilarious game screen.

Pixel art of a character of fantastic warrior who died with "Game finished" in large red letters.

Sydney Louw Butler / Geek / Midongeny

I would also like to tackle the genus Roguelike. Since dying is an essential part of the gameplay loop, and in many of them, you become stronger upgrades after death, they are in fact Reward you To die rather than punish yourself.

Punishment increases the issues, but it must be fair

I want more games designed with punishment in mind. However, I do not want my choice to be limited to artificial hardcore fashions and soulslikes (I’m not even a big fan of the genre). What I am looking for are more significant consequences that increase the issues in a way that feels won.

Use Need for speed heat As an example of a modern game that has not completely failed to create a real punishment system.

The game shares a lot of DNA with Most sought after and the requirement to strengthen heat. However, if you are caught by the police, you only lose a piece of your money and all your warmth. It is like a wrist slap in relation to a input strike and the possibility of a game screen. I know that I will not lose much, so the issues are considerably lower.

Related

Why I like to relax with stressful video games

Stressful games can be surprisingly cold (no, really).

Beyond racing games, let’s look at how a fair punishment system could improve gameplay in a modern adventure title like God of war.


God of War Cover-Art.jpg

God of war

Systems

PC-1

PlayStation-1


Released

April 20, 2018

ESRB

M for mature: blood and gore, intense violence, strong language

Developer (s)

Santa Monica studio

Publisher (s)

Sony



Imagine each time Kratos died, he woke up weakened in Helheim, forced to fight or make his way to the kingdom of the living.

Maybe he could even have a beginning that limits his powers until he beats a number of enemies and regains his confidence. If you are confronted with a boss, you will probably have to escape or inflict a piece of damage to get rid of the debuff.

Compared to the current system, which simply resets you at the start of the fight, it would create real tension. You would be much more motivated to avoid dying and would approach risky meetings with more caution and strategy.

Related

How Modern RPGs healed me from the backup

The matrix is sunk.

Cyberpunk 2077 Another mature modern game is other punishment system thanks to its rich tradition.


Mixcollage-08-DEC-2024-02-38-PM-3116.JPG

Cyberpunk 2077


Released

December 10, 2020

ESRB

M for mature: blood and gore, intense violence, nudity, strong language, strong sexual content, drug and alcohol consumption

Developer (s)

Red Projekt CD

Publisher (s)

Red Projekt CD



For example, when V abuses their cyber-logiciel beyond the safe limits, they could face cyberpsychosis, causing hallucinations of enemies that are not really there, a paranoia that makes NPCs more difficult to play the game (which the game already has in the form of the relic damage).

This would force the player to manage his cybernetic improvements more carefully instead of mistreating the capabilities of mastered cyber-logicials like Berserk, Sandistan and overheating.


Most modern AAA games tend to eliminate friction and significant consequences for players’ errors, which in turn reduces the issues. But if the games were designed around the risk and the reward, the victories would feel much more satisfactory. It is time for punishment to make a long -awaited return!

Related

Games became 100% more pleasant when I stopped doing these 9 things

This is not what you do, that’s what you don’t do.

Related Articles

Leave a Reply

Your email address will not be published. Required fields are marked *

Back to top button