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Sharp learning curves in video games.

MeizMeiz Registered User regular
edited July 2008 in Games and Technology
DwnFwd, Bk, DwnBk, Dwn, DwnFwd, Fwd, DwnBk, Fwd + HK + LK

This is Laurence Blood's desperation move from a little gem called Fatal Fury Special. It is the one move, the only move that I have never been able to master to the point of getting it to work when I wanted to.

What got me to make this sort of reference was this little article on Kotaku:

http://kotaku.com/5026780/bionic-commando-has-control-issues

Yet, when I see the trailer here, my mouth waters:

http://kotaku.com/5026548/new-bionic-commando-trailer-screens

Personally, I like to have a challenge. I enjoy having to press buttons and make some sort of a conscious decision of movement and angle when performing acrobatics. What I don't like is holding down a button and seeing my character play the game for me. Assassin's creed, I'm looking at you.

The point I'm trying to make here is that I'm never going to give myself the impression that I can't do anything. I am however aware that there are such things as bad control schemes and cameras. But if someone's right there in front of you showing what can be done, what's your excuse on the matter? I wouldn't have one. I'd simply try to overcome my shortcomings or admit defeat, plain and simple.

So what are your thoughts on this matter? What games have seemingly been plaguing you for so long due to problems attaining a level you're comfortable with playing and avoiding total frustration?

Meiz on
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Posts

  • ZombiemamboZombiemambo Registered User regular
    edited July 2008
    Dwarf Fortress. So complex. So rewarding.

    Zombiemambo on
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  • BarrakkethBarrakketh Registered User regular
    edited July 2008
    EVE Online.

    That shit is almost vertical.

    Barrakketh on
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  • PataPata Registered User regular
    edited July 2008
    Most of the classic PC Roguelikes are pretty much like this
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    Pata on
    SRWWSig.pngEpisode 5: Mecha-World, Mecha-nisim, Mecha-beasts
  • CouscousCouscous Registered User regular
    edited July 2008
    Most space sims. It is even worse when there is no manual.

    Couscous on
  • FiziksFiziks Registered User regular
    edited July 2008
    DMC3 was pretty rough. Took me a bit to get past the first boss on Normal, but then once I hit Agni and Ruda is was over. Easy Automatic from then on :(.

    Fiziks on
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  • Fort1tudeFort1tude Registered User regular
    edited July 2008
    wow that game looks fun

    Fort1tude on
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  • PataPata Registered User regular
    edited July 2008
    Super Mario Bros 2 would kill you and rape your sister if you hadn't played the first one

    Pata on
    SRWWSig.pngEpisode 5: Mecha-World, Mecha-nisim, Mecha-beasts
  • DelzhandDelzhand Registered User, Transition Team regular
    edited July 2008
    Meiz wrote: »
    But if someone's right there in front of you showing what can be done, what's your excuse on the matter?

    Just because someone can do it doesn't mean it's not bad design. I mean, I've seen speedruns of the NES Ninja Gaiden, but that doesn't mean that I'll feel bad for not beating it, because it's broken.

    Delzhand on
  • MiserableMirthMiserableMirth Registered User regular
    edited July 2008
    The reason I've always liked Zangief is because my other friends couldn't do the spinning pile driver. Just being able to do it wasn't good enough after awhile, so I started trying to do the SPD on my friends. That was in another ball park of challenge. To able to pile drive my friends, I had to not die long enough to do so. So eventually I got pretty good with Zangief. Now I can do the 360 command as easy as they can do dragon punches and fire balls.

    And it was all worth it because pile driving opponents is the best goddamn feeling.

    MiserableMirth on
  • XanariosXanarios Registered User regular
    edited July 2008
    Barrakketh wrote: »
    EVE Online.

    That shit is almost vertical.

    Vertical?

    LearningCurve.jpg

    Xanarios on
  • TNTrooperTNTrooper Registered User regular
    edited July 2008
    Xanarios beat me to posting that chart...

    TNTrooper on
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  • BlueBlueBlueBlue Registered User regular
    edited July 2008
    Beatmania is hard. I can only play on Light and not even all the songs in that case.

    BlueBlue on
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  • ModainModain Registered User regular
    edited July 2008
    That graph always bothered me. I don't see how it makes sense.

    Modain on
  • BTPBTP Registered User regular
    edited July 2008
    Guitar Hero III: Going from Medium to Hard, especially if it's your first Guitar Hero game.

    F-Zero GX: Going from the increasing difficulty of Grand Prix to the increasing difficulty of Story Mode.

    Ikaruga: Let me break it down for you:
    Easy Level 1: "Hey, this might not be so bad! :D "
    Easy Level 2: "Uh, how did I already lose all of my lives? :| "

    (*....finally earn your way past this...*)

    Easy Level 3: "What the hell?! o_O "
    Easy Level 3 Boss: "There's no fucking way I'm getting through THAT! :shock: "

    (*...finally earn your way past that...*)

    Easy Level 4-1: "Oh my god! Just keep firing!......Whew! :P "
    Easy Level 4-2: "................... D: "
    Easy of the rest of the game: "I'm in the fetal position but I'm still somehow playing. :o "

    (*...Goes to Youtube to see some tips on how to get through the levels, only to find plays of two ships controlled by one person tearing each level apart...*)

    o_O O_o :shock: :|D:

    BTP on
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  • TheSuperWootTheSuperWoot Registered User regular
    edited July 2008
    BTP wrote: »

    Ikaruga: Let me break it down for you:
    snip

    Was just about to post this. Just picked up the game a few days ago with some leftover MS points and it's been kicking my ass.

    TheSuperWoot on
  • yalborapyalborap Registered User regular
    edited July 2008
    Modain wrote: »
    That graph always bothered me. I don't see how it makes sense.

    In short, the game is so difficult you actually TRAVEL BACK IN TIME over a horrible underside of a cliff, then after you can climb atop it's smooth sailing.

    I think.

    yalborap on
  • UnbreakableVowUnbreakableVow Registered User regular
    edited July 2008
    Dance Dance Revolution: If you're not used to moving your feet for things besides walking.

    UnbreakableVow on
  • TiemlerTiemler Registered User regular
    edited July 2008
    Personally, it bugs me more when a game's first few levels are tutorials. With some asshat NPC ordering me around, pick up that thing, use it on that other thing. And most shooters do that "you hit your head pretty hard, here, look up, now look down" shit. I vastly prefer COD4 just dropping you into a mission. Not a particularly difficult one, but at least it wasn't grenade-throwing-practice and shoot-those-watermelons.

    Tiemler on
  • yalborapyalborap Registered User regular
    edited July 2008
    Tiemler wrote: »
    Personally, it bugs me more when a game's first few levels are tutorials. With some asshat NPC ordering me around, pick up that thing, use it on that other thing. And most shooters do that "you hit your head pretty hard, here, look up, now look down" shit. I vastly prefer COD4 just dropping you into a mission. Not a particularly difficult one, but at least it wasn't grenade-throwing-practice and shoot-those-watermelons.

    Well, there was the training room and firing range and such.

    yalborap on
  • SpoitSpoit *twitch twitch* Registered User regular
    edited July 2008
    F-zero GX's story mode. Samurai Goroh level. /cries

    Spoit on
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  • RakaiRakai Registered User regular
    edited July 2008
    A learning curve thread and no mention of X3?

    Rakai on
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  • MiserableMirthMiserableMirth Registered User regular
    edited July 2008
    Tiemler wrote: »
    Personally, it bugs me more when a game's first few levels are tutorials. With some asshat NPC ordering me around, pick up that thing, use it on that other thing. And most shooters do that "you hit your head pretty hard, here, look up, now look down" shit. I vastly prefer COD4 just dropping you into a mission. Not a particularly difficult one, but at least it wasn't grenade-throwing-practice and shoot-those-watermelons.
    I think the best in-game tutorials are the ones that teach you how play without describing it to you unless the subject matter is complex enough to warrant being described some way.

    Portal is my best example for this. The only time Glados really comments on what your doing is with "flinging" because it is a little more advanced than the other gameplay elements. Even then, she does it a unique, funny way so most people don't even realize it.

    MiserableMirth on
  • UltimaGeckoUltimaGecko Registered User regular
    edited July 2008
    Heart of Iron and Europa Universalis (...and Victoria and Crusader or whichever the other 2 are) are pretty steep. Sure there are tutorials, but they don't even really tell you how or what you should probably be doing ("This is how you make armies. This is how you move armies. This is how you make amphibious landings - ready? Okay, now go take down Russia with everything we've taught you.") That and tiny little notes have relatively large impacts on gameplay in various situations ("Attacking during night time provides a negative combat modifier for the attacking forces; you can check to see if it's night or day with the sunlit map." or "paratroopers act as another direction of attack towards your enveloping combat bonus"). Then you'll get all sorts of fancy combinations of troop transport time, IC, infrastructure and TC combining for figuring out why that army you sent to Budapest arrived later than you expected. It's all modeled nicely, with some sort of extrapolated real-world theoretical equivalent, but the game doesn't tell you that they exist until you see them.

    It's one of those games where even the developers aren't sure how some of the stuff works.

    UltimaGecko on
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  • DehumanizedDehumanized Registered User regular
    edited July 2008
    Tiemler wrote: »
    Personally, it bugs me more when a game's first few levels are tutorials. With some asshat NPC ordering me around, pick up that thing, use it on that other thing. And most shooters do that "you hit your head pretty hard, here, look up, now look down" shit. I vastly prefer COD4 just dropping you into a mission. Not a particularly difficult one, but at least it wasn't grenade-throwing-practice and shoot-those-watermelons.
    I think the best in-game tutorials are the ones that teach you how play without describing it to you unless the subject matter is complex enough to warrant being described some way.

    Portal is my best example for this. The only time Glados really comments on what your doing is with "flinging" because it is a little more advanced than the other gameplay elements. Even then, she does it a unique, funny way so most people don't even realize it.

    Really everything up until L14 in portal is a tutorial. If I recall, that was pretty much the main goal they had with the gameplay, from what was said in the developer commentary

    Dehumanized on
  • FaffelFaffel Registered User regular
    edited July 2008

    (*...Goes to Youtube to see some tips on how to get through the levels, only to find plays of two ships controlled by one person tearing each level apart...*)

    I know (knew) that guy. He's the greatest gamer I've seen in my entire life at everything he touches. It's ridiculous. That said, I was never happier in my life than when Ninja Gaiden was kicking my ass, roadblocking me for hours at a time. Being able to see myself improve and really have to try to do well at the game is what I had been wanting for a long time. So, yes, full interactivity and as much surmountable challenge as possible.

    Faffel on
    [SIGPIC][/SIGPIC]
  • AntihippyAntihippy Registered User regular
    edited July 2008
    titmouse wrote: »
    Most space sims. It is even worse when there is no manual.

    Try X2 with no manual.

    D:

    Also, 632146 on the Xbox d-pad can go to hell.

    Antihippy on
    10454_nujabes2.pngPSN: Antiwhippy
  • ZiggymonZiggymon Registered User regular
    edited July 2008
    Border down is the game that gets harder the worse you are at it.

    Ziggymon on
  • SilvoculousSilvoculous Registered User regular
    edited July 2008
    Faffel wrote: »
    I know (knew) that guy. He's the greatest gamer I've seen in my entire life at everything he touches. It's ridiculous. That said, I was never happier in my life than when Ninja Gaiden was kicking my ass, roadblocking me for hours at a time. Being able to see myself improve and really have to try to do well at the game is what I had been wanting for a long time. So, yes, full interactivity and as much surmountable challenge as possible.

    Ninja Gaiden and God Hand are great at kicking your ass in the beginning but forcing you to improve, to the point that you can go back and destroy earlier bosses without much effort.

    Silvoculous on
  • SheepSheep Registered User, __BANNED USERS regular
    edited July 2008
    I think Space Giraffe was in a bit of an unfair situation.

    I asked some top ranking Geometry Wars players how they do it. Other than pausing the action for the occasional break, one of the big things for staying alive was reacting to the sound of enemies that may be on or off screen, and then going through the motions required to avoid them and survive.

    That's pretty much the same concept with Space Giraffe. Everything makes a unique sound, so all you have to do is react properly.

    I'll second the hate for required tutorials. Bleh. No thanks.

    I tend to play a game without even readin the manual or in-game control diagrams. if I can't figure something out, then I'll go back.

    I thought it was hilarious when people couldn't fire the cannon on Mass Effect.

    It's a giant tank and you didn't IMMEDIATELY press every button to see what it did?

    Sheep on
  • MeizMeiz Registered User regular
    edited July 2008
    The reason I've always liked Zangief is because my other friends couldn't do the spinning pile driver. Just being able to do it wasn't good enough after awhile, so I started trying to do the SPD on my friends. That was in another ball park of challenge. To able to pile drive my friends, I had to not die long enough to do so. So eventually I got pretty good with Zangief. Now I can do the 360 command as easy as they can do dragon punches and fire balls.

    And it was all worth it because pile driving opponents is the best goddamn feeling.

    Are you winding it up in the air or doing it while you're on the ground. Once I found out there was a way to do it without the windup, I practiced. Now I have it down pat.

    Meiz on
  • SheepSheep Registered User, __BANNED USERS regular
    edited July 2008
    I don't know what it is about them, but Dragon Punches and similar moves are always super difficult for me to do.

    Sheep on
  • IcemopperIcemopper Registered User regular
    edited July 2008
    I was just going to make a thread about FPS learning curves. For those of us who are used to them, they're no problem at all, but I'm talking about those who have never touched a game before.

    Are there any programs that make a tutorial out of a few levels for FPS games? I'd love to get my fiancee playing, but trying to use the mouse to look around is sometimes just too much.

    Icemopper on
  • -SPI--SPI- Osaka, JapanRegistered User regular
    edited July 2008
    Rakai wrote: »
    A learning curve thread and no mention of X3?
    My favourite part is where the manual directs you to use the in-game tutorial which doesn't exist.

    -SPI- on
  • CheezyCheezy Registered User regular
    edited July 2008
    All of the games I would've mentioned have been mentioned already, namely Dwarf Fortress, X3, and every Paradox title ever.

    Cheezy on
  • MalechaiMalechai Registered User regular
    edited July 2008
    Dizzy's ultimate overdrive and I-no's arial overdrive always drove me nuts, even with trying to buffer a jump into I-no's I'd say 30% went off.

    Another game with a humbeling learning wall is Warhawk. Basicly the tutorial for the game is a text box that pops up for a breif moment when you pick up any weapon, get in any vehicle or play a new game mode. Problem is you can't realy read the protip's cause your too ocupied with the guys from the other team trying to give you a tow missle enema. God I love that game.

    Malechai on
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  • AntihippyAntihippy Registered User regular
    edited July 2008
    Malechai wrote: »
    Dizzy's ultimate overdrive and I-no's arial overdrive always drove me nuts, even with trying to buffer a jump into I-no's I'd say 30% went off.

    Real man use Bridget.

    Antihippy on
    10454_nujabes2.pngPSN: Antiwhippy
  • MalechaiMalechai Registered User regular
    edited July 2008
    Antihippy wrote: »
    Malechai wrote: »
    Dizzy's ultimate overdrive and I-no's arial overdrive always drove me nuts, even with trying to buffer a jump into I-no's I'd say 30% went off.

    Real man use Bridget.

    For target practice.

    Malechai on
    sig5ez4.jpg
  • CouscousCouscous Registered User regular
    edited July 2008
    Malechai wrote: »
    Antihippy wrote: »
    Malechai wrote: »
    Dizzy's ultimate overdrive and I-no's arial overdrive always drove me nuts, even with trying to buffer a jump into I-no's I'd say 30% went off.

    Real man use Bridget.

    For target practice.

    :winky:

    Couscous on
  • AntihippyAntihippy Registered User regular
    edited July 2008
    Malechai wrote: »
    Antihippy wrote: »
    Malechai wrote: »
    Dizzy's ultimate overdrive and I-no's arial overdrive always drove me nuts, even with trying to buffer a jump into I-no's I'd say 30% went off.

    Real man use Bridget.

    For target practice.

    I believe that is reserved for Johnny.
    Oh gods the double entendres. D:

    Antihippy on
    10454_nujabes2.pngPSN: Antiwhippy
  • slash000slash000 Registered User regular
    edited July 2008
    Yes! Someone made this thread!

    After reading the Kotaku article!



    Ah man.

    That writer,Mike Fahey, oh man. Give me a fucking break.

    Old games you had to master the controls before learning to master the game? Sorry, that's just wrong. Most of the oldest games I can think of, arcade games and games before and including the NES, the controls were extremely simple. They often boiled down to "point where you want to move with the pad/stick, click this button to jump, this button to shoot." That was it. There was no difficulty in learning the controls. Most of the difficulty of many of the games came from memorizing the levels or patterns, or from mastery over keen timing and hand eye coordination, or from getting some tough part into muscle memory.


    He talks about how hard it is to get into this new Bionic Commando.

    Remember the first bionic commando? Or, ever play Ninja Five-0?

    Both of these are extremely good games. Controlling these games took some getting used to, and become a ninja master flying through the levels efficiently with the swing mechanic really, actually, took some serious time getting used to and getting good at. You didn't pick up either of these games and instantly become good at them.

    But that's not to say the controls were bad in either of these games. They were intuitive - you pressed a button to shoot out the grappler, and it would swing you in the appropriate arch. But the mechanic of swinging through the levels was a challenge that you mastered over the course of the game. And it was fun and rewarding in doing so.

    Kind of like what the Capcom rep was saying about "skill based controls."

    And it makes perfect sense.



    To give a person complete freedom in a game like Bionic Commando is going to require that the controls be a little bit more sophisticated than what Mike Fahey is apparently expecting. If he wants something that he can just jump into and not have to 'learn' at all to play, they probably would have had to seriously limit the ways in which the grapple/swing mechanic works. It would have been simpler and the game would probably suffer for it.

    What would they have done, make the game control like the recent Spiderman games? Wherein you press a button to shoot a web that attaches randomly to the nearest completely indiscernable thing off screen? That's not what Bionic Commando is about. And Bionic Commando doesn't have the luxury of being in a completely open city that just having the bionic arm randomly attach to something off screen would really work (rather it's sort of a war torn city that's falling apart). Assassin's Creed like the OP suggests is also a great example of how simplification might be less rewarding, and in fact, perhaps closer to hand-holding.


    Man whatever. I think a lot of reviewers these days are coddled on three types of games with three very basic types of controls; third person shooters, first person shooters, and action games. Most of these genres games use essentially the same sets of controls in general within their respective genres, and most of these reviewers are so trained on them, that they know what they're doing as soon as they pick up the controller. But should something ever come their way that they have to learn something new, control wise, to make use of a new mechanic, they freak out like Fahey does. Thus games with very rewarding controls that make sense for a game, once you get used to it, a lot of people just can't come to grips with.

    slash000 on
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