I still spend a lot more time playing 1990s or early 2000s video games than more recent slop. A big reason is that modern games are not really games but instead movies pretending to be games or thinly veiled propaganda pieces that want to teach you that there are infinitely many sexes or that beautiful women do not exist. Even the better games have the problem that they take too long to replay. While there are people who claim to have played through games like The Witcher III or Dragon’s Quest XI multiple times, which are both games were even a relatively rushed playthrough takes between 60 and 80 hours, the typical consumer probably is not inclined to do so. I could not even bring myself to go through the post-game content of DQ XI, I am referring to “Act 3”, which starts after the game credits roll. The game is really good, but the third act is just too much. The Witcher III sadly overstays its welcome so it was a slog to finish it.
The first consoles and handhelds I owned were a Game Boy, a Super Nintendo, and a Sega Dreamcast, and afterwards I paid relatively little attention to gaming, except for some highlights like Resident Evil 4 for the GameCube. In hindsight it is a pity that I did not have enough time for playing Dreamcast games because its library is absolutely fantastic, and I have only really started to dig into it in the last few years. For about twenty years I am telling myself that one day I am going to put a serious effort into Ikaruga but it still has not happened yet. These classic games, with the exception of early RPGs, were primarily built around solid mechanics. This means that playing the game and mastering its controls, was what made them fun, not getting funneled through a bunch of lame puzzles and brain-dead fighting scenes in order to watch the next cut-scene.
When I got into gaming again, which was at the tail end of the PS3/Xbox 360 generation, I quickly noticed that this industry had fundamentally changed. No longer were games made to be played, replayed, and mastered. Instead, it was all about content. I recall playing Bulletstorm and liking it quite a bit. On my second play-through, though, I realized that there were parts that were so poorly designed that you could not avoid taking hits. Thanks to regenerating health, this was not much of an issue, but this is simply horrible design as it means that true mastery was not possible. Of course, I am familiar with the “resource check” principle of arcade bosses, i.e. final bosses that are so difficult that you have basically no chance of beating them if you do not have a few extra lives or bombs left. Yet, the truly dedicated even manage to overcome these odds and “no-miss/no-bomb” such boss characters.
There were three games I played a lot as a child, but not even excessively by today’s standards. My playtime was limited to about an hour a day and I did not even play every day. Anyway, I sunk a lot of time into Super Mario World (SMW), The Legend of Zelda: A Link to the Past (ALttP), and Street Fighter II (SF II). SMW takes just a few hours. If you are really good, you can finish it in one sitting. ALttP takes about a dozen hours, and one play-through of SF II can be done in about ten to twelve minutes. Yet, just beating the game is not really the point. It is just the warm-up. Back then, there were not that many games around, so you tried to squeeze more hours out of them. This meant that in Super Mario World you tried to not die, or finish the game without activating the so-called switch palaces that made the game easier by making helpful blocks appear in some stages. I did not play Super Mario World enough to be able to not lose any lives, but I was able to finish it with losing few lives. ALttP I managed to finish without losing a single life, on my second or third run but at that point I was done with that game, as I also had a maxed-out character in terms of health and equipment.
More interesting was SF II, which I probably played more than all other SNES games I ever played combined. Because of sour grapes I even told myself that SF II: Turbo, which came out one year later, was not as good as the original. Granted, I like the graphics of the original better, but SF II: Turbo is a much more comprehensive game. Anyway, let me break down how you can approach SF II if you are a bit autistic: first, the game gives you a choice of eight characters. If you are a total beginner, you may switch characters after losing a match against the CPU, but you will probably quickly graduate to picking one character and sticking with it. The first goal is to beat the game with that character. Then you can try to beat the game with that character but without losing a single match, i.e. a one-credit clear (1CC). If you are more autistic, you may try to not lose a single round or even not to get hit, or try to conserve as much of your life bar as possible. I also set myself self-imposed challenges for fun, such as defeating the CPU by using only throws, or by only using hard punches, or only with standing high kicks. Beating the CPU without using special moves is also a fun challenge.
Mastering one character well enough to beat the game with only a few repeated matches will probably take a novice a few dozen hours. Then there are higher difficulty modes available, and at the highest level, the game becomes really quite challenging. You will sink a lot of hours into studying the CPU to figure out how to beat it without losing a match, let alone round, at the highest level. I recall that I managed to do that with my “main” Ryu, but perhaps also with other characters. Once you have mastered one character, pick another one and do it again! Granted, Ryu and Ken are virtually identical, but the others require you to relearn the game. All in all, you could sink well over hundred hours into this game, and keep returning to it. I have played SF II on the SNES for years.
I almost wish I would not have been such a snob about SF II: Turbo, which is the game I currently, 30 years later, play the most, as I could have gotten even more entertainment out of it. Let me visualize it with some screenshots:
On the far right you see a screenshot of me having beaten the game on standard difficulty settings as Ryu without losing a match. This takes you ten minutes or so, but perhaps it takes you 100 hours to get there. In SF II: Turbo, you have 12 characters, two modes (Turbo and Normal), five standard speed settings for the turbo mode, six unlockable additional speed settings, and nine difficulty settings. If you get really deep into this game, it could entertain you for many hundreds of hours. The differences between the various speed and difficulty settings are not trivial, so you probably need to take one step at a time, for both speed and difficulty.
Modern games do not really give you that. Obviously, there are new versions of Street Fighter and other fighting games but the gameplay has changed so fundamentally that they are much different games. I do not think there is much of a single-player culture surrounding them anymore. A lot of fighting games have some kind of “revenge mechanic”, meaning that you can build up a special gauge and if you take enough damage, you can unleash a really powerful attack on your opponent and if you succeed, you win. I can’t say I am the biggest fan of this gameplay mechanic, even though I like one game a lot that is built around it, i.e. Street Fighter Zero 2. Fighting game design has also gotten more conservative. You may get 60 characters, but the differences between them may not nearly be as pronounced a they were in the limited cast of SF II.
I know that a lot of people enjoy replaying Dark Souls and other “souls-likes”. These games tap into the old concept of mastery, i.e. the first playthrough is basically a tutorial, and afterwards you work on getting better and better. This only works if the underlying mechanics are good enough. I am not entirely convinced that Dark Souls deserves the high praise it gets, but it is clearly a much better designed game than your typical Western slop that consists of going through hundreds of markers on a giant map.
“I am not entirely convinced that Dark Souls deserves the high praise it gets, but it is clearly a much better designed game than your typical Western slop that consists of going through hundreds of markers on a giant map.”
I’ve thought about this a little bit. Dark Souls can feel very rewarding sometimes because it’s wonderful to overcome something very challenging. However, I feel there are legitimate areas of the game that are just complete bullshit (DS1). It’s also not fun to lose all your exp points to a bullshit area. Furthermore, it’s painful to trek through the same long stretch of area again and again just to arrive at some trial and error death trap. It’s not a game I would ever care to master. Just getting through it once would be enough.
This is an aspect where arcade-style games are superior. You get the challenge but if you fail, you do not lose a lot of time, at least in checkpoint-based games. A great example is the fight against Dictator (Vega/M.Bison) in Street Fighter II. It is a brutal skill check. You can beat that opponent perfectly if you do not mess up, but if you do mess up, you only need to redo the fight. I watched a few video analyses of the difficulty in Dark Souls. It seems that that there is a lot more trial-and-error than the fan base wants to admit. This is not necessarily a bad gameplay principle. However, it would probably be better if the community acknowledged that rather than pretend that these games are fairer than they are. Probably everybody playing Dark Souls for the first time, for instance, got hit by the boulder rolling down the stairs in the tutorial area.
On a side note, I watched some SFII playthroughs on YouTube recently and I think there may be some value in recording my gameplay. There are a lot of people who rely a lot on special moves, showing that they do not really understand the patterns the AI uses. In my view, SFII is a game based on pattern recognition and combination, i.e. you need to learn the patterns of the opponent but then you have to also understand how your character can exploit them. Once you have learned how to beat one particular character, you should be able to remain victorious if you change your character, but you will have to adjust your play style accordingly to exploit different weaknesses in the opponent’s patterns. Yet, if all you do is throwing dragon punches, you have probably not properly learned the game, and if this is how someone plays, they most likely cheat. At the very least they most likely use macros. I came across one playthrough where I saw basically one dragon punch after another, without error. Yet, there is a risk/reward aspect and if you make an execution error, which happens even to experienced players, you may lose 2/3 of your life bar as the CPU punishes you so relentlessly. This can easily happen against Dictator, which is why I would not rely on the dragon punch at all in this fight.
“I watched a few video analyses of the difficulty in Dark Souls. It seems that that there is a lot more trial-and-error than the fan base wants to admit.”
This is an example, such as the bolder comment you made, that is just complete horse shit in DS1 (3 min video): https://youtu.be/Wn20aJhUGLk
I recall watching a Mark_MSX video discussing the folly of learning combos and special moves in fighting games. I can’t remember which game he was specifically referencing, but he talked about PvP and how you’re much better served by focusing on countering your opponent and then punishing them. Basically, you can spot an intermediate newbie a mile away if they go on the offensive trying to land every combo and special move in their repertoire, not even really paying attention to their opponent’s inputs.
I have come across references to the archers of Anor Londo on gaming forums, but I was not aware of how infuriating they must be. This seems to be one of the most infamous parts of Dark Souls. There is probably some obscure way to sidestep this part, which the community pretends was completely obvious to anyone who pays attention to the environment. Dark Souls apologetism should be added to the ICD.
Dark Souls player here… I am not a hardcore player, but i must have sunk some 300hours into it over the years. According to Steam, almost 90% of players never even get to complete half a playthrough, I must have done it 3 or 4 times.
You are right about trial and error, the game is quite explicit about it. Recharging your health (bonfires) also revives amost all of the enemies your have slain (except bosses and minibosses). Oh, and you cant pause or save the game, upon death you revert to the last bonfire.
One of the more challenging aspects of the game is that there are no tutorials in game, so you have to figure out a lot of the mechanics by yourself. There are no minimaps or directions, you are forced to explore the map (but you are richly rewarded for doing so).
And it has a pretty well developed lore that not only helps you make sense of the world you are in, but also gives important clues for your gameplay. The different customization options for your character and the different choices you can make at critical points of the game (which will irreversibly affect the rest of your playthrough) also give it a very good replay value.
I absolutely think it deserves the high praise… for about the first 2/3rds of the game approx. In the latter 1/3rd of the game is becomes evident the developers ran out of time and rushed it through, and it shows. Lost Izalith is probably the worst level of all.
I have played a little bit os DS2, but most of it looks like a pretty mediocre knockoff in comparison to DS1, so I dropped it. If I remember correctly, most of it was not even designed by the same people.
DS3 is on my to do list, I purchased it on steam a couple years ago but I have scarcely had any time to play these years.
@Aaron
The archers are indeed infamously annoying, and no, there is no way to sidestep them. The closest thing you get to a cheat is what the guy in the video above shows, which is to stand in a certain spot and hope for that one archer blocking your way to take a wrong step to his death. In my exp it did not happen so often, I ended up having to fight him anyway.
Shortly after this part you get to the Ornstein & Smough bossfight, which is another exercise in frustration.