832
Why only hard and hardcore
It so happens that we play games on the highest difficulty. B> The reason is not that we are thrust stoned geeks, but simple rationality - the desire to get pleasure from the game.
Problem is what, before all the games were difficult because they were designed for a much more hardcore gamers. When you have no internet, only 5 pcs cartridges and do nothing - you play what is. And through the game for a child in the 90s meant not that today.
Today the "go" - this is to spend some time on it to "see" the story and make 200 save-load. And earlier "pass" - is a feat. Without a guarantee of results. That's at least the Soviet "Well, wait a minute!". I still remember how to come on the long-awaited final ... and saw that the game is cyclical as Tetris. Cartoon also not shown.
But back to why only hard or hardcore. And what does this have to GameDev and business.
Incorrect behavior patterns
Easy teaches us to solve problems in the forehead. If this shooter - come and shoot, instead of first intelligently scout the terrain, find the best point and then join the battle, for example. The strategy Easy - it is an occasion to circle all the frame and lomanut in blunt attack and not play the hit-n-run, cut off the enemy or obtaining resources to fight for every inch, "squeezing" of all possible terrain and conditions.
A person who has passed the game on easy, as a rule, it is not adapted to the network game. He's such a good learned helplessness - 8-12 hours of play taught him absolutely not what is needed in the "real" battle with live players. No attempt to think - just ahead and everything. With a natural result.
This is the first reason why we did not switch to easy / normal: well, when the game immediately creates the right expectations and can not develop unnecessary patterns.
Conceived not as
To experience the thrill of the game, you need to understand all of its features. The developers, game designers and level designers pledged certain opportunities and situations that, by and large, can be implemented only on the high complexity. The original game - IMHO, usually one that is hard for the choice on the menu. The rest - a compromise between marketing and hardcore. Rather, it is closer to watching the story, but with some conscious participation.
It is very good if the complexity of the changes is reasonable. For example, in the old UFO complexity affect the funding (or more precisely, on the delta of the points of the countries - indirectly) and the number of non-Russians in the whipped egg dish. The new XCOM complexity affects the number of opponents and accuracy of your soldiers. This is kind of lawlessness, because me the basics of tactics, not allowing to bet on accuracy. In the same good old Jagged Alliance 2 complexity influenced the training of troops and their Deydrany number, plus start-up capital. Aesthetes having fun at Wildfire, where the same capital of rare and terrible in the base version of the tank was sitting around every corner.
Long ago, playing the first Max Payne, I realized how changing my tactics as far as passing on of varying complexity. Levels began to acquire new traits, increased accuracy, and so on. Trite shootout gets interesting: I got more from the game.
In S.T.A.L.K.E.R. low complexity can be put to military checkpoint on the first map from afar, just crouching behind a tree and shooting a gun. Finally unrealistic situation, but it is possible. She cuts a cool storyline that we must wade through a tunnel with anomalies to bypass the checkpoint. But it is necessary to increase the difficulty - and you are surprised to realize that you're not the first guy in the village, and the banal hit some Gopnik with firearms may well be the last. Learn to survive and think.
Question to the developers PC-games
Self-esteem
If you go through the game on Easy, it gives nothing in terms of internal rewards. All the time there are unrealistic situations like the attack of five fighters on one main character RPG, - and our hero easily shrugs off armed firearms some crowbar. In life it does not happen, but in the game - that's it. On the other hand, the high complexity of each such task becomes more fun and hardcore. "Snatch" victory gives much more profound sense of moral satisfaction. Actually, she returns to what was once the happiness of the passing game.
In business, it is important to feel the victory and development every day - perhaps it is no less important for the psyche than healthy sleep. The length can be many solutions to a year-six months, launched today, three months implemented, and only in the high season have learned, is working or not. So when we're going somewhere or going - hard and hardcore. Psyche happy. Well, we learn a little more about the mechanics of "parsed" games.
And still high complexity corny raises degree of pleasure. It's like chess - not interested in playing with someone who is weaker than you. Strange long to play with someone who is stronger than you to order. But the victory of the one who is stronger than you an inch after a good match wits - this is the joy of victory. And we do not deprive yourself of such.
And one more thing. Our founder Dima Kibkalo have children who play not only in nastolki, but games on the tablet. So it allows them to play only on hard, so there was a skill to look for ways of victory.
Because the game - a search and training.
UPD: Well, gently, butthurt.
If that - I'm not talking about the average American player who thinks he is cool, killing a still boss. Yes, the game can be played as a movie, but it's more fun. Like the movie, not as from the game.
Source: habrahabr.ru/company/mosigra/blog/242287/
Problem is what, before all the games were difficult because they were designed for a much more hardcore gamers. When you have no internet, only 5 pcs cartridges and do nothing - you play what is. And through the game for a child in the 90s meant not that today.
Today the "go" - this is to spend some time on it to "see" the story and make 200 save-load. And earlier "pass" - is a feat. Without a guarantee of results. That's at least the Soviet "Well, wait a minute!". I still remember how to come on the long-awaited final ... and saw that the game is cyclical as Tetris. Cartoon also not shown.
But back to why only hard or hardcore. And what does this have to GameDev and business.
Incorrect behavior patterns
Easy teaches us to solve problems in the forehead. If this shooter - come and shoot, instead of first intelligently scout the terrain, find the best point and then join the battle, for example. The strategy Easy - it is an occasion to circle all the frame and lomanut in blunt attack and not play the hit-n-run, cut off the enemy or obtaining resources to fight for every inch, "squeezing" of all possible terrain and conditions.
A person who has passed the game on easy, as a rule, it is not adapted to the network game. He's such a good learned helplessness - 8-12 hours of play taught him absolutely not what is needed in the "real" battle with live players. No attempt to think - just ahead and everything. With a natural result.
This is the first reason why we did not switch to easy / normal: well, when the game immediately creates the right expectations and can not develop unnecessary patterns.
Conceived not as
To experience the thrill of the game, you need to understand all of its features. The developers, game designers and level designers pledged certain opportunities and situations that, by and large, can be implemented only on the high complexity. The original game - IMHO, usually one that is hard for the choice on the menu. The rest - a compromise between marketing and hardcore. Rather, it is closer to watching the story, but with some conscious participation.
It is very good if the complexity of the changes is reasonable. For example, in the old UFO complexity affect the funding (or more precisely, on the delta of the points of the countries - indirectly) and the number of non-Russians in the whipped egg dish. The new XCOM complexity affects the number of opponents and accuracy of your soldiers. This is kind of lawlessness, because me the basics of tactics, not allowing to bet on accuracy. In the same good old Jagged Alliance 2 complexity influenced the training of troops and their Deydrany number, plus start-up capital. Aesthetes having fun at Wildfire, where the same capital of rare and terrible in the base version of the tank was sitting around every corner.
Long ago, playing the first Max Payne, I realized how changing my tactics as far as passing on of varying complexity. Levels began to acquire new traits, increased accuracy, and so on. Trite shootout gets interesting: I got more from the game.
In S.T.A.L.K.E.R. low complexity can be put to military checkpoint on the first map from afar, just crouching behind a tree and shooting a gun. Finally unrealistic situation, but it is possible. She cuts a cool storyline that we must wade through a tunnel with anomalies to bypass the checkpoint. But it is necessary to increase the difficulty - and you are surprised to realize that you're not the first guy in the village, and the banal hit some Gopnik with firearms may well be the last. Learn to survive and think.
Question to the developers PC-games
Self-esteem
If you go through the game on Easy, it gives nothing in terms of internal rewards. All the time there are unrealistic situations like the attack of five fighters on one main character RPG, - and our hero easily shrugs off armed firearms some crowbar. In life it does not happen, but in the game - that's it. On the other hand, the high complexity of each such task becomes more fun and hardcore. "Snatch" victory gives much more profound sense of moral satisfaction. Actually, she returns to what was once the happiness of the passing game.
In business, it is important to feel the victory and development every day - perhaps it is no less important for the psyche than healthy sleep. The length can be many solutions to a year-six months, launched today, three months implemented, and only in the high season have learned, is working or not. So when we're going somewhere or going - hard and hardcore. Psyche happy. Well, we learn a little more about the mechanics of "parsed" games.
And still high complexity corny raises degree of pleasure. It's like chess - not interested in playing with someone who is weaker than you. Strange long to play with someone who is stronger than you to order. But the victory of the one who is stronger than you an inch after a good match wits - this is the joy of victory. And we do not deprive yourself of such.
And one more thing. Our founder Dima Kibkalo have children who play not only in nastolki, but games on the tablet. So it allows them to play only on hard, so there was a skill to look for ways of victory.
Because the game - a search and training.
UPD: Well, gently, butthurt.
If that - I'm not talking about the average American player who thinks he is cool, killing a still boss. Yes, the game can be played as a movie, but it's more fun. Like the movie, not as from the game.
Source: habrahabr.ru/company/mosigra/blog/242287/
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