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Thread 719893067

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Anonymous No.719893067 >>719894116 >>719896551 >>719898251 >>719898973 >>719901641
How can you tell the difference between skill issue and a legitimately unfair situation?
Anonymous No.719893364 >>719893498
It's always a skill issue.
You should be able to identify "unfair" situations and know how to deal with them.
So, all in all _____________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________git gud fgt kek
Anonymous No.719893498
>>719893364
There have definitely been games that are designed to not respect the player's time and give them an avenue to improve and conquer them.

They're mostly derivative of the arcade experience, where game design priority is different from what works well on console, but they do exist.
Anonymous No.719894116 >>719894281 >>719895687
>>719893067 (OP)
It's really simple.

1. Small threats that you have to know in advance to dodge are fine as long as they are scripted and not randomized. This gives the developer the ability to create intricate combination of minions, projectiles, etc that collectively challenge the player.
Gradius does this beautifully, there are few enemy spawns that comes without warning at first glance you might think they are unfair, but they were not designed to kill you. They are part of a bigger picture will only comes to fruition with other enemies. This is why people find Gradius challenging even though they know where enemies are going to come from.

2. HP bars are inherently unfair. For example, what's the difference between you hitting a boss perfectly 10x and then dodging his attack when he's at full health vs when he's at 10% health? None, you executed the exact same input and the boss executed the exact same strategy but in one instance he's still alive and in other he's dead. The same goes for the boss hitting you. If a boss manages to hit you, then he won that round. HP bar just extend the number of rounds.

3. Stats are inherently unfair. You execute the same sequence of action, the boss execute the same sequence of action, but level 1 vs level 10 lead to different outcomes. Skill is reduced.

I would say 2 and 3 are the biggest source of unfairness in a game.
Anonymous No.719894281 >>719894782
>>719894116
You forgot

4) The game is so much dumber than the player that the player will always have an advantage, causing a necessary implementation of 2 and 3 to keep the game fun for skilled players
Anonymous No.719894782
>>719894281
>2 and 3 to keep the game fun for skilled players
True skill players will detect the scam and simply don't play the game. But 2 and 3 are exclusively used to make casuals feel better, keep them hooked on a mindless game.

There's a reason why most game never states, what's the "intended" difficulty level of a game. This allows the designer to avoid balancing, allows casuals to feel good about themselves, allows hardcore player to waste time on higher difficulties only to realize it's shit.
Anonymous No.719895687 >>719898426
>>719894116
Here's another one:

4. Mechanical execution should never be used to balance a game mechanic or move. And this might turn off some people, because Fighting games are one of the biggest offenders in this game. All it does is fool you into thinking you are playing a deep game, meanwhile the actual depth is locked behind muscle memory that is gain by dead monotonous repetitions. And autists are really good at this.
What designer thinks:
>Hmm I would make this move harder to execute but do more damage, this would balance it.
What autists acquire:
>Burn the execution to muscle memory
>The only limitation holding back the move is now removed and is objectively the best choice anything else is a disadvantage and now to fight an autist you have to become the autist
Anonymous No.719896551
>>719893067 (OP)
if you don't like it, it's unfair. if you like it, not only are you retarded, but you have skill issue as well. this should be a lot easier to understand than a paragraph or ten.
Anonymous No.719898251 >>719902241
>>719893067 (OP)
If it happens to me it's unfair
If it happens to you it's a skill issue
Anonymous No.719898426 >>719898825
>>719895687
for many people overcoming mechanical challenges is part of the fun of fighting games. not every game has to be for you
Anonymous No.719898825
>>719898426
>or many people overcoming mechanical challenges is part of the fun of fighting games
Uhm no?
>Tekken players will exclusively play Tekken because they already have the muscle memory
>Street Fighter players will exclusively play SF because they already have the muscle memory
They might play a little bit of other when they are just released or if they are e-celebs that get paid to slop through these. But they will end up back what they already know.
Why new fighting games have overwhelming Legacy characters?
Why moveset or combos carry over to sequels if learning them is fun?

Fighting game players actively avoid trying new stuff, you are literally coping if you think they like trying new stuff, unless its built on stuff they already know then its fine.
Anonymous No.719898973
>>719893067 (OP)
Simple: I'm not autistic.
Anonymous No.719901641
>>719893067 (OP)
bump
Anonymous No.719902241 >>719902609
>>719898251
Why is that?
Anonymous No.719902609
>>719902241
Because I want to feel better about my own misfortunes
And I want you to feel worse about your own