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I sucks at video games, so you can make the game very easy on easy?


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#251
Vandicus

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THEE_DEATHMASTER wrote...

I guess the difference between what is 'casual mode' and what is being proposed here is the difference between what is classified as a RPG and a visual novel.


On the contrary, quite a few early crpgs did not really have combat mechanics to speak of.

#252
Rixatrix

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Why is this such an issue?

Make an easy story mode and make a Hell On Earth impossible mode....

#253
Kekkis

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DarkKnightHolmes wrote...

My God, I can't imagine some of you people playing games in the 90's. Seriously, casual is very easy. Yes, it's not one hit easy but really at the end of the day, a game should have some challenge.


It was all about having fun back then and it is all about having fun now. Casual is very easy for me, becouse I have been killing stuff in games since late 80's. But I still use casual/very easy mode time to time. I have a job that gives me challenges/headaches, thank you.

You had difficult time with your first games as well and 20 years later and you tell, that modern newbies are stupid, becouse they don't have 20 years of experience of how games work. -_-

Modifié par Kekkis, 02 décembre 2012 - 10:22 .


#254
Guest_simfamUP_*

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Story mode for ME3 is easier than taking a **** on a sidewalk. I don't think it needs to get any easier than that.

#255
eroeru

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mousestalker wrote...

Could someone explain to me what the difference is between playing a game in ultra easy mode compared to playing a game in nightmare mode versus playing a game in English (A language I mostly understand) compared to playing the game in Mongolian (a language of which I know nothing)?


A good game will work somewhat likewise, offering very different kinds and types of gameplay at higher difficulty (strategy, logic etc), which inherently require solving (and as such is purely part of the "tedious" gameplay, and apart from the story). A narrative mode would omit logical puzzles and strategy (for fundamentally differing reasons to making "gameplay" - usually for making an interesting story).

Yet your analogy still doesn't hold in exact as Mongolian is on the one hand pretty much exactly the same thing as English (a language that refers to... "reality", with more or less identic functions), and on the other, you cannot "access" the language with the same know-how, thus making it simply a meaningless yet hindering addition (with its place as a "hard mode" as by your suggestion).

In other words - a good game will maybe add some "mongolian" into harder difficulties, but not translate what's already there.