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EA feels their games are too hard


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#51
Koneko Koji

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Says a lot about what he thinks of today's audience.

Back when I was a kid (in the murky far distant past), the gaming magazines would release hint and cheat books for the Master System and later on the Mega Drive to help people with the games - things like Mortal Kombat which had a million and one different moves to learn, or Golden Axe Warrior (sort of a Zelda type game) where you had no instruction - you just had to figure out where to find everything; or even Fantastic Dizzy where you had to collect 900+ stars and there was no save function - these were hard games; learning to control DA characters? Not so much!



#52
Guest_Donkson_*

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Says a lot about what he thinks of today's audience.
Back when I was a kid (in the murky far distant past), the gaming magazines would release hint and cheat books for the Master System and later on the Mega Drive to help people with the games - things like Mortal Kombat which had a million and one different moves to learn, or Golden Axe Warrior (sort of a Zelda type game) where you had no instruction - you just had to figure out where to find everything; or even Fantastic Dizzy where you had to collect 900+ stars and there was no save function - these were hard games; learning to control DA characters? Not so much!

That's the mentality though...

 

Instead of encourage people to think for themselves, just cater to their stupidity instead. Tell them how to breathe. Sadly, this isn't just the gaming industry... it's in everything of every day life. :sick:

 

I mean, if you're stuck... go look it up online. That's what guides are for? Or is that too hard as well? LOL.



#53
harlekein

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I know how to solve it, just remove the gameplay altogether. Click a button and the story moves forward. Every choice is a good choice.

 

The perfect EA game will be an animated movie occasionally waiting for user input.


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#54
Guest_Donkson_*

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I know how to solve it, just remove the gameplay altogether. Click a button and the story moves forward. Every choice is a good choice.
 
The perfect EA game will be an animated movie occasionally waiting for user input.


But... how do you click the button? :blink:


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#55
Koneko Koji

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I mean, if you're stuck... go look it up online. That's what guides are for? Or is that too hard as well? LOL.

 

Except even the guides are useless these days - I bought the official game guide, and it's just awful; they just show pictures and make a few comments here and there - there's no step by step or how to for the harder items; the side quests etc aren't even addressed beyond a vague graphic on the map. You have to look online for any detailed amount of help - which annoys me because I don't like running my PC and 360 at the same time - it's a waste of electric!

 

But, getting back to the subject, what baffles me is that they say the games are too hard - dumb it down beyond all belief, and then but puzzles like the rotating statues in which, in my opinion, was properly hard, and oh so satisfying to to finish (even if the pay off was a bit of a let down).

I'd be happier if they could find a suitable balance, easier levels at the start which slide into harder pieces and areas - but because of the "open world" jazz and being able to do anything in any order, they've not addressed the balance and made it ALL easy so that "newbies" can still play. PAH I say, PAH!


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#56
Gileadan

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Reminds me of CDP:R's April fools joke from 2011, when they announced "The Bard - Saviour of Queens."

 

"It takes about two hours to walk through this game."

"On the easiest difficulty setting, the game plays itself, so you are not burdened with any gameplay."

 

Spoiler


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#57
Guest_Donkson_*

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Except even the guides are useless these days - I bought the official game guide, and it's just awful; they just show pictures and make a few comments here and there - there's no step by step or how to for the harder items; the side quests etc aren't even addressed beyond a vague graphic on the map. You have to look online for any detailed amount of help - which annoys me because I don't like running my PC and 360 at the same time - it's a waste of electric!
 
But, getting back to the subject, what baffles me is that they say the games are too hard - dumb it down beyond all belief, and then but puzzles like the rotating statues in which, in my opinion, was properly hard, and oh so satisfying to to finish (even if the pay off was a bit of a let down).
I'd be happier if they could find a suitable balance, easier levels at the start which slide into harder pieces and areas - but because of the "open world" jazz and being able to do anything in any order, they've not addressed the balance and made it ALL easy so that "newbies" can still play. PAH I say, PAH!


Well... if the newbies are as dumb as they're implying then the puzzles will definitely be scrapped. :lol:



#58
HTTP 404

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"too hard to learn"  a bit misleading for a thread title omitting the last bit.  As long as difficulty can be scaled high, what does it matter?



#59
RZIBARA

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EA, just when I start warming up to you, you say this type of crap and make me hate you again


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#60
shazza53

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Amazing ... Has he ever seen an eight year old tackle a new game? Kids and young folks have no problem figuring out how to play new games.

There should always be games available that are challenging - 2 hours to learn? So what, as long as the learning is enjoyable.

An earlier poster documented one of the problems for people new to gaming - none of the games come with documentation anymore. Not everyone knows to search online for help. This is so frustrating, when you just want to figure out the basics of gameplay. I am an old person (61) and I had some problems learning the finer points of DA:I, but I've had fun learning. Please don't dumb down these games any more!
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#61
Keitaro57

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Where is the problem exactly?

 

You have different level of difficulties to choose from at the beginning of the game.

Choose "Casual" and you have the simple game with not much rules to use.

Choose "Hardcore" and welcome to the micromanagement world!

 

They made it for Bayonetta and from different games. You only have to work a little to bring it and it give a new possibility : to transform casuals into hardcore by making them try to maxout the possibilities of their favorite game!

 

Well, I'm not thinking about EA for this philosophy of gaming. They love instant-cashgrab-DLCfest-games, not compatible.



#62
Guest_Donkson_*

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LOL I think the problem happens when people have trouble, even on casual setting...

 

Also, it was stated something about "people don't have time"... assuming this is directed at people with full on lives, jobs, etc.

 

Which is ironic, because I've wasted many hours playing boring fetch when I could have delved into something a bit more stimulating to the brain in my spare time.



#63
papercut_ninja

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Says a lot about what he thinks of today's audience.

Back when I was a kid (in the murky far distant past), the gaming magazines would release hint and cheat books for the Master System and later on the Mega Drive to help people with the games - things like Mortal Kombat which had a million and one different moves to learn, or Golden Axe Warrior (sort of a Zelda type game) where you had no instruction - you just had to figure out where to find everything; or even Fantastic Dizzy where you had to collect 900+ stars and there was no save function - these were hard games; learning to control DA characters? Not so much!

 

I recognize a lot in this, but in truth, a lot of these challenges were down to outright poor design and/or instructions. There's no real excuse for having controls and mechanisms that aren't properly explained or intuitive...playing more old school rpg style games like D:OS I found this really frustrating (among many good things) that you could get stuck simply because there was no hint or clue that you were supposed to find a button the size of a pixel somewhere on your screen.



#64
b10d1v

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With DA2 it was so tiny as to be filler or advertising as introduction to inquisitions.  Got to wonder if this is why the vast tactical options were "dumbed down" to the level of nearly non functional NPCs.  I never thought a page of button selects for behaviors could be considered too hard :blink:   



#65
In Exile

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With DA2 it was so tiny as to be filler or advertising as introduction to inquisitions.  Got to wonder if this is why the vast tactical options were "dumbed down" to the level of nearly non functional NPCs.  I never thought a page of button selects for behaviors could be considered too hard :blink:   

 

I don't think they cut the tactics screen because they thought it was hard, but coming up with a series of conditional prompts for behaviour is not easy at all. 



#66
Shechinah

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Well, I'd say it was a surprise but this is neither the first nor do I suspect the last time members of EA's leadership will severely misunderstand the gaming community. Worse, their employees and gaming companies suffer as a result. When people speak of difficulties with games, it is usually meant in regards to non-fun frustrations where you lose because of an ill-thought game mechanic, not because a boss requires you to employ a multiple step-strategy or because you have to solve a series of abstract riddles or puzzles.  

 

C'mon EA, this is amongst the reasons why whenever your name is mentioned people hear "Imperial March" theme in their heads! You are called Electronic Arts, art allows you to form your own opinion.



#67
DaemionMoadrin

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I don't think they cut the tactics screen because they thought it was hard, but coming up with a series of conditional prompts for behaviour is not easy at all. 

 

Why not use the already working conditional prompts from DA:O then?



#68
Rizilliant

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Ofcourse it did.. They make the games look just decent enough on the surface, that a critic will sing its praises, (along with a gagorder), just enough to sell the hell out of it... Delve deeper into the game, and you find flat narrative, weak combat, terrible ports, shoddy design, unfinished, half attempted gharbage!  The mark of EA.. $$$....Qulity, is not in the repitoire

 

Difficulty to them means, mutiply hp/dmg.. nothing mroe.. I cant even remember the last gam i played wher actual difficulty in AI was applied


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#69
luism

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"too hard to learn"  a bit misleading for a thread title omitting the last bit.  As long as difficulty can be scaled high, what does it matter?


For me at least it's not about difficulty I'm not a dark souls fan or an e donger. For me it's about them taking away my options as a player for the sake of stream lining a game. Full armor sets weapon, set swapping, stats etc all the customization that any of us liked it's all gone.

All we are asking is that they stop fixing things that aren't broken just to bring in a new audience. The core audience is just as important as the newcomers.
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#70
Keitaro57

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Remember the old manuals of the good and hard games? Bricks that cut your toes if you let them fall. Lot of info, lore, possibilities and depths. Now, they try to standardize games, to make them as simple as possible. At the cost of depth.

 

If this continue, the Japan RPG will reborn and eat alive Occidental RPG before long...


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#71
TevinterSupremacist

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Yeah....too all the people saying "but there's nightmare, so what's the problem?" ....No.

 

First of all, having one severe difficulty isn't enough, if the others are all beatable with your eyes closed. There's a need for escalation.

 

Also, we're talking about whether the game is simple and understandable, not whether it's hard. If EA thinks , let's say, developed character building or large movesets are too complex,they'll just be omitted. It's not like nightmare difficulty will have different gameplay mechanics. The only thing they do for hardest difficulty is inflated hp pools and larger damages, the tactics and ai of the enemies don't change, you expect the gameplay to change?


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#72
MrSnoozer

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Dragon Age IV to be mobile game also , so as to compensate only one ability per character due to limitations on buttons on mobile devices. Or all abilities are now passive which auto proc from attacking which only requires you to press 'X'

 

Natural progression , bioware went from multiple keybinddings/active abilities down to the current DA I one so as to make it compatible with Console controllers


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#73
Violetbliss

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I don't do this to defend anyone but the majority of publishers probably want to reach as big a gaming crowd as possible. Unfortunately, the flash/mobile/tablet/social media site game crowd is getting really huge. I say unfortunately because the type of game catering to such (especially new) platforms is typically not the kind that takes longer or is more elaborate, since it takes more time to play them if you do that and it's not really platforms with that in mind. And as natural progression they want to snare such players to get their games on other platforms too. also, of course, not all such design is bad; it's great if it actually improves UI to be 'simpler' without losing functionality.

 

Not sure how to to turn that trend, though. :( Sticking to the alternatives isn't so feasible when they are becoming so very few.


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#74
luism

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I'm sure they can find a way make games easier/simpler to play without having to strip them down to bare bones.
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#75
coldflame

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I'm sure they can find a way make games easier/simpler to play without having to strip them down to bare bones.

But, but. that would require more thinking on the part of the developers.