[project1dev] Re: difficulty and tweaking

  • From: Chris Riccobono <crysalim@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Fri, 19 Jun 2009 09:27:43 -0700

There was an experience exploit in Castle Crashers that people kept
deleting their updates for too.  A lot of people hated the change
since no one lost their levels on xbox live, and good luck getting to
that level without doing the trick.

On Fri, Jun 19, 2009 at 9:23 AM, eric drewes<figarus@xxxxxxxxx> wrote:
> a patch for nba 2k6 totally ruined the game w/ bugs and i had to delete all
> my save games and the patches and go offline to play it w/out it auto
> updating
>
> On Fri, Jun 19, 2009 at 12:21 PM, Chris Riccobono <crysalim@xxxxxxxxx>
> wrote:
>>
>> Yeah, I agree totally Kent.  I don't like when the game changes
>> without having the old way available when big things are introduced
>> (unless the old thing was really bad)
>>
>> In this case they only made it so those changes were on easy and
>> normal mode - hard and very hard retained the original physics
>>
>> Sometimes as a player you also can't understand why a dev changed
>> something for balance reasons, and you just need to give it time to
>> give it a chance.  It all takes a lot of patience, on both sides.
>>
>> On Fri, Jun 19, 2009 at 8:19 AM, Kent Petersen<kentkmp@xxxxxxxxx> wrote:
>> > I agree that games should be hard in a fun way but I usually disagree to
>> > forcing a change of mechanics on a game. What if some players preferred
>> > it
>> > the original way? I think a better option would be to have settings and
>> > options that can be changed. Instead of forcing respawn where you die,
>> > the
>> > developers could have given an option in settings that allowed respawn
>> > at
>> > death or respawn at start of level. Then they could add another award
>> > for
>> > completing it the harder way. Reward players for being creative and give
>> > options because most people don't want the exact same thing. The more
>> > options the more variety of players and replayability you can have.
>> >
>> > On Fri, Jun 19, 2009 at 4:03 AM, Chris Riccobono <crysalim@xxxxxxxxx>
>> > wrote:
>> >>
>> >> So I was reading my usual sites today and I saw that Bionic Commando:
>> >> Rearmed got a balance patch from Capcom when they added trophies for
>> >> the ps3.  They figured they might as well add some gameplay changes
>> >> with the patch, and they actually made the game easier when they
>> >> updated it.
>> >>
>> >> They changed things like bouncing off a wall when you grapple, which
>> >> normally makes you just fall to your death, but now just makes you
>> >> grapple back up.  And they made it so you can respawn where you died,
>> >> instead of having to redo the level over.
>> >>
>> >> The game was pretty hard, and it's nice that they added these things
>> >> to it to make it more playable.  I hope when our game gets a bit
>> >> further we are open to that kind of thing, letting our players have
>> >> some input on where things are too tough or annoying to be fun.
>> >>
>> >> I mean, a hard game can be very fun, it just needs to be hard in the
>> >> right way.  Also, when there is an easy difficulty to help casual
>> >> gamers, you can really start focusing on the way the game plays
>> >> instead of just "how to get through it"
>> >>
>> >> So yeah, lets make our game hard in a fun way, but still accessible :)
>> >>
>> >
>> >
>>
>
>

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