![]() I was scared, I was frightened, I felt pain, I felt loss, and I felt victory. ![]() Now, hold on to your socks, because here comes the shocker. When playing “The Floor is Lava”, you couldn’t actually die. It’s actually a myth that activating the Godmode renders the Gameplay side useless, and all that the players experience now is the Experience side.Īnd now I can return to my example from the opening of this post. Guess what, I’m 38, I unlocked the content at the store with my credit card. It’s the designer saying: “I don’t care that you want to taste only one layer of what the game has to offer. Not allowing the Godmode is the Gameplay side doing the same evil thing to the Experience side. But nooo… No skip button for you, mister. That’s it” – answers the waiter.Ī Single Player action-adventure game usually has its Experience side (environments to admire, the story to be immersed in, characters to identify with, etc.), and its Gameplay side (the gameplay mechanics like shooting and jumping).ĭo you remember how pissed you were when all you cared was the Gameplay side, but the Experience side did not let you skip any cut-scene, mission briefing, or dialogue? Because the designer thought it was such an incredibly important part of the game?īut it wasn’t for you. “The fuck you mean no salt? You have three options: a bit salty, salty, and ocean. ![]() ![]() Imagine you go to a restaurant and the waiter asks how salty do you want your potatoes. an option to be fully protected from harm? It’s like selling a heater that has only three setting: Warm, Hot, and Emma Stone, and forgetting to include an On/Off button. So why is it that games only offer Easy, Normal, and Hard, without giving us a Godmode, i.e. Sometimes all we want is a walk in the park. And sometimes we don’t feel like running at all. In other words, challenge needs to be scalable. For me, well, if I’m allowed to crawl when I get a heart attack after one hundred meters, then, well, nope, still not doable. Naming the modes as Easier, Default and Harder would help a bit.īut no, not only game designers use confusing descriptions, we also love to offend people who buy our games!įor a marathon runner, a mile is nothing. “Normal” for whom? Is there such a thing as a perfectly average gamer? No, not really. Because it does not make a lick of sense. On top of that, merely naming the difficulty modes as Easy, Normal and Hard – even if disguised as Recruit, Soldier, Commando or whatever – adds to the confusion. I have died hundreds of times playing Battlefield: Bad Company in a (supposedly) Tourist mode, and I have finished Battlefield 3 on Normal without breaking a sweat. But watching my mother playing Painkiller on the easiest mode was like watching a drunken man on fire trying to stop a ninja.Įven for the same person the difficulty feels different in every game. For a veteran gamer, Bioshock’s regular mode is a breeze. The difficulty mode in a video game means something else to each and every one of us. Maybe a friend chased after you with a pencil pretending to be a revolver, or maybe you tried to avoid the poisonous lines on the sidewalk. Have you ever played „ The Floor is Lava” when you were a kid?Įven if you didn’t, I’m sure you’ve played some other imaginary danger games. (This is an archived old post from the previous version of the page.)
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