Thursday, March 18, 2010

The modern video games and the difficulty

Many things have changed since I started with this of the video games two more decades behind. Pixels of the size of warble flies have opened ways to movie graphs, games that it was necessary to spend of a pull have given place to the kingdom of the checkpoints and kept every three minutes, what earlier there were vulgar tunes compete today with the best sound-tracks, of playing screen divided with a friend we have happened to fight in network with hundreds of players, of seeing our games in TV as wide as long to do it on flat screens, or use managers who instead of three buttons have more than fingers our hands … many things have changed, and perhaps also let's be able to refer that what earlier there were almost always arduous tests, in which our reflexes and skill were taken to his limit if we wanted to go forward, today there are very often ways of roses, in which little more we have to do than to look at what it spends touching the buttons for that they ask us.

I do not say that this problem is inherent in all the current games, not much less, and there are numerous the examples that rub the impossible thing, especially in the most difficult game ways, but I believe that there is no doubt that the tendencies have changed, and with it we have lost some sensations that were resulting from the most intense thing and that, in his measured joust, were making the games better.

And the fact is that I am getting tired of coming at the end of a game without having lost not even only one life, or rather, without having had the sensation of having had a challenge to the height. The adrenaline of moments as this chief of unusual difficulty whom we have almost defeated, but that if it touches us once again sends us again at the beginning of the phase … makes us vibrate, does that our heart beats more quickly, that we get up of the couch to concentrate to the maximum or that we seize the control with more force. And these sensations do that ancient games they come especially to my head, of the epoch of the 8 and 16 bits, and when I feel them in a current game, I usually give the impression of which it is something special, which was already taking a time without feeling, when earlier it was almost the bread of every day.

I do not want with it to affirm that the today games are worse for having with this enough typical assiduity, not much less, in fact any of my favorite games like Okami or Zelda: The Wind Waker I ended them without losing only one life, without it preventing from looking like to me real masterpieces, but in my opinion both had gone out much benefited of a major level of difficulty, which might have made even more frenetic some of the big moments that both offer.

Super Mario Galaxy is different very good example. It is a question of an excellent game, of a real marvel, but I long for those sensations of Mario of the NES, in whom our reflexes were finishing exhausted of having to work with so many intensity. It is true that some of the secondary searches yes that they are difficult, but to see the end of the adventure is a walk, and this is one of few defects that it would put to the game in question.

Perhaps the times have changed, and what has happened in knowing like “chance public” is now the principal sustenance of the industry, and as search is said to us easier experiences, already well to have everything masticadito and that it is necessary only to swallow it … and those of the old school we feel sometimes as if we had lost something. We can be playing half a gas, eating some cochair in the middle of the game, speaking with the one whom we have nearby … because it is not necessary to have scarcely concentration, and to little that we have anything of idea of what we do the result it is going to be, more or less, the same one.

Yes, we can strain for adding more points, doing the best bent ones or obtaining this certain trophy that needs a workmanship without equal … but it is not the same motivation of having to overcome any challenge to be able to go forward, of fighting for our virtual life, of surviving before an almost impossible situation. Also it is possible to be said to me that for that the difficulty levels are … it is true, but by half. For the margin of a tare derived from the pride that prevents me from choosing the "easy" way in any video game, I like to decide in favor my first game of the "normal" way, and then if I already love the game I will decide for repeating at a major difficulty level. But the fact is that the level of "normal" difficulty of some today games would be between the "easy one" or “very easily” of most of the ancient games, and if we get stuck it will be more for getting lost in an enormous mapping or for not solving a certain puzzle, instead of doing it for not being it sufficiently skillful.

Do you remember the typical chief who was changing skill, and who was making us lose almost always some life whenever it was showing us his new movement?, we were learning of our errors, were playing without scarcely blinking, and when finally we were managing to break it were feeling a big satisfaction. The games in which more I have felt something like that lately are especially games in 2D, and with a classic touch, although also some current works have transmitted similar sensations to me.

I am not also a supporter of passing of the streak. I am remembering for example Super Ghouls'n Ghosts, a game that extracted me of pivot hole in due time because, if it was already not coming in spite of the fact that to have to be three hours to the maximum to come to close to the end, still superficially you finish the penultimate level and they send you back at first. That should already be punished like crime, so, obviously, the suitable thing is that the things are in his measured joust. But that nobody says to me that challenges cannot be obtained motivantes without need to upset the player. And if the casuals come, since how in Bayonetta, with a macroeasy way that practically is played only.

Another topic is that of the checkpoints and the others. I love Half Life 2, for example, but it seems pathetic to me that you could do two accurate shots, keep, avoid an enemy, keep, go out and die, load, die again, load, to kill the third one, to keep, to kill two more, to keep, that the following one kills you, to load, and this way during the whole adventure. Reducing the difficulty, but having to survive more time before being able to keep, it becomes possible to have the much more close player, who values more his life, because knowing that if you die you are going to appear in the same place in which you were two seconds earlier, it seems impossible to obtain real tension to me.

Finally, this is not a criticism of any game in particular, one of these apocalyptic opinions that so little I do not even like of that the video games go away to the carajo. Nothing of that, there is alone the shape of a reflection that arises in my mind when I feel satisfied for having overcome certain challenges that have the just difficulty, or disappointed on having come at the end of a game that has not demanded anything of effort from me. This is not common to all the current games, since the exceptions are great; and neither I want games of those who do after one throws himself of the hair for his difficulty … simply I believe that about some cases it is convenient to remember certain things that were enjoyed the games of earlier, and that with the suitable dose can make a today game better.

I do not want impossible challenges, do not want labyrinths of which it could not go out, moments in which to touch fifteen followed buttons or puzzles that lead to my neurons to asking for a salary increase … only I ask the video games to make me vibrate, to feel the tension on having been on the point of losing a virtual life, or my heart to beat torn open on having overcome a real challenge, of those that make you lift the handle and feel proud. To feel as if it was touching buttons in a movie I already do not take a control, and the big adventures, the big achievements, they were those that were obtained overcoming big adversities …

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