Posted by satchmo on Wed Apr 27th at 10:26pm 2005
I must have tried half a dozen times every time I get to that point in the game. At least for me, it wasn't fun after the first two tries. I think it's completely unnecessary to put that in the game. How's that fun? I can't imagine it's fun for anyone.
And for Far Cry, I hated the part when I had to shoot rockets at Crowe's helicopter from the deck of a cargo ship. It takes about a dozen rockets to knock it away, which doesn't make sense at all in real life. One good shot should bring it down.
And what makes it worse is that the ship you're on starts to sink after a while, so you're forced to swim ashore while the helicopter riddles you with machine gun ammo. You can't even fire back because the game doesn't allow the player to use weapons while swimming. That sucks big ass!
Why didn't playtesters recommend taking these parts out of the gameplay during beta-testing? I don't know. Maybe the game designers take some perverse pleasure about torturing their players.
What would you take out from Half-Life 2?
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Posted by French Toast on Wed Apr 27th at 11:11pm 2005
Really annoying once you find it too... [addsig]
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Posted by satchmo on Thu Apr 28th at 4:42am 2005
Another point in Far Cry was at the Volcano level. There was a gap in a ravine that I simply could not jump over. I must have tried five or six times. Then I tried driving over with the jeep, and I kept falling into the lava. I finally jumped over after the tenth time or so. I saved the game immediately, after spending an hour just to get past that point.
Gameplay like that carries no value to the fun. It should be eliminated during beta-testing.
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Posted by Dark Tree on Thu Apr 28th at 5:27am 2005
Hmmm...tough parts in FPS games....I can name 1 part in two different games.
1. They hunger: Episode III. The final boss is impossible to beat (That helicopter asshole). I put it on god+noclip+infinite ammo and it took FOREVER to beat him. Without god mode I died after I completely expired my ammo and was left wit ha useless crowbar. That wasn't fun.
2. I have been stuck in Doom3 for about two months. I am stuck where there are like 4 teleporters that all teleport you to another teleporter.....I have even looked up 2 or three tutorials. I am lost and have no idea what to get or where to go. The 4th teleporter just take you back to teleportation area 1. It has become no fun and I gave up.
3. Doom II Final Boss. It is pretty much impossible to do unless you are in God mode. It actually is a bit of fun though.
Final Bosses can't be too looked down upon though...everyone wants a challenge, especially at the brink of beating a game.
4. Life. Life can also have obsticles that are so hard they become unfun. Like remember the time you first failed a test or your parents caught you doing something you weren't supposed to be doing? Man....I HATE not getting to use noclip to get out of those situations. Will someone please enable the cheat cvar?
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Posted by Loco on Thu Apr 28th at 7:11am 2005
Never. Again.
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Posted by Andrei on Thu Apr 28th at 7:16am 2005
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Posted by keved on Thu Apr 28th at 8:25am 2005
Halflife 2:
I'd go with what you describe - the balancing the airboat on the pipes part.
Farcry:
Right near the end when entering the volcano, you go through blast doors into the volcano's crater. Outside of the blast door recess there is absolutely no cover to use of any note, and a bunch of really tough enemies who all make their way towards the tiny recessed blast door area you're located. There's no retreat, since the blast door closes behind you, and going out into the volcano crater is suicide. Took me forever to get past that part.
GTA San Andreas:
I finished all the missions and generally enjoyed it but one of the f&%?ing mini-plane missions wasn't any fun whatsoever. The minature red baron plane was a total nightmare to control (no option to invert the y axis and no option to change x axis between banking & yawing either). The mission requires killing 5 moving targets which end up half the city away from each other, the plane has limited fuel, and even after killing the targets you've gotta make it back to the start before the fuel runs out. This mission must have taken me several hours and umpteen retries, and even the one time I did it was literally with seconds to spare. Two of my mates simply stopped playing as they just couldn't do it at all. Zero fun.
XIII:
On Xbox I just couldn't get past the boss character (Mongoose or something? I forget). It's set in a large nuclear rocket launching room against a boss character who runs around insanely fast. Maybe I'm just getting old, but I totally struggled with the controller aiming to hit him. Never even got close to killing him and gave up.
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Posted by Crono on Thu Apr 28th at 8:45am 2005
Learn to play games. With in minutes you should be able to master any game, like me.
Did you ever think that the play testers didn't have any problems through those areas? It's possible.
What the hell is the point of playing any game if there's no challenge what-so-ever? If it takes no skill or any amount of studying: there's no point. The full satisfaction from playing any game is the satisfaction that you beat a difficult obstacle, unless you get satisfaction from beating up 4 year olds, there's no satisfaction. This is why, generally, harder games are seen as ?more fleshed out? or ?better?.
Obviously, there are bounds. Such as: If a game has a fundamental flaw and if THAT makes the game difficult: it's a piece of s**t *cough*Brothers In Arms*cough* But, if something is designed to challenge you: don't bitch about it, beat it and have some sense of satisfaction from this entertainment form you're saturated by.
Personally, I never had any problems in HL2 at all. I thought it was too easy most of the time. The design of the "puzzles" are pretty intuitive, I mean, in HL1 if theres a button/switch: push it; if there's a box: break it.
They're beginning to remove this type of game play (although there are remnants of it in HL2), but, removing these aspects is not a bad thing, it starts creating a unique experience. The difficult thing, for a developer, is to create that unique experience without giving a large percentage of gamers a bad experience.
Don't even begin to bitch about realism in Far Cry. Sure it's not realistic to use 4 rockets to shoot down a helicopter, but it's even more unrealistic to get shot in the head four times and run around looking for a med pack that magically heals you. People only bitch about balance when it isn't in their favor.
I miss some of the old games where nothing was in you favor.
Complete gaming satisfaction. [addsig]
Posted by Andrei on Thu Apr 28th at 8:53am 2005
I'd go with what you describe - the balancing the airboat on the pipes part.
FFS, what the heck was so hard in that? Everyone seems to get stuck there but I can't remember being stuck in HL2 at all.
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Posted by keved on Thu Apr 28th at 9:13am 2005
Having the challenge of a rising difficulty level as you play through a game is fine, but then there's....beating every mission in San Andreas on one of the first few attempts, then come up to the red baron mission I describe and taking dozens of attempts. That's totally different to a game that's plain hard and a challenge (but beatable) all the way through.
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Posted by Dark Tree on Thu Apr 28th at 9:16am 2005
That is hillarious. And I completely agree. I hate it most of the time when I watch friends play. All they want to do is use f**king god mode as soon as they die in a part...or sometimes before they even TRY to get past a part.
The airboat part was easy as hell. Nothing about HL2 is hard. Interlopers for HL1 was a bit of a task, but like Crono said...it just gives you that much more satisfaction when getting past it.
Try beating Ghosts and Goblins for NES.
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Posted by Agent Smith on Thu Apr 28th at 9:18am 2005
I've been playing MOH: Pacific Assault and haven't been able to get past the second mission yet. The biggest problem is that being in the dark, in the jungle, which the enemy can see and shoot through but you can't, manning a Jap mg that is so innaccurate you can shoot at a group of enemies four meters away and not hit a single one of them. It's bloody frustrating, made worse by the fact that the game features some of the sloppiest design and construction I've seen in a while.
On that last bit in FarCry, I found that there was a little recess just on the right once you go through the blast doors. I made sure I was fully loaded, then lured the big f**kers in there and blasted em point blank with the heavy mg. The alcove allows you to hide and not get seen or killed straight away, because it seems the enemy can't actually get into the doorway very far.
The ending for FarCry was an interesting experience though, actually getting to shoot the big bad guy and having him drop like a normal human. I wasn't expecting that, ran into the room with a deagle, blew him down in a single shot, then realised who it was I'd just shot. Very cool, though disappointing cause it was so sudden and I hadn't saved it before that point, so I couldn't be bothered going through the volcano again.
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Posted by keved on Thu Apr 28th at 11:43am 2005
Well, each to his own. People have different skill levels to you and may not want to beat a game for the challenge it poses, but to experience the game, its story, etc without having to spend hours in frustration trying to perform a perfect series of actions to get past a certain part.
Yeah, I found the controls totally counter-intuitive - like playing through HL2 without my preferred axis setting and with the forward/backward and strafe left/right controls reversed! I imagine it wouldn't have been so bad if the controls were configurable.
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Posted by Orpheus on Thu Apr 28th at 11:51am 2005
how about the end of duke nukem?
you have a limited supply of ammo and the boss keeps killing you no matter what?
i finally figured it out and beat him.. but it took me almost 2 days.. the solution was simple, but 2 days to figure it out was to much.. sometimes games go OTT when they end, just to prolong the agony of ending the game.
i think if a games skill level is set before the end, the end should be on the same par.
BTW, we have a rule in my home. if you break the rule, no more games... you are not allowed to use any cheat codes until you have completed the game at least once. this rule works for me, perhaps everyone should adopt it. *shrugs*
/ 2 cents.
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Posted by Push6 on Thu Apr 28th at 12:19pm 2005
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Posted by SpiKeRs on Thu Apr 28th at 12:51pm 2005
One that stick out for me is in ravenholm when you first meet the priest guy and there is that big fire with all zombies coming along being set on fire. I didnt know where to go. Turns out there was a door behind the big fire, just never bothered to look, it was so obvious
Posted by Andrei on Thu Apr 28th at 1:53pm 2005
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Posted by Addicted to Morphine on Thu Apr 28th at 1:58pm 2005
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Posted by French Toast on Thu Apr 28th at 3:02pm 2005
Heh, luckily I never encountered this because I only played for about 10 minutes before realising the whole game would be exactly the same as the first level.
1. Walk into the room
2. Lights flicker off
3. Panel pops, monster walks out from somewhere
4. Kill monster, walk through
5. repeat
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Posted by Natus on Thu Apr 28th at 3:07pm 2005
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