this post was submitted on 08 Sep 2025
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[–] NigelFrobisher@aussie.zone 40 points 2 days ago (5 children)

People forgetting that when you ran out of lives you used to have to go back to the start of the whole game.

[–] EnsignWashout@startrek.website 10 points 1 day ago* (last edited 1 day ago) (2 children)

People forgetting that when you ran out of lives you used to have to go back to the start of the whole game.

We remember. It was bullshit back then. It's still bullshit now.

Edit: I beat many of those games on three lives. It was still some bullshit.

[–] NigelFrobisher@aussie.zone 0 points 1 day ago

It wasn’t bullshit. You could get through those games in about an hour and that set of levels was the game. Games like Sonic sunk or swam based on whether playing through those levels over and over to achieve a better run was actually enjoyable. Not to say that today’s much longer games aren’t valid too, but they don’t have to be as tight.

[–] pressanykeynow@lemmy.world 0 points 1 day ago

Why is it bullshit? If you couldn't die nobody would play those games. The stakes were the reason to play.

[–] mavu@discuss.tchncs.de 18 points 2 days ago (1 children)

yes, i HATED that, and don't think I ever finished any of those games.

that was not a good thing.

[–] pressanykeynow@lemmy.world 1 points 1 day ago* (last edited 1 day ago) (1 children)

To you. It was for players who liked it that way. There are even popular rogue likes today.

[–] mavu@discuss.tchncs.de 1 points 2 hours ago (1 children)

would they still like it if there was a difficulty setting?

[–] pressanykeynow@lemmy.world 1 points 33 minutes ago

Hard to say. We have many examples of games with only one difficulty that are glorified for their challenging combat. We have an example of God of War with cool and challenging combat on max difficulty that for some reason did not receive such status like Souls games. I think Elden Ring can be an example of a challenging game with "difficulty setting" that was did receive other Souls treatment. So I think "difficulty settings" can work if done not as an option at the start of the game but by adding game mechanics or strategies that make it easier. Technically that's what Silksong does for the most bits with a crest for easier platforming, usable tools for combat and boss specific weaknesses(Moorwing fight is trivial at the right corner of the arena, Widow can only hit you with one attack if you stand at the corner, and so on).

As someone who isn't necessarily big on the notion streamlining is "objectively" good game design... That more or less began to be disposed of the minute we had the technology, minus a few now-niche genres that rely on it. It was gradual, but mass market games as early as Zork in 1981, had save schemes.

[–] unphazed@lemmy.world 2 points 2 days ago

Zelda: Pwr off Rst. Must ensure progress is saved. Far end of the spectrum: Sewer Shark. Fuck that game, I didn't want that beach life anyhow.