tag:blogger.com,1999:blog-11719805.post6887749139720334277..comments2023-11-03T01:45:11.288-07:00Comments on Lost Garden: Super Mario Galaxy: A breakup noteDaniel Cookhttp://www.blogger.com/profile/10437870541630835660noreply@blogger.comBlogger49125tag:blogger.com,1999:blog-11719805.post-29618647078358535312011-07-05T20:53:04.394-07:002011-07-05T20:53:04.394-07:00I have never been, nor do I plan on being a hardco...I have never been, nor do I plan on being a hardcore gamer. I loved NES back in the day and still dug in when there was super NES. I totally agree that street fighter was the dumbest game ever (Along with double dragon.) I played zelda and even zelda II was cool. I played it on the super. I loved dragon warrior, even though turn based sucks. I personally do not like 'movement sequence obstacles' or puzzles that you can only solve by trial and error so the zelda block puzzles that started showing up in the GBA series really started to annoy me. It was basically then that I stopped playing games altogether. I like things you can solve by thinking about it and figuring out what you have to do. Even if it means talking to a lot of stupid little mushrooms -- somewhere, there is a clue, that does not involve deft movement and making a trial grid in a notebook. I identified with a lot of what you said, and I'm not even a game dev. I'm a corporate software dev. Hah.dave.dolanhttps://www.blogger.com/profile/11106747831153647534noreply@blogger.comtag:blogger.com,1999:blog-11719805.post-20218203201142138332008-11-03T10:32:00.000-08:002008-11-03T10:32:00.000-08:00Just to be crystal clear on this: you worked on *T...Just to be crystal clear on this: you worked on *TYRIAN* -- a shmup, quite possibly the twitchiest of all genres -- and you're motivated by socialization and seeing pretty apple trees? I'm glad to hear it worked out for your wife, at least.Unknownhttps://www.blogger.com/profile/02283914758569568211noreply@blogger.comtag:blogger.com,1999:blog-11719805.post-88540246155832217712008-01-20T19:01:00.000-08:002008-01-20T19:01:00.000-08:00What this rant does, for me, is confirm Nintendo's...What this rant does, for me, is confirm Nintendo's difficulties with their "casual gamer" Wii strategy. Sure, the control scheme is simple and easy for a non-gamer to pick up and play. But the generic formatting and gaming conventions of the games themselves defeat the proposition. For example, it is one thing to be able to swing a sword or aim with a bow, and another entirely to know how to time your sword swings according to the defense and movements of your enemy, or fire an arrow at a switch hidden on the ceiling to open the locked door. The Wii controller only takes care of the first problem. <BR/><BR/>I think your rant on Super Mario Galaxy illustrates this very well. Although, in my opinion, it is as excellent a game as the rave reviews make it to be, and it successfully avoids every pitfall which this author mentions. Fundamentally, to me who has been playing with Mario since SMB, Mario 64 introduced a design and philosophy shift from requiring the player to reenact specific pre-designed patterns or face punishment, to giving the player a (relatively) large spectrum of possibilities directly at the movement level. Super Mario Galaxy takes the principle even further. It has been designed with specific gaps, and even though the player is required to cross them, he usually is given a fair amount of tools which he can use as he sees fit.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-11719805.post-29233342893132603302008-01-18T04:18:00.000-08:002008-01-18T04:18:00.000-08:00I haven't read the rest of the comments; hopefully...I haven't read the rest of the comments; hopefully my main point below regarding demos is fresh.<BR/><BR/>First of all I love you danc, you have all kinds of great ideas, blah blah blah... of course or I wouldn't read your blog to begin with.<BR/><BR/>Now:<BR/><BR/>1. The reviewers are saying "this is a fantastic game FOR WHAT IT IS." Grim Fandango has a 93% average rating - because although adventure games may not be for everyone, it is one of the best at being WHAT IT IS, an adventure game. Whether "what it is" is something you want is a separate question from the review score - I would think that the review content would make that clear, as it describes what the game's about and what makes it fun.<BR/>2. Are you suggesting that a certain number of game reviews be by people who've never played games before? If so, what kind of crack were you smoking when you wrote that and where can I obtain some? The last thing I want to find when reading a review of Rock Band is that the reviewer hasn't also played GH3. Preferably they've also played GH:RT80's, GH2, GH1, and Guitar Freaks. I haven't even played all of those games, but I want an informed opinion. Having "game newbies" play the games would not solve the problem of matching people up to the types of games they like - <BR/>3. Your advice about demos is something I totally agree with, and the correct answer to all this: the only way for people to know whether a game (or a genre of games) is right for them, is to play a demo. However, then you end this excellent point by saying "If Super Mario Galaxy had a demo, I would have tried it out and likely given it a pass." To anyone whose first concern is money (i.e. everyone holding the reins of the gaming industry today), you've just annhilated your point and exemplified exactly why they don't offer demos. Yet it's not true! I would emphasize the ways that companies can make more money and gain loyal customers through using demos:<BR/> a. Though demos would sometimes lead to people rejecting games, it would at least as often lead to people trying, liking, and buying games that they never would have bought otherwise.<BR/> b. Matching up consumers with products they like is just good business. Though the happiness of the consumer is far from the first priority of companies (as the recent snafu over the guitar controller between Rock Band and GH3 on the PS3 exemplifies), it is in their long-term best interest: a consumer who purchases your game and comes to love it will be more likely to follow the developers and purchase more games from them. A consumer who buys a "good" game but finds they dislike it will likely feel zero or less goodwill toward the game's developer.<BR/><BR/>If you really want to change this industry (and allowing every player to play a demo of every game for free would be one of the best things that could happen to this industry right now), you have to show the people with money why it's worth their while. Saying "I should have been able to play a demo of this game! Then I wouldn't have bought it" is not the best way to go about that.<BR/><BR/>Finally, from your description of the type of games you like, I highly highly HIGHLY recommend that you play Zelda: Phantom Hourglass for the DS. To explain why would make this post WAY too long, but suffice to say that I find it to be ten times as fun as Twilight Princess, and finally to be a true, unlooked-for, worthy successor to Ocarina. It's brimming over the top with personality and exploration, and the difficulty level is moderate... I think you'll love it.IQpiercehttps://www.blogger.com/profile/04966047579620838832noreply@blogger.comtag:blogger.com,1999:blog-11719805.post-12383628539698724242008-01-14T10:32:00.000-08:002008-01-14T10:32:00.000-08:00This was a great article and great thread. We got ...This was a great article and great thread. We got almost 75% through before OMG U NO LIK SMG U SUK posts materialized.<BR/><BR/>Get 2-player mode working ASAP. It's pretty much made for a casual + more experienced gamer to play together. P2 can point + click while P1 can concentrate on timing jumps and spins. Good times.<BR/><BR/>We need game reviewers that appreciate other types of games, true. But 15 years+ has done that. The number 97.3% doesn't mean it's almost the best game ever, which too many people interpret that as. However it is one of the best platformers to emerge in quite some time.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-11719805.post-8320634067672322202008-01-09T18:30:00.000-08:002008-01-09T18:30:00.000-08:00I'm glad you recognize that it wouldn't be a Mario...I'm glad you recognize that it wouldn't be a Mario game without the features you would "fix". From my perspective, it wouldn't even be a videogame at all without much of that. It's also good that you lay the blame for your lack of enjoyment at your own feet. Clearly you're not an action gamer. If you die that many times before you finish the first level, and are not enjoying yourself, you're definitely playing the wrong game.<BR/><BR/>There's a funny thing about me and Animal Crossing. I love that I *can* plant trees pretty much anywhere, but I almost never do. I've planted enough fruit trees to have at least a couple of each kind, but that's about it. After that, chopping down and planting anything else just feels like it would spoil the randomly generated splendor that came to my town by default.<BR/><BR/>Unlike you, who seems to have found a comfortable place in the new mainstream, and unlike the "traditional" gamers, who continue to find satisfaction in the likes of Bioshock, Mass Effect and Twilight Princess, I fall into a dying fringe with very little left to play. You, and they, are making me very sad, and bitterly isolated from the very thing that was once my most self-defining pleasure.<BR/><BR/>With the advent of casual and indie games as well as the efforts on the DS and the Wii to dilute the market, I'm unable to find games that I enjoy. Games are proceeding to gradually decay from their geeky, masochist roots and it horrifies me to no end.garshhttps://www.blogger.com/profile/09588736644740599867noreply@blogger.comtag:blogger.com,1999:blog-11719805.post-65740208878282625302008-01-07T13:44:00.000-08:002008-01-07T13:44:00.000-08:00I am impressed that the drooling morons didn't sta...I am impressed that the drooling morons didn't start posting until well into the discussion. They are easy to spot because they only post two or three lines of bile and are generally anonymous.<BR/><BR/>I appreciate that you aren't necessarily saying Mario is a bad game but that it's not right for you. So many are quick to dismiss anything they don't like as crap.<BR/><BR/>I just got SMG on the 1st. I had played some of the first level at the local GameStop so I had an idea of it's controls and such. I quickly got through the first few worlds in probably 90 minutes of play. My wife was my co-star and we enjoyed it greatly. She would never try to play and would get bored watching, but this involves her and entertains her to the point that she suggested playing more. My son also likes it but his skills aren't as good as mine so the co-star being able to "shoot" enemies to stun them is helpful to him.<BR/><BR/>My overall impression is that SMG is a fantastic game. I find the gravity and spherical worlds to be a bit mind blowing at times, but still fun. I sometimes get disoriented but only momentarily. I haven't played a Mario title other than Mario Party since the SNES. The N64 is the only Nintendo console (besides the Virtual Boy) that I never owned. I have played Super Mario 1, 2, 3, and Land but never 64 or Sunshine.<BR/><BR/>I have become more of a casual gamer over the years. I love Sudoku, Scrabble, chess and other board games. I also like games like Bejeweled, Tetris, The "Sim" titles, and Wii Play and Wii Sports. I have loved the Zelda and Metroid titles from the begining. However, I find the latest FPS based Metroids to be on the edge of my skill level.<BR/><BR/>I find most FPS games to be boring and repetitive and I don't have time for an MMORPG like WOW. I can't see paying $50 for a game and another $15-$20 a month to keep playing or I loose it all. I may not even get to play one month and then that money feels wasted.<BR/><BR/>I think your demo idea is a good idea. The Official PlayStation Magazine used to send out demo discs each month. It's not a bad idea, but a bit limited.<BR/><BR/>Anyway, I'm glad your wife can still enjoy SMG and I hope that you can join her as a co-star. It's a fun way to play.<BR/><BR/>I think the progressive nature of the difficulty in games is good but I don't agree that you should respawn so close to where you died. My son has learned a lot about persaverance through his video games. Many times I he would ask me to get him past a hard spot. I would tell him no he had to do it himself. Eventually he would make it through and onto bigger challenges. Sometimes that involved a waiting period, but he did it.Bryanhttps://www.blogger.com/profile/05770875248945541204noreply@blogger.comtag:blogger.com,1999:blog-11719805.post-23304876788009881972008-01-07T11:58:00.000-08:002008-01-07T11:58:00.000-08:00"For example, being able to respawn ten seconds aw..."For example, being able to respawn ten seconds away from where you died would make the goals so much less rewarding, because it would make them too easy. In a game where your character can die, the death has to mean something, has to take something away from you"<BR/><BR/>IMO, this is a misconception brought on by years of Mega Man and Mario. <BR/><BR/>Having to play through stuff you've already successfully beaten does not increase the challenge in any appreciable way. Look at it this way: say there's a checkpoint, then challenges A, B, C. If you fail at C, then you have to do A and B again before trying C again.. but you've already proven you're good enough to beat A and B.<BR/><BR/>The only thing making you do A and B again does is add incentive not to die, but there are plenty of ways to do that already. <BR/><BR/>A and B do not increase the challenge of C. A and B TWICE do not increase the challenge of C. They might slightly increase the challenge of "ABC" taken as a whole, but if you can do A and B in your sleep, does it really matter?webrunnerhttps://www.blogger.com/profile/04871820604912609502noreply@blogger.comtag:blogger.com,1999:blog-11719805.post-19017636338648122432008-01-07T07:13:00.000-08:002008-01-07T07:13:00.000-08:00However, if we just look at appealing to casual ga...However, if we just look at appealing to casual game players, the industry (and Nintendo especially!) has taken these innovations in casual appeal even further. Looking at something like WiiSports Bowling<BR/>- No instant death, no lives<BR/>- Retry challenges in <30 seconds<BR/>- Learning motivated through reward and relative improvement, not through failure and punishment<BR/><BR/>--------------------------------<BR/><BR/>Danc, I was thinking about this... I really like Wii Bowling, and specially the medal mode where you are challenged with different configurations of pins and lane obstructions. The highest I have been able to get, however, is lane 16, before I use up my 5 'lives'. I then am forced to restart from the beginning, and even though I want to see the rest of the lanes, am unable to do so.<BR/><BR/>Are you advocating they remove the 5 lives system, add a permanent retry option that lets you retry the same lane as many times as you want until you pass it, and dynamically add some assists after multiple failures at a lane to make it easier to pass (or if that is not implementable in Bowling, allow the player to skip that lane)?<BR/><BR/>My guess -- I would get the satisfaction of having 'experienced' all of the lanes... but I would not have gotten the experience of having tried the many times I did that led me to be able to reach lane 16 in the first place.<BR/><BR/>Which is better game design? You decide...Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-11719805.post-76088408399490348612008-01-07T02:47:00.000-08:002008-01-07T02:47:00.000-08:00So you want Nintendo to become even MORE casual or...So you want Nintendo to become even MORE casual oriented then they already are? No, just no. Just accept the game is not for you. Just stick to Mario Party, or games in the Wii ___ line.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-11719805.post-59689816535487604722008-01-06T17:36:00.000-08:002008-01-06T17:36:00.000-08:00This is an incredibly poor article. It's flat out...This is an incredibly poor article. It's flat out idiocy. To even hint there's a fault in game design because you don't actually like games is appalling. In any type of game or sport you have objectives, means to reach the objectives and obstacles. Eliminating those changes the nature of the beast.<BR/><BR/>Don't comment on video games, you have no buisness doing so.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-11719805.post-7667350265313458672008-01-06T13:58:00.000-08:002008-01-06T13:58:00.000-08:00oh,just bootup ya wii and get mario64 if you did n...oh,just bootup ya wii and get mario64 if you did not like galaxy,YOU will loveLOVE it.take care,buddy,good writing there!Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-11719805.post-77191036087803553622008-01-06T13:21:00.000-08:002008-01-06T13:21:00.000-08:00If they "fixed" the things you suggested it would ...If they "fixed" the things you suggested it would no longer be a videogame. Different types of gamers do indeed like different types of games, but why should they change a 20+ year franchise just to appeal to people who want to just wonder around with zero challenge? Not too mention Super Mario Galaxy is pretty easy even for me and its my first 3d platformer. The Gamerankings score is deserved as the professional critics of Super Mario Galaxy are people who understand Mario, Platformers, real games. It sounds like you and your wife should stick to movies/tv/screensavers etc. etc.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-11719805.post-40316530314601038392008-01-06T12:12:00.000-08:002008-01-06T12:12:00.000-08:00I agree with 50% of each of your points.-Yes, game...I agree with 50% of each of your points.<BR/><BR/>-Yes, game scores don't take into account everyone in the world, but they're not for everyone in the world. They're for those who are "hardcore" into gaming.<BR/><BR/>-Yes, Mario and many games are simply repetitive actions, aimed at improving some useless skill, with various prizes for completion. This doesn't appeal to everyone. But again, Mario is made for gamers who like this sort of thing.<BR/><BR/>-Yes, games should be sensitive to different play styles. They cannot, however work for EVERY play style. A Mario game would be perfect for you if you were invincible so you could explore the world without penalty. That does not work for Mario as a game. That's why they make Animal Crossing.<BR/><BR/>-Yes, demos should be readily available. But to some extent, people should take personal responsibility and look for like-minded individuals for game reviews instead of the enthusiast press.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-11719805.post-72622527979231944512008-01-06T12:01:00.000-08:002008-01-06T12:01:00.000-08:00So you don't like platformers? Those crazy games ...So you don't like platformers? Those crazy games where you have to make some stupid jump by timing your jumps and move properly around some crazy 2/3-d space? <BR/><BR/>That's what Super Mario Galaxy is I don't get why this comes as a surprise. Sorry that you feel some sort of secret shame, but really get over your shame of not liking platformers. <BR/><BR/>Failing a lot, is part of every good platformer. The unchanging difficulty level is also par for the course. As others have said, the game uses a traning method to make the early levels easy and the last few levels hard. <BR/><BR/>The reason it's rated so well is that it really is the best done game of it's kind. There are few games that even come close.Steven Tothhttps://www.blogger.com/profile/11381501065304446992noreply@blogger.comtag:blogger.com,1999:blog-11719805.post-52883764459102426452008-01-06T11:42:00.000-08:002008-01-06T11:42:00.000-08:00Dude, you really suck at Super Mario Galaxy, no of...Dude, you really suck at Super Mario Galaxy, no offense but especially your wife too. The first boss is like the easiest in the game and if you die 5 times, I don't think you should be playing video games...Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-11719805.post-84927437319275741502008-01-06T11:04:00.000-08:002008-01-06T11:04:00.000-08:00Danc,I must say that although I disagree with a f...Danc,<BR/><BR/>I must say that although I disagree with a few points of yours, I do agree with you in the respect of the feelings of regret.<BR/><BR/>My particular issue is with strategy games, in particular the breed known as RTS. Although I can enjoy a couple of examples (such as Dawn of War and C&C: Red Alert 2), I find most other examples of the genre very hard to play; I often find myself frustrated as another attempt at a mission or skirmish fails due to my non-existent skill.<BR/><BR/>This leads to some uncomfortable experiences where, as hard as I try, I can never enjoy such brilliant games like Company of Heroes or World in Conflict, simply because I don't have to skill to succeed. Yet, I regret not being able to play them, as as far as I can see the mechanics are brilliant.<BR/><BR/>Pity.Wunderbearhttps://www.blogger.com/profile/18418738361252882910noreply@blogger.comtag:blogger.com,1999:blog-11719805.post-9358270835210604362008-01-06T05:31:00.000-08:002008-01-06T05:31:00.000-08:00"It's like meeting a girl who is cute and smart, b..."It's like meeting a girl who is cute and smart, but really, really likes the whole dressing up their boyfriend in black duct tape and then whipping them until they bleed from unmentionable orifices."<BR/><BR/>I fail to see a problem...?<BR/><BR/>I suppose some things just aren't for everyone, hey, Danc? ;)Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-11719805.post-58010494968676980342008-01-04T21:13:00.000-08:002008-01-04T21:13:00.000-08:00I strongly encourage you to get that second Wiimot...I strongly encourage you to get that second Wiimote working. (For me, all I had to do was turn it on and it worked, so I'm no help.) I never bothered playing it as P1 (because I didn't feel like gaming and my sister wanted to play), so I switched on co-star mode and helped her.<BR/><BR/>It's a completely different game that relies mostly on pointer accuracy and dictating to P1 what to do. While it's not terribly fun in and of itself, it's a great bonding mechanism and will let you enjoy the game without actually playing it. ;)Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-11719805.post-56982131178918623932008-01-04T05:41:00.000-08:002008-01-04T05:41:00.000-08:00Dynamic difficulty's been done before. It's called...Dynamic difficulty's been done before. It's called Battle Garegga, and... well, it didn't really work IMO.<BR/><BR/>I personally prefer an explicit form of difficulty setting, with an associated cost. Xbox Live is a tremendous asset to developers in that sense, because it allows one to have one's cake and eat (most of) it too - you can tie an achievement to "beat level X on the default difficulty", while allowing the player to talk to an NPC who will lower the difficulty level for them, at the cost of forgoing that achievement until they replay the level. I suppose that a 3D Mario game could use stars as a form of achievement token too.<BR/><BR/>On another note, I think it's worthwhile to bear in mind that most games are structured as challenges to be overcome - that's one of the great pleasures of gaming, though by no means the only one. Yes, at the heart of it we're designing an experience, but very often being challenged to overcome obstacles is part of the experience, not some unwanted appendix. <BR/><BR/>That being said, I understand that there are quite a few people who simply don't want their experience to be that challenging - maybe they already get plenty of challenge from their job, and want a more relaxing experience - so the question then becomes, what can we as designers do for these people? My personal take on this is that most conventional styles of game really shouldn't be re-jiggered to suit them - these games, with the possible exception of some RPGs and interactive narratives, are so tightly bound up with the notion of conflict that trying to make them "non-challenging" becomes a dilution and appeals to neither the traditional fans of those genres nor the people who want to relax. <BR/><BR/>Speaking of which, Danc, have you played SimCity: Societies?<BR/><BR/>Craig - Well said. Especially as a designer, I feel duty-bound to at least give every genre a fair shake. I had a wonderful time with Soul Calibur II, for instance, even though prior to that I didn't like fighting games at all.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-11719805.post-90642539774809350552008-01-03T13:46:00.000-08:002008-01-03T13:46:00.000-08:00Danc, you need to read (in case you haven't alread...Danc, you need to read (in case you haven't already) the recent news postings on Penny Arcade from the few weeks leading up to the holidays. They have been touching on the major issue that could have sparked all of this.<BR/><BR/>Game reviews are so hard to use as a basis for choosing a game. The numbers are meaningless because they all typically rank games between 6 and 9.5. Nothing every gets lower than a 6 these days.<BR/><BR/>The written reviews are often flawed. You really have to learn a reviewers tastes over time to figure out if what they are saying is even valid to what you are looking for.<BR/><BR/>p.s. Try the other Mario titles. They really have branched out into other gaming styles. Wario Ware, Mario Party, etc.zfhttps://www.blogger.com/profile/18112056425713713946noreply@blogger.comtag:blogger.com,1999:blog-11719805.post-73959344158778796062008-01-03T11:37:00.000-08:002008-01-03T11:37:00.000-08:00Hey Danc,Good post! :) It's really interesting to...Hey Danc,<BR/><BR/>Good post! :) It's really interesting to find someone struggling so much with Super Mario Galaxy, because I view it as a game that goes out of its way to make deliberate design decisions that ease the learning curve. It's intriguing that despite great efforts to the contrary, there are still (will always be?) people that find a game too difficult!<BR/><BR/>Here are some specific design choices that Nintendo made to alleviate the pitfalls you mentioned:<BR/><BR/><B>Difficulty maneuvering in 3D</B><BR/>Trying to move and jump precisely on simple 3D levels is hard enough -- the curvy and crazy worlds in Mario Galaxy would frustrate most anyone. <BR/><BR/>This is the beauty behind why Mario was given a spin attack. Compared to the precision hopping requried by NES Mario, and the directional attacks of Mario 64, the radial spin attack gives the player a threshold of error when attacking an enemy. Your brain doesn't need to precisely map graphics on the 2D screen to the crazy 3D planetoids they are representing -- it just needs a general idea that Mario's graphic is close to the enemy's.<BR/><BR/>This is also why you can collect star bits with the Wiimote. Running around and collecting them by hand would be frustrating and tedious in 3D -- but it's much easier to point right where you see them.<BR/><BR/><B>Blocking linear challenges</B><BR/>The whole point of the star system is to prevent this kind of blocking. Get stuck on a level? Just head to a different one with new challenges. You brush this off as a non-linear element, but it's more of a specific, targeted decision to avoid these frustrating "dead ends." That's why Nintendo's been following this system since Mario 64.<BR/><BR/><B>Too much of a focus on learning through failure and repetition</B><BR/>Mario Galaxy tries to progressively train the player, starting with simple patterns of challenges, and then increasing the difficulty by making these initial patterns more complex.<BR/><BR/>Take a look at the first Dino Piranha boss. He starts out in his egg, not attacking, but with his tail following him. This teaches the player that he must attack the boss's tail. After doing so, the boss breaks out of his egg and starts attacking -- but the basic pattern of attacking his tail remains consistent.<BR/><BR/>Every boss in the game follows this idea of training through increasing complexity. In fact, you face Bowser three times during the game! His basic patterns remain similar, but grows in complexity with each encounter, training the player for the final battle.<BR/><BR/>My intention is not to defend Mario Galaxy or to insult your gaming skills. :) I just find it interesting that people will still struggle with a game despite a solid effort to make it accessible. Is this always the case -- will there always be someone that finds a game 'too hard'? Does the game designer have an obligation to these people? Or is there some threshold where you can say: "Enough is enough." "You can't please everyone." "The game's not meant for you."<BR/><BR/>Dynamic difficulty is definitely a key idea that is still relatively new territory. Sure, it's trivial to make an enemy dumb after it kills a player a few times. But will we ever be able to have "difficulty AI", that can tune enemy positions, powerups, map obstacles, etc. to maximize that player's enjoyment?Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-11719805.post-7285417443473699142008-01-03T09:58:00.000-08:002008-01-03T09:58:00.000-08:00Thanks for the survey plug, Danc!I plan to dig int...Thanks for the survey plug, Danc!<BR/><BR/>I plan to dig into Super Mario Galaxy's design at some point in the next few months as there are some serious issues to discuss, including many that you raise here.<BR/><BR/>Best wishes!Chrishttps://www.blogger.com/profile/07550565723765898399noreply@blogger.comtag:blogger.com,1999:blog-11719805.post-50970941205283109522008-01-03T06:40:00.000-08:002008-01-03T06:40:00.000-08:00I'd like to point out that "don't buy games in a g...I'd like to point out that "don't buy games in a genre you don't like" is a bad, bad decision.<BR/><BR/>Genres are very poorly defined and stretch every day. I never really liked first person shooters... until they started adding RPG and inventory management elements to them. Now I can't get enough of them.<BR/><BR/>A game should be considered not simply in the context of their genre. That's too limited.Craig Perkohttps://www.blogger.com/profile/13173752470581218239noreply@blogger.comtag:blogger.com,1999:blog-11719805.post-21165240589945754302008-01-02T19:52:00.000-08:002008-01-02T19:52:00.000-08:00I'm surprised that nobody has commented on the abs...I'm surprised that nobody has commented on the absurdity of labeling a piece of art as "97.3% good".<BR/><BR/>As Neil Postman claims in "Technopoly", modern society is infatuated with linear quantization of subjective properties. Someone living two hundred years ago would find it ludicrous to measure and label a person's intelligence with "IQ", or their knowledge of a subject with standardized testing, or their health with blood pressure, or their popularity with polling. Reducing these things to a single number is an insult to the person's humanity.<BR/><BR/>Likewise, saying that a restaurant is ranked "4 stars", or a movie has an 8.3 on IMDB, or a game has a 97.3% GameRanking is an insult to the art. The only way to discover the quality of such things, without trying them directly, is to listen to many opinions from many points of view, and synthesize an understanding from the points of view that are meaningful for you. This process was a mainstay of life two hundred years ago -- it was called "debate".<BR/><BR/>Given how easy the internet makes this process, why do we still have numeric rankings? Why do we still have a small number of elite reviewers? Why does anyone trust them?Brethttps://www.blogger.com/profile/03262475856836100420noreply@blogger.com