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Why do people want everything to be convenient in this game?

#11LexifoxPosted 4/5/2013 2:49:35 AM
There's nothing inherently wrong with randomness in a game provided it's something that the player can compensate for.

For example, Lt. Surge's gym puzzle is a bad puzzle because you have to check every trash can until you find the one with has a switch, then you have to guess which adjacent trash can has the second switch. This isn't really a logic puzzle and can be very time-consuming and frustrating.
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#12LightningAce11(Topic Creator)Posted 4/5/2013 2:51:08 AM
^patience is a virtue.
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#13Arne83Posted 4/5/2013 2:52:30 AM
Lexifox posted...
There's nothing inherently wrong with randomness in a game provided it's something that the player can compensate for.

For example, Lt. Surge's gym puzzle is a bad puzzle because you have to check every trash can until you find the one with has a switch, then you have to guess which adjacent trash can has the second switch. This isn't really a logic puzzle and can be very time-consuming and frustrating.


... Ok, You have a point. Also, I hate you for giving me flashbacks to that gym.
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#14LexifoxPosted 4/5/2013 2:52:32 AM
LightningAce11 posted...
^patience is a virtue.


I would rather be having fun than be patient.
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"Murder of the living is tragic, but murder of the idea is unforgivable." - Janus, speaker of the synod
#15Twilight_SonataPosted 4/5/2013 2:53:17 AM
Arne83 posted...
how exactly do you define fake difficultly?

http://tvtropes.org/pmwiki/pmwiki.php/Main/FakeDifficulty
The most clear category that Pokemon falls under is "Denial of information critical to progress" and "The outcome of the game is influenced by decisions that were uninformed at the time and cannot be undone", specifically in terms of the hidden mechanics of IVs and EVs. Now, it's not that bad in Pokemon because the game is easy enough that a person really doesn't need to know a thing about these hidden mechanics to do well at the main game, but they do become problems in the post-game and when the game is actually played competitively.
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#16LightningAce11(Topic Creator)Posted 4/5/2013 2:53:56 AM
Lexifox posted...
LightningAce11 posted...
^patience is a virtue.


I would rather be having fun than be patient.


It doesn't take that long, you know.
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"Nostalgia makes the heart feeble. It is the hearts nemesis." - Trema
#17UltimaZangetsuPosted 4/5/2013 2:58:18 AM
LightningAce11 posted...
Lexifox posted...
LightningAce11 posted...
^patience is a virtue.


I would rather be having fun than be patient.


It doesn't take that long, you know.


Long enough
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#18KitschgardenerPosted 4/5/2013 2:58:42 AM
From: Twilight_Sonata | #015
http://tvtropes.org/pmwiki/pmwiki.php/Main/FakeDifficulty


Basically this. In particular, especially RNG-reliant scenarios would include:

-having a door only unlockable by entering a random combination which can only be guessed by trial and error. Trial and error "adds hours of gameplay" to a game in a very odd sense of the word.
-having a pitch-black room with holes randomly put in the floor without the player having any idea where they could be (again, trial and error).

Not stuff like critical hits, OHKO moves, etc. which are available to both player and computer (assuming the same odds for each).
#19Arne83Posted 4/5/2013 2:58:48 AM
Twilight_Sonata posted...
Arne83 posted...
how exactly do you define fake difficultly?

http://tvtropes.org/pmwiki/pmwiki.php/Main/FakeDifficulty
The most clear category that Pokemon falls under is "Denial of information critical to progress"...


Now, it's not that bad in Pokemon because the game is easy enough that a person really doesn't need to know a thing about these hidden mechanics to do well at the main game


... I'm not even going say anything.
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Let's just pretend this says something witty.
#20Twilight_SonataPosted 4/5/2013 3:12:09 AM
Arne83 posted...
... I'm not even going say anything.

Then no progress is going to be made in the conversation.
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My NIDOKING brings all the boys to the yard:
http://goo.gl/ExAoe