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A Defence for the Difficulty Level of an SMWC Production
Forum Index - Sunken Ghost Ship - Old Contests & Events - An SMWC Production - A Defence for the Difficulty Level of an SMWC Production
Pages: « 1 2 » Link
You still don't get his point.
It's more likely to find a 14/15/18/24 (you get what I mean) or above hardcore gamer than a 9 years old.
Young gamers also often don't have the patience to play through the same again and again and start bitching about the game/the developers of the game/their life or even start crying e.g. are immature.
This is not as common with people our age/older.

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Originally posted by leod
You still don't get his point.
It's more likely to find a 14/15/18/24 (you get what I mean) or above hardcore gamer than a 9 years old.
Young gamers also often don't have the patience to play through the same again and again and start bitching about the game/the developers of the game/their life or even start crying e.g. are immature.
This is not as common with people our age/older.


I did get his point to begin with, I was saying he was good for his age, not saying he's better / as good as a 19 year old.
But yeah, were getting off-topic now.

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Originally posted by leod
You still don't get his point.
It's more likely to find a 14/15/18/24 (you get what I mean) or above hardcore gamer than a 9 years old.
Young gamers also often don't have the patience to play through the same again and again and start bitching about the game/the developers of the game/their life or even start crying e.g. are immature.
This is not as common with people our age/older.


Actually - while this doesn't contribute much to the discussion: I've made the experience then children are the most patient beings in the universe when it comes to video games. When my nephews come over for a visit they almost always also play on my Wii or my SNES. No matter how often they lose in a game (and how not-so-far they get), they never give up.

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I completed SMAS as a 6 year old blah blah.
Whatever.
I think the high difficulty of some levels is one of the things that makes a collaboration hack a collaboration hack. Look at the Vips, look at ASMT, and you'll see that some levels are just unfairly balanced. The styles of designing are varied, which can make a hack very fun, but then there are the people who are just awesome at playing(or save scrumming), which make a level mostly suited for their skill at playing, and when the hack is released, people start hating their level because of their high difficulty. :|

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aran - Graces of Heaven
I started playing Pokemon when I was... I have no idea, probably maybe 6 or so. I sucked at it but whatever.

Also I know no young gamers that are patient. Not that I know that many young gamers, but still.

Meh.

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Good fucking bye.
not using quotes to save space.

>So recently I've read a lot of things and seen a lot of people talking about an SMWCP being too hard and I'm hear to back up an SMWCP over the users.
so everyone's bickering about this to no end, even after it was fixed (v1.4), and even granting the fact that it's a collaboration and quirks like this are normal, we need good ol' MVSS to swoop in and save the day.

>Although I haven't played it yet myself (since I promised my fans a blind LP of it)
you're protecting something you know nothing about, with facts you're presumably pulling out of the air? that's a wonderful "defense" to flaunt. also, you have fans?

>As I previously stated, an SMWCP wasn't really designed for the younger generation.
no, you didn't. anyway, it was designed for people who played SMW and other hacks, namely, the people on this site. implying that they've already used the internet and found hacks on here (probably also registered while they're at it) and played them. the younger generation you are referring to is something of 8 to 12, which is not the age group this site supports. this line is therefore redundant and irrelevant to the argument presented.

>I surmise the reason most people are finding it so difficult is because in real Mario games they have fallen for the trap of making use of these luxuries and have hense become worse in terms of gaming.
wait what. so the hardcore gamers, who don't use the extra 1ups and guides and assorted whatnot because they are actually good at the game(s), have gotten worse from using them? so if they didn't use them (which they don't), they don't get worse (which they didn't), right?

>A lot of people also refuse to use savestates nowadays. Why this is the case I do not understand.
maybe because they don't need those luxuries which you say reduces their ability to game? because they don't suck? because they like a challenge? because they like some measure reminiscence to normal games, in case they never owned an IRL SNES, or cannot play hacks on them?

>An SMWCP was mearly built over a SNES game. It was not designed to be a SNES game. It was designed to be run on an emulator.
why was it built over an SNES game, then? why not just homebrew the whole thing? and why even use the SNES as the console of choice, if you can use homebrew?

>And remember when it comes to emulators such as ZSNES, one of the most commonly used functions is the savestate.
if and only if you employ the luxuries which savestates are. (i'd also like to note that this is approximately the point where your argument stops making coherent sense.)

>Of course I am not here to tell people how to play the game.
but you're criticizing us for not using savestates, and whining about how we're whining a lot...

>But the difficulty is nothing to be complained about considering the fact you have the option of using luxuries to make the game easier for yourself.
...as well as contradicting yourself with the proceeding sentence. as well, this where i'd like to bring in the fact that some people actually need savestates because it's hard. they still pass the level. they doesn't make the level any less easy: those who don't use savestates have a harder time because it's harder, and those who always use savestates have a harder time because now they actually have to use them effectively. it's still hard.

>If you're one of the none who played through Super Mario Galaxy 2 without collecting a single extra life and are currently struggling through an SMWCP then I will happily put up with your moaning...
i'm doubtful of that even being possible. thus, the only explanation is that you're putting yourself out as being an insensitive, unsympathetic prick, simply because we're having trouble with a difficult game.

>If not, remember you have the option of a load of extra chances.
as i previously stated, the possiblility of the previous statement is questionable. meaning that you're a) taunting those of us who want to play the game like a real video game, b) making fun of those who need savestates and still cannot beat it, and c) completely disregarding the fact that people play these on real SNESes.

>Thank you for reading
i want those minutes of my life back.

>(Cue influx of tl;dr)
if i somehow possibly still had any respect whatsoever for you at this moment, (which, too, is impossible,) it would've evaporated violently just now.

tl;dr your defense has holes in it bigger than the one your post came out of.

we are all 😎 but some are more 😎 than others
Firstly, you made no sense just then, not me. Secondly, this is why I put this thread in WoI originally. Because I knew nobody would take it that seriously if it was there rather than here.
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I had been in agreement with this until the final level..

1. I don't care WHAT level it is or HOW MANY savestates you have; when there's 7 fire chomps onscreen at once in an invisible maze, there is a HUUUUUUUUGGGGGGGGGGEEEEEEEEE problem.

2.WTF was with that final boss. Even if we have savestates, it should at least be POSSIBLE without them. When he goes into his second form and does that fly across the screen attack, without savestating to look, you have ABSOLUTLEY NO CHANCE pf knowing where to hide to be safe. That aside, even with savestates he was still irritating as hell. And I had no idea i had to spinjump the fuzzies three times to stun them.
Originally posted by marioVSshadow
Firstly, you made no sense just then, not me. Secondly, this is why I put this thread in WoI originally. Because I knew nobody would take it that seriously if it was there rather than here.


Actually,I read what he wrote and he has a point. You were the one not making sense. He made a lot of sense and didnt have holes in his counter arguments unlike you where you contradicted yourself a few times.
MY FACE WENT RED AFTER 10 MINUTES OF PLAYING THE FIRST GHOST HOUSE ! I'm 11 and I think grand theft auto 4 is easier than smwcp that proves age does not matter . I hope smwcp 2 will have less difficulty spikes.

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I should have something witty to put here (even if it's just to update dated info), shouldn't I?

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An Action-Adventure isn't exactly the same as a platformer. Game skill doesn't necessarily transfer between genres.

I don't see why people make hacks "harder" (read: lunatic) compared to original anyways, adding a bit of challenge is perfectly fine, as SMW was easy, but ramping it up to Ninja Gaiden is ridiculous. There's already added challenge for the player of not knowing what's coming, but some of it just gets ridiculous.

There's a difference between fun challenge, and frustrating challenge is all.

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Originally posted by Teyla
I don't see why people make hacks "harder" (read: lunatic) compared to original anyways, adding a bit of challenge is perfectly fine, as SMW was easy, but ramping it up to Ninja Gaiden is ridiculous. There's already added challenge for the player of not knowing what's coming, but some of it just gets ridiculous.

There's a difference between fun challenge, and frustrating challenge is all.

I couldn't have said it better myself. Some people like easy hacks, some like medium-difficulty hacks, and some like difficult hacks, but the curve for making them seems solidly in favor of harder hacks. The original SMW may have been easy, but that did not make it bad...or any other game that now seems child's play. And that is very true about there being a difference between a fun challenge and a frustrating one...even professional games often have trouble with the former. The important factor is not how difficult the hack (or level) is, but how fun it is. I don't see why everyone has to make hacks so much harder than the original (and I mean "so much" literally).

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