Kind of vague but I was having sort-of argument with somebody while we were playing a Warcraft 3 TFT map (it was pretty much a MOBA map) and when you died, you lost gold(100, which is a decent amount for this map). When a barracks was destroyed, the other side(computer controlled, albeit) got stronger and, not to mention, the amount of units the other side got compared to your own was ridiculous. The CP side at one point had 10-5 as their unit spawns to our own unit spawns.
So, long-story-short, we got into an argument on whether not games that punish you for sucking(dark souls doesn't even count as it doesn't handicap you permanently, so don't try that with me) are badly designed. Personally, I feel as though games (or custom maps) that FORCE a mode / difficulty that inflicts permanent handicaps / punishments for sucking are, well, badly designed. Not only does it limit who can play the map (as not everyone is a hardcore elitist perfectionist gamer)but it also gives the vibe of "fake difficulty"(or otherwise known as artifical difficulty, like Super Meat Boy's walking-on-ice controls) in the same sense that you could make a game where you initially face off against 100+ enemies and every time you die, it adds 100 more enemies but if you do succeed, you become extremely OP. The point being that, IF you die, you can't do anything about it. It gets thrown onto you without any kind of "fix" for it, making it permanent.
I understand it in games where it is supposed to be hard and the initial impression is that is very hard (dark souls for example, where its difficulty is fixed and can be slipped around but, again, it doesn't handicap you) but even then, the mechanic of "you die, you get punished for dying, causes more death which causes more punishment" is ridiculous and seems like a way to make games hard without presenting a way to bypass or come back from a loss.
Made this thread because I'm curious what other people think about this. Don't get me wrong, I like hard difficulties / hard games occasionally (even though I don't play hard difficulties or hard games very often, it's still pretty fun) but when games push it as something that you can't recover from or is very punishing, it doesn't make it fun. It's only fodder for elitists. One of the reasons I stopped playing MOBAs, because playing it casual is against the law, apparently.
TL;DR Games that handicap you for sucking are bullocks and also I suck at video games (insert winky face).
P.S. I rarely double-check my posts and I suck at organizing my posts, so have fun.
Kind of vague but I was having sort-of argument with somebody while we were playing a Warcraft 3 TFT map (it was pretty much a MOBA map) and when you died, you lost gold(100, which is a decent amount for this map). When a barracks was destroyed, the other side(computer controlled, albeit) got stronger and, not to mention, the amount of units the other side got compared to your own was ridiculous. The CP side at one point had 10-5 as their unit spawns to our own unit spawns.
So, long-story-short, we got into an argument on whether not games that punish you for sucking(dark souls doesn't even count as it doesn't handicap you permanently, so don't try that with me) are badly designed. Personally, I feel as though games (or custom maps) that FORCE a mode / difficulty that inflicts permanent handicaps / punishments for sucking are, well, badly designed. Not only does it limit who can play the map (as not everyone is a hardcore elitist perfectionist gamer)but it also gives the vibe of "fake difficulty"(or otherwise known as artifical difficulty, like Super Meat Boy's walking-on-ice controls) in the same sense that you could make a game where you initially face off against 100+ enemies and every time you die, it adds 100 more enemies but if you do succeed, you become extremely OP. The point being that, IF you die, you can't do anything about it. It gets thrown onto you without any kind of "fix" for it, making it permanent.
I understand it in games where it is supposed to be hard and the initial impression is that is very hard (dark souls for example, where its difficulty is fixed and can be slipped around but, again, it doesn't handicap you) but even then, the mechanic of "you die, you get punished for dying, causes more death which causes more punishment" is ridiculous and seems like a way to make games hard without presenting a way to bypass or come back from a loss.
Made this thread because I'm curious what other people think about this. Don't get me wrong, I like hard difficulties / hard games occasionally (even though I don't play hard difficulties or hard games very often, it's still pretty fun) but when games push it as something that you can't recover from or is very punishing, it doesn't make it fun. It's only fodder for elitists. One of the reasons I stopped playing MOBAs, because playing it casual is against the law, apparently.
TL;DR Games that handicap you for sucking are bullocks and also I suck at video games (insert winky face).
P.S. I rarely double-check my posts and I suck at organizing my posts, so have fun.
Steam: RobotDeathParty