I'm rather tentative about hardcore mode for certain games (Minecraft being one), because:
(1) how randomly you can die in the game and
(2) how much the game revolves around long-term progression.
Imagine if WoW, TES Oblivion or similar games had hardcore systems (but ignore the risk of exploitation for WoW, cause that's not my point). True, hardcore is typically optional and people tend to use that as an argument to include it in a game. But on the other hand, let's not forget the fact that ragequitting exists either, which is irrelevant for other players (we just tell them, "boo hoo, tough luck") but highly relevant and important to a game developer who wants his product sales to be as high as possible.
Sure, Minecraft is already a huge success and you don't buy the game twice or at a monthly fee, but those aren't any excuse to ignore other factors that could've made it even more successful. Minecraft is successful because it lacks relevant competition, it doesn't have a monthly fee and , most importantly, it allows casual players with zero computer skills to fully express their creative skills (which is fairly unprecedented in gaming history).
In short, the more random the death system is in a game, the worse it is to implement a Diabloesque Hardcore system. The less random the death system is, the more relevant and fun the hardcore system can be.
Let's make Minecraft even more successful by staying aware of all the marketing factors, as well. Let Hardcore mode be included, but BE SURE to provide the player with a clear and concise warning (not just assume that all players understand fully what Hardcore entails).
I remember playing Diablo 2 Hardcore for the first few times. I had to play it out practically, to "get a feel" of what it actually meant. But since Diablo 2 has a death system that isn't so random (you'll get used to dying), my own experience with Hardcore was as harsh because once I did die, it was early on and I tried again and again till I got used to Hardcore and how you're supposed to play it. AND, once I got used to Hardcore, I stopped dying and I actually became a better player in general.
Also: too soft death systems will feel incredibly boring to many players (no challenge), but too harsh death systems will scare players away from taking risk.
IMO, the best death systems are the ones where you can actually screw up, but still prevent death if you're good at reacting to your own mistakes as they happen (and the game actually allows you to do this). Make a mistake in WoW, and you usually wipe. Make a mistake in Fallout 3, and you can usually "row yourself back in" by making the critical decisions needed.
Imho - Hardcore must be smtn like: mobs will not die in the daylight, you got only 3 hearts lifebar, no sleeping in the bad, etc. But NOT just simple "Delete world" button...
I agree, I think Hardcore mode in Minecraft should be closer to Nightmare mode in Doom 3 and not just another Diablo 2 Hardcore clone. It worked for Diablo 2, but minecraft isn't the same type of game. Not even close.
How could anyone dislike these features? They are completely optional!
Because it's not at all a necessary addition to the game; you can already delete your worlds after you die. This is just a silly, pointless addition to waste Notch's development time. Though looking at the ideas he's implemented lately, I'm not sure that's entirely a bad thing...
Is it possible NOT to go on hardcore mode? i dont wanna build a house of stone just in case of a and i dont wanna light on so i dont have to worry about mobs.
Because it's not at all a necessary addition to the game; you can already delete your worlds after you die. This is just a silly, pointless addition to waste Notch's development time. Though looking at the ideas he's implemented lately, I'm not sure that's entirely a bad thing...
Because such difficulty setting must be implemented, else there isnt any difficulty.
When you chosen to go on an Ironman/hardcore mode you play it through, but when you finally lost the terms should still be there and punishing you for failing, if you have to do it yourself its to tempting to cheat yourself out of it, and thus the hardcore/difficulty feeling will dissapear.
Hopefully this will increase gameplay and hopefully make some people more aware if u know what i mean but i think that adding a hardcore mode and being able to switch between would be awesome.
I don't understand why Hardcore mode is even an option and who would care about such a lame mode.
It's like asking bullies to kick your sandcastles at the beach on purpose.
There should be an option as to whether you want hardcore mode on a world, at least the ability to turn it off. I don't want to play hardcore mode every new world I build.
I don't understand why Hardcore mode is even an option and who would care about such a lame mode.
It's like asking bullies to kick your sandcastles at the beach on purpose.
Its not meant to be a setting you use if your gonna recreate the Salisbury cathedral.
(1) how randomly you can die in the game and
(2) how much the game revolves around long-term progression.
Imagine if WoW, TES Oblivion or similar games had hardcore systems (but ignore the risk of exploitation for WoW, cause that's not my point). True, hardcore is typically optional and people tend to use that as an argument to include it in a game. But on the other hand, let's not forget the fact that ragequitting exists either, which is irrelevant for other players (we just tell them, "boo hoo, tough luck") but highly relevant and important to a game developer who wants his product sales to be as high as possible.
Sure, Minecraft is already a huge success and you don't buy the game twice or at a monthly fee, but those aren't any excuse to ignore other factors that could've made it even more successful. Minecraft is successful because it lacks relevant competition, it doesn't have a monthly fee and , most importantly, it allows casual players with zero computer skills to fully express their creative skills (which is fairly unprecedented in gaming history).
In short, the more random the death system is in a game, the worse it is to implement a Diabloesque Hardcore system. The less random the death system is, the more relevant and fun the hardcore system can be.
Let's make Minecraft even more successful by staying aware of all the marketing factors, as well. Let Hardcore mode be included, but BE SURE to provide the player with a clear and concise warning (not just assume that all players understand fully what Hardcore entails).
I remember playing Diablo 2 Hardcore for the first few times. I had to play it out practically, to "get a feel" of what it actually meant. But since Diablo 2 has a death system that isn't so random (you'll get used to dying), my own experience with Hardcore was as harsh because once I did die, it was early on and I tried again and again till I got used to Hardcore and how you're supposed to play it. AND, once I got used to Hardcore, I stopped dying and I actually became a better player in general.
Also: too soft death systems will feel incredibly boring to many players (no challenge), but too harsh death systems will scare players away from taking risk.
IMO, the best death systems are the ones where you can actually screw up, but still prevent death if you're good at reacting to your own mistakes as they happen (and the game actually allows you to do this). Make a mistake in WoW, and you usually wipe. Make a mistake in Fallout 3, and you can usually "row yourself back in" by making the critical decisions needed.
Cheers :smile.gif:
I agree, I think Hardcore mode in Minecraft should be closer to Nightmare mode in Doom 3 and not just another Diablo 2 Hardcore clone. It worked for Diablo 2, but minecraft isn't the same type of game. Not even close.
May the force be without you.
btw: from Notchs Twitter:
Hardcode mode made me enjoy PLAYING Minecraft again as opposed to just exploring it. Soo scary.
14 minutes ago
Because it's not at all a necessary addition to the game; you can already delete your worlds after you die. This is just a silly, pointless addition to waste Notch's development time. Though looking at the ideas he's implemented lately, I'm not sure that's entirely a bad thing...
Because such difficulty setting must be implemented, else there isnt any difficulty.
When you chosen to go on an Ironman/hardcore mode you play it through, but when you finally lost the terms should still be there and punishing you for failing, if you have to do it yourself its to tempting to cheat yourself out of it, and thus the hardcore/difficulty feeling will dissapear.
Minecraft is trying to be a game.
It's like asking bullies to kick your sandcastles at the beach on purpose.
http://twitter.com/#!/jeb_/status/119395358135693312
Seems like there are no Mobs in Hardcore though
Now sub.
There are only three colours, ten digits and seven notes. It's what we do with them that's important
Its not meant to be a setting you use if your gonna recreate the Salisbury cathedral.
I LOOOOOOOVE this idea!
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