Awesome By Proxy: Addicted to Fake Achievement
pixelpoppers.com
Awesome By Proxy: Addicted to Fake Achievement
1–10 of 29 posts
Re: Awesome By Proxy: Addicted to Fake Achievement
#2Re: Awesome By Proxy: Addicted to Fake Achievement
#3It is really interesting to see these posts come out just days apart - I wonder if there is any cross pollination there.
Re: Awesome By Proxy: Addicted to Fake Achievement
#4So it's much, much more difficult than just about any modern console game I've played, and yet it's hugely successful. This really seems to suggest that there's a hole in the market for games catering to mastery-oriented gamers.
Re: Awesome By Proxy: Addicted to Fake Achievement
#5As a side note, I found this article really interesting in the context of the recently released Demon's Souls . Despite being a fringe title with essentially zero marketing, it's expected to sell 250,000 copies by the end of the year. Why is it so successful? It breaks the conventions set by most console RPGs in that leveling up only helps you a little bit, and you really need to gain skill to advance. So it's much,…
Re: Awesome By Proxy: Addicted to Fake Achievement
#6Yes, the Gygax/Arneson-style advancement system, when applied in CRPGs often becomes a dynamic difficulty-scaling mechanism. But one needn't look any further than this year's Most Important Game Ever (Call of Duty... 6?) to see similar systems in the most sacred of 'skill based' genres: online, multiplayer, first-person shooter. Put in the time, get power-ups.
Re: Awesome By Proxy: Addicted to Fake Achievement
#7As a side note, I found this article really interesting in the context of the recently released Demon's Souls . Despite being a fringe title with essentially zero marketing, it's expected to sell 250,000 copies by the end of the year. Why is it so successful? It breaks the conventions set by most console RPGs in that leveling up only helps you a little bit, and you really need to gain skill to advance. So it's much,…
Re: Awesome By Proxy: Addicted to Fake Achievement
#8I'm not sure how well genre maps to his argument, though I'd agree 'difficulty' as a distinct axis fits fairly well. Yes, the Gygax/Arneson-style advancement system, when applied in CRPGs often becomes a dynamic difficulty-scaling mechanism. But one needn't look any further than this year's Most Important Game Ever (Call of Duty... 6?) to see similar systems in the most sacred of 'skill based' genres: online, multipl…
Re: Awesome By Proxy: Addicted to Fake Achievement
#9As a side note, I found this article really interesting in the context of the recently released Demon's Souls . Despite being a fringe title with essentially zero marketing, it's expected to sell 250,000 copies by the end of the year. Why is it so successful? It breaks the conventions set by most console RPGs in that leveling up only helps you a little bit, and you really need to gain skill to advance. So it's much,…
Isn't the entire multiplayer FPS market based on player skill? Maybe there's a hole in the RPG market, but not the overall game market.
Edit: Also, RTS is extremely skill-based
Re: Awesome By Proxy: Addicted to Fake Achievement
#10FPS/RPG hybrids often have this, the most notable I can think of being Deus Ex (Bioshock is a passable example, but nowhere near as complex in the endgame). Action and strategy RPGs have this if played in a certain way, though most of them are just really easy to begin with. Roguelikes have this in spades. The combat in pen-and-paper dungeons and dragons can have this.
Console-style RPGs like the Final Fantasy and Dragon Quest series usually don't have this. MMORPGs usually don't have this as such; rather, they usually have two almost independent games (beginning-game and endgame).