Re: [GD-Design] GTA II Review
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From: Javier A. <ja...@py...> - 2002-07-11 09:36:44
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phi...@pl... wrote: > Have to admit, I was rather relieved that the piece turned out to be > very positive, given the games subject matter. Although I don't know > if I'd call GTA3 'hardcore'. I tend to use that label for games with > vertical learning curves, or excessive difficulty levels, i.e. only > the hardcore will actually play them. E.g. Gunvalkyrie is hardcore, > because only a compete nutter would persist past it's willfully > difficult control system. Most scrolly shooters are hardcore, because > if you're not 'in the zone' you get completely obliterated in seconds. My personal definition of "hardcore" includes "counterintuitive gaming principles that only a dedicated gamer with years on his back is aware of (or interested in)". Stuff like: - shooting at the powerup pills to change the powerup they provide (shooters) - AD&D rules in order to make sense out of skills & stats (many RPGs) - excruciatingly complex subgoals in order to reveal easter eggs / extra stuff (Final Fantasies) - based on a hardcore gaming license (Maximo?) - using many iconic or "plain weird" elements in its gaming universe (I guess Mario or Sacrifice)... Anti-hardcore would be stuff like: - use well-known characters, licenses and game universes (GTA3, Commandos) - use established game interfaces without assuming the player knows them (the boring 1st tutorial we all skip) - contain game interface helper elements (even Windows elements like tooltips) - avoid killing the player (Was Larry the first one to do this?) - player always knows what to do, doesn't have to search for it himself. A game would be hardcore if it contains too many hardcore elements for the average joe. |