MrFlibble, on 05 July 2020 - 02:01 AM, said:
I'm with you on this, but as for the tendency of making such unfair difficulty situations being still there, I believe that some player probably like this style of game.
Some do, but nowhere near enough to account for the sheer saturation of trial and error level design that the doom community produces and lauds. I just think they legitimately don't know the difference between genuine difficulty and bullshit.
I could be biased from literally years of constant let-downs, but I don't see any evidence of such a distinction. It's really not much different from a child's first level editor project, where they try to make "the hardest level evur". They just look prettier.
The really sad thing is, I'm not 100% against T&E level design. But it takes a very skilled hand to make it work. When you kill the player from an unseen trap, you need to give them something out of it. The simplest example would be humor. Case in point, I Wanna Be The Guy if anyone remembers that old thing. It is an entirely T&E based game (albeit with some genuine challenge mixed in). In theory it should be garbage. And for a good few people, it definitely can be. However, I think what makes IWBTG work is that every bullshit kill is set up like a joke and a punchline.
This can be clearly seen within the first few screens of the game. You take the upper path and walk under some trees with apples in them, one falls down, crushes you, and not only do you die in one hit, but you explode into such a ludicrous amount of blood and body parts that fills the screen that you can't help but appreciate how over the top it is. On your next attempt, you bait the apple, and the next few, and start clibming the platforms that will take you over the trees and out of the screen.
And then one of the apples falls
up and kills you. Once again, it is so absurd and was set up so beautifully that even as you get angry, you just can't help but laugh. And the entire rest of the game is like that. There are set ups and then the game subverts those same expectations in such a ridiculous fashion that it's funny as well as infuriating. No two kills are ever exactly the same.
The key takeaway is that the T&E in IWBTG still gives you
something in return for killing you: humor. If it works for you or not is subjective, but there's at least an attempt. Something that I just can't see in most doom wads. They take their levels so seriously and seem to present them as such. Even if it isn't humor I don't see them trying to give the player anything in return for killing them. Fancy sector art really doesn't cut it, not only because it wears out its novelty after a while, but because it's pretty much entirely separate from the gameplay. It's not compensation for being killed cheaply.
MrFlibble, on 05 July 2020 - 02:01 AM, said:
Personally I like the exploration part of FPS gameplay more than combat, and as I tried out many vanilla WADs (mostly for nostalgic reasons, not because I necessarily like them more), many put me off for a similar reason -- you seem to wander, sooner or later, into situations deliberately designed to punish the player as much as possible.
The Watchtower, on 05 July 2020 - 02:01 PM, said:
Even the more modern maps/mapsets end up being samey and boring in the end.
Older and newer wads suffer from the same trial-and-error problem. Older ones I can call more forgivable due to the naivete of everyone being amateurs, but the moderns ones that have more experience (to the point of them arrogantly proclaiming themselves to be "professionals")? There's really no excuse. How pretty it looks or how nice the soundtrack is can't make up for the constant frustration.
The Watchtower, on 05 July 2020 - 02:01 PM, said:
Ancient Aliens for example is literally just a few levels dragged into a megawad size with occasional change in palette and the constant rise of monster number. The gameplay and the core aesthetics become totally predictable by Map14-15.
I'd say the gameplay became established all the way back in the first level. Where you are forced into a tiny alcove to open an essential path, with the cyberdemon turret launching rockets at you since the alcove is in clear view. You have no room to manuever and it's basically luck if he decides to fire on you while you're in there.
And then of course the map spawns in a zombieman
for the sole sake of making you stay in that alcove longer to make it even more likely you die from a rocket.
I do not like Ancient Aliens. I really don't. It has one of the most wonderful aesthetics I've ever seen (I love neon), one of the greatest soundtracks to a wad I've ever heard, and the gameplay is some of the most miserable experiences in level design I've ever played.
Morpheus Kitami, on 05 July 2020 - 06:09 PM, said:
I've heard that Dead but Dreaming is quite comfy on UV, but I'm not sure I can give you much else in favor of them. They're nice, but not mind-blowing. All the levels are designed to be finished in under 12 minutes though, which is why I thought of it.
I actually decided to go and try the first of them last night (Monuments of Mars). Ares Compound, the third level? It was actually exactly the kind of level I was looking for. It was fast, it was intense, it was difficult and I spent the entire playtime in combat trying not to die, under fire from all angles. But it never felt like I was being dicked around nor did it feel like I was being cheaped out.
So good call on that. I'll probably check the rest out. Thanks.
Morpheus Kitami, on 05 July 2020 - 06:09 PM, said:
Dunno why I wrote all this, possibly asking for more examples of crap to avoid, possibly feeling out potential beta testers. Its a mystery to even me.
Well if you want a bullshit-detector, I can probably help. I will have to brush up on my Heretic, though. Haven't played it in years and I don't think I ever even beat the last two eps.