Bucko posted this video from the fools of Gamespot regarding the difficulty of the new game “Cuphead”, and how it can be problematic for those who simply want to see all of the content for less effort. A.. short description for what the video entails.
Let me get this out of the way. No, I have not played Cuphead. I have no interest in playing cuphead. And even if I did, my recent dental expense is preventing me from experiencing such.
That said, from what I’ve viewed, it’s the type of experience I can readily get from my Metal Slug Collection. There appear to be more boss fights than actual levels, and seeing how long they last, I could see how quickly one would tire of the game. A game of boss fights would have to be exhausting. Ironic as I am a fan of Treasure Inc., a Jdev known for making outrageous boss fights as their main attraction (Alien Soldier, anyone?), but I digress.
This… “analysis” by a certain Mike implies that Cuphead is doing something wrong by being hard as hell. Pardon my generalization. Afterall, this new generation of gamers are comprised of pussies like him. Nevermind my complaints of DMC3 or Bayonetta (Mr. Catalog). Of course, watching the video is a chore in itself. He uses comparative analysis to try and explain why Cuphead’s handling of difficulty is heavily flawed, but fails to explain why the examples he provides are infact better. You don’t get the sense that he’s actually criticizing the damn the thing. And it’s easy to see why. Not because Cuphead and his examples are apples and oranges (it’s a big reason, though), but merely because he is comparing 2 different methodologies of game design. Cuphead is the Arcade Centric game. Mike’s examples are all Computer Centric games.
A million years ago, I came up with the concept of Arcade and Computer Centrism Whereby I Defined the difference in the extremes of game design principles. Or if that link is too long-
Arcade Centrism is the mentality of fast-paced action games whether they be shmups, shooters, platformers, or general action games, the goals are usually simple and straight forward. Enemies over there, kill they ass! Arcade games were filled with high risks of loss. You’re always put into positions where it’s easy to lose if you didn’t have the skillz and reflexes necessary to succeed. And people loved this! It’s odd these days to see so many adults and their kids crowd around an arcade machine with their obnoxious yells and screams and cheers. It was much more common back then.
Computer Centrism is the mentality of slower-paced “adventure/Sim” games whether they be FPS, RPG, mystery, or even Strategy games of a sort. The goals were much more complex. You had different objectives to complete. You had people to find, talk to, you had to build troops, solve murder cases, equip gear and spells to stand a fighting chance. You weren’t really put in a position of loss so much as you would be with Arcade games. Computer games were filled with time consuming tasks and puzzles where your mind was more important than your reflexes.
It’s a case of “Muscle vs Mind” when speaking of Arcades vs Computers.
I may have to update this definition as FPS’s are more Arcadey than not…
Now, here’s why this is important. We know Arcade games were, in most cases, deliberately designed to suck up quarters. But I don’t believe this to be the fault of greedy developers. Games in general were recreational activities. Whether they be board games or sports, the idea was that even if you finished playing for the day, you would go back and play it again. Arcade games are treated in the same manner. This time with a cheap price tag. You would go back and play the game over and over. And because of that, you had games with no real endings. You’d just have games with 50-100 levels of increasing difficulty, knowing that the player was never going to finish the game in one day or so. Afterall, you’re in a public space, and other people are waiting in line for their turn.
Speaking of which, this is why Arcade games had such simple controls. They were made so that players could easily rotate without anyone feeling hindered. That way, you could get several people through a single machine one-by-one.
Bottom-line, you’re meant to lose at Arcade games. The bragging rights would usually come from how far you could get before you bit the dust.
Computer games, on the other hand, don’t have this luxury. They’re not designed or treated as recreational activities. They’re more along the lines of… painting. Yeah, lets go with that. The level of patience and visualization needed to create works of art is pretty massive. But once you complete that one piece, you have the option of either recreating the piece, or making a new one. And you know damn well that after spending so much time working on that shit, you don’t want to go to the same lengths to create the same work. Often, you’ll move on to something else. Kinda like most games you shelve after you finish the first time. Computer Games are treated like once in a lifetime experiences. They usually lose their magic after beating them once.
That said, being that it is an experience, you kinda need to finish it. Computer Games are like movies, in a sense, that you merely interact with the material. You’re at home, relaxing in your chair, no brats to look after, you can literally kick back and chill. You don’t have to share any playtime with anyone else, not that you could being on a keyboard and mouse with convoluted ass controls (practically demands a game to be easy). And because you’re trying to relax, the game doesn’t demand much from you beyond playing and following directions.
In other words, Arcade games are meant to kick your ass. Computer Games aren’t.
And as tempting as it is to mock the guy for not liking the ass whoopins he got, a part of me can’t blame him. A good chunk of the game, again, looks like boss fights, and those fights run on too long for it’s own good. Learning patterns and having to keep that up for longer than 2 minutes, I personally feel, is asking too much. And we all know the only reason the fights last so long was for the spectacle. The creator was more interested in showing off how wonderful his animating talents were rather than making a game that doesn’t burn you out from cumbersome boss fights. That’s the real problem. Not the actual difficulty. Given that it’s an indy game (I assume), it’s obvious the creator would be more focused on inflating his ego.
What I find concerning is the implication that having to earn your content through effort is a flaw of game design. That it is… exclusionary. Fucking exclusionary, how about that!? And I suppose paying extra to get the content quicker is just oh so inclusive! The implications are all there for propoganda, hell. If it were a genuine argument, i’d say this new generation got coddled by computer centrism for too long. If you think about all the shitty Nintendo games that get praised by the media and the online twats, they’re all Computer Centric games. 3D Mario, Aonuma Zelda, those cunt ass Pikmin games, and now Fire Emblem. All of that shit, while the arcade stuffs get buried under the bulking praises of computer games. I was shocked at the lack of talk for DKTF.
RE4’s sliding difficulty scale works not because it is a better way to handle difficulty, but because as a computer game, it is meant to be beaten (and makes for a good way to mask how easy the game is). Not to mention that the cumbersome and retarded control scheme + limited visual information via 3rd person camera necessitates an easier difficulty anyways. Again, an arcade game isn’t meant to be beaten, and your goal would be to prove it wrong. The controls would always be simple enough so mastery isn’t required.
But eh…. oh well.
Had Cuphead been compared to something like Contra or Metal Slug, then there’d be an argument. Because those games put Cuphead to shame by not burning out the player through an endless succession of boss fights. But the son of a bitch is only arguing that games should have “unique and creative ways of challenging teh player because not everyone will enjoy having to actually get guud!” Well no shit! They just won’t fucking play the game! Computer Games have coddled the new generation into thinking that all games are just overpriced entertainment to experience once and just dump for the next drug.
I could easily say that they only focus on the difficulty of cuphead because the content isn’t interesting. It’s based off of old 30’s cartoons, a style of animation that literally no one gives a rat’s ass about, starring a character with zero appeal and a lame design, who made a deal with the deal to beat up on enemies who refused to give up their souls, all to sell a game on it’s visuals alone. Because trust me. If the game was actually interesting, no one would mind the challenge. They would welcome it as a wall for them to tear down, believing it not to be a suitable barrier to stop them from seeing the rest of the game. Buuuuuuut because it’s an indy game, the hardcore nerds force themselves to care about it if only to give the finger to the industry. Turning around and complaining about difficulty shows they have no real motivation to complete the game. A direct result of poor content and pussy players. I suppose we’ve all moved beyond being impressed by graphics.