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 The Lounge 
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Data Realms Elite
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Post Re: The Lounge
ok


Wed Apr 10, 2013 12:33 am
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Post Re: The Lounge
Sothe wrote:
Tomaster wrote:
Tomaster wrote:
POSTING THIS bull♥♥♥♥ EVERY PAGE UNTIL I GET A TITLE AGAIN.

♥♥♥♥ off Sothe, you don't deserve a user title.

How do not deserve one? Remember when I said all those controversial things?

Christmas Unicorn title for you.


Wed Apr 10, 2013 1:50 am
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Mackerel wrote:
Sothe wrote:
Tomaster wrote:
Tomaster wrote:
POSTING THIS bull♥♥♥♥ EVERY PAGE UNTIL I GET A TITLE AGAIN.

♥♥♥♥ off Sothe, you don't deserve a user title.

How do not deserve one? Remember when I said all those controversial things?

Christmas Unicorn title for you.

that would be nice


Wed Apr 10, 2013 1:51 am
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I thought Non died or something.


Thu Apr 11, 2013 6:12 am
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If there's anything I absolutely hate, it's unprofessional "indie" platformers with nothing innovative or original, save the "witty humor". It's even worse when it had intentionally lazy art and artificial difficulty. If you really want to make a game, but can't "program" or "draw", then that's fine. Write a script out for a game, and find a few programmers and designers willing to work on it with you. Even with a stale idea for a game, proper development will make it considerably better than other "indie" platformers.

Indie game ♥♥♥♥ list off the top of my head (DO NOT BE THIS):
Super Meat Boy - Artificial difficulty at its finest
Fez
I Wanna Be The Guy - Artificial difficulty novelty item for idiots
Closure - hi i just learned what vectoring is here look a physics puzzle
Fez
VVVVVV - no
Fez
Fez
Fez

Fez was unforgivable


Thu Apr 11, 2013 6:29 am
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you forgot fez at testing day

that ♥♥♥♥ kept crashing on everyone yet slops ate it anyway.


Thu Apr 11, 2013 6:59 am
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Sothe wrote:
Super Meat Boy - Artificial difficulty at its finest

I call bull♥♥♥♥. Aside from one boss, Super Meat Boy was fair. Just because you don't like the controls doesn't make them artificial difficulty, they're precise. Artificial difficulty would be if the controls randomly switched or hazards you had no way of foreseeing killed you, and SMB has none of that.


Thu Apr 11, 2013 7:08 am
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Data Realms Elite
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Yeah, SMB had puzzles and ♥♥♥♥, no platforms collapsing without a warning


Thu Apr 11, 2013 7:10 am
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Benpasko wrote:
Sothe wrote:
Super Meat Boy - Artificial difficulty at its finest

I call bull♥♥♥♥. Aside from one boss, Super Meat Boy was fair.

Because the hospital level was completely AYEEE OHHHH KAYYY.
yea nah


Thu Apr 11, 2013 7:11 am
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by the way I am 20 today


Thu Apr 11, 2013 7:18 am
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Benpasko wrote:
Sothe wrote:
Super Meat Boy - Artificial difficulty at its finest

I call bull♥♥♥♥. Aside from one boss, Super Meat Boy was fair. Just because you don't like the controls doesn't make them artificial difficulty, they're precise. Artificial difficulty would be if the controls randomly switched or hazards you had no way of foreseeing killed you, and SMB has none of that.

That's not what artificial difficulty means; controls aren't the problem. The problem is the ridiculously convoluted platforms that require extraneous sequences with pretty much no acceptable margin of error. In trial and error games, you have to make challenging platforms that don't require over-exertion of muscle memory. This is a more cognitive thing that could be discussed for a long time though. Brain function in gaming, etc.


Thu Apr 11, 2013 7:22 am
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Sothe wrote:
That's not what artificial difficulty means; controls aren't the problem. The problem is the ridiculously convoluted platforms that require extraneous sequences with pretty much no acceptable margin of error. In trial and error games, you have to make challenging platforms that don't require over-exertion of muscle memory. This is a more cognitive thing that could be discussed for a long time though. Brain function in gaming, etc.

It's not artificial difficulty, that's actual difficulty. Being convoluted or 'too hard' doesn't make it not real difficulty. The difference is in consistency, things in Super Meat Boy behave one way every time, so you can anticipate what will happen next. Artificial difficulty would be IWTBTG where you have no way of knowing what's gonna kill you next and by the time it happens it's too late to react half the time.


Thu Apr 11, 2013 7:30 am
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Hey look what I found

Image


Thu Apr 11, 2013 7:31 am
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Benpasko wrote:
Sothe wrote:
That's not what artificial difficulty means; controls aren't the problem. The problem is the ridiculously convoluted platforms that require extraneous sequences with pretty much no acceptable margin of error. In trial and error games, you have to make challenging platforms that don't require over-exertion of muscle memory. This is a more cognitive thing that could be discussed for a long time though. Brain function in gaming, etc.

It's not artificial difficulty, that's actual difficulty. Being convoluted or 'too hard' doesn't make it not real difficulty. The difference is in consistency, things in Super Meat Boy behave one way every time, so you can anticipate what will happen next. Artificial difficulty would be IWTBTG where you have no way of knowing what's gonna kill you next and by the time it happens it's too late to react half the time.

Over-exertion of muscle memory is artificial difficulty, and not healthy. The convolution and extraneousness makes you over-exert your muscle memory, secondarily being artificial difficulty. Games can be consistent and still have artificial difficulty. In fact, this is a major part of the artificial difficulty of the early generation arcade games. Games being "too hard" in it of itself does not mean it's artificially difficult, good examples of this are Dark Souls, and Osu!. Super Meat Boy doesn't fit into the criteria because again, it pushes your brain past its comfort zone (in the sense that it's not good for you) (going out of your comfort zone is okay for other things)


Thu Apr 11, 2013 7:46 am
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It doesn't push my brain too hard, maybe you just can't handle it?


Thu Apr 11, 2013 7:49 am
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