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Difficulty ballancing has never been an easy thing, on some games, easy can be a fair challenge even to me whereas in others, hard is still a piece of piss. Anything that gets people into playing games is good as long as the option is there to actually play the game in a normal way.
Great idea to simply stick your eyes on her fantastic ass, I guess :-D
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SirEnity: Well, it is one handed and the game is about using special attacks to get your charater naked, so it's probably so you can use your left hand for other things.

But I'm right-handed!
Oh, shit, whatever will I do?!
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SirEnity: Well, it is one handed and the game is about using special attacks to get your charater naked, so it's probably so you can use your left hand for other things.
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Shalgroth: But I'm right-handed!
Oh, shit, whatever will I do?!

Just use your left hand, it actually feels like a completely different person
Post edited August 26, 2009 by SirEnity
I don't have a problem with this - it seems like a good way to get people involved in your game that otherwise wouldn't be.
In fact, I was actually thinking about this a few months ago. I was wondering how you, if you had a great story and formed an FPS around it, would get people who didn't normally play video games to experience your story. Now, the video uses something that simplifies gameplay far more than I would, but it's a similar idea.
In my concept, if a player activated "Mommy Mode" (although I wouldn't have called it that), it would, when they got low on health, give them an incredible tactical advantage. For instance, let's say a group of enemies were fanned out in front of the character. If easy mode was enabled, the character would do something like flipping over the enemies, which would give the player the opportunity to fire at the enemies backs for a few seconds before the enemies reacted (reaction times would probably be slowed in this easy mode). It would allow for a more forgiving experience while allowing the gaming novice to still feel that the gameplay was visceral and engaging.
I got a bit off topic there, but I think you guys can see what I'm saying - let the player feel like they're playing, while removing a great deal of the actual risk.
This is kind of what Miyamoto is doing with the demo feature for the NSMB wii game. For players who are stuck, suck really bad, or those who can't put effort can still experience the game. Then slowly, they may want to challenge them selves and turn it off or use it less.
From experience, my family are pretty bad players. They don't adapt or remember controls well and get easily turned off if it's to much. They are also lazy and don't try to explore new things so a mode like this encourages them to "play it" so to speak. So it will be interesting to see if it will sell.
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PoSSeSSeDCoW: I don't have a problem with this - it seems like a good way to get people involved in your game that otherwise wouldn't be.
In fact, I was actually thinking about this a few months ago. I was wondering how you, if you had a great story and formed an FPS around it, would get people who didn't normally play video games to experience your story. Now, the video uses something that simplifies gameplay far more than I would, but it's a similar idea.
In my concept, if a player activated "Mommy Mode" (although I wouldn't have called it that), it would, when they got low on health, give them an incredible tactical advantage. For instance, let's say a group of enemies were fanned out in front of the character. If easy mode was enabled, the character would do something like flipping over the enemies, which would give the player the opportunity to fire at the enemies backs for a few seconds before the enemies reacted (reaction times would probably be slowed in this easy mode). It would allow for a more forgiving experience while allowing the gaming novice to still feel that the gameplay was visceral and engaging.
I got a bit off topic there, but I think you guys can see what I'm saying - let the player feel like they're playing, while removing a great deal of the actual risk.

Thats quite a good idea. Have the assist mode as a toggle selected when you start a new game and if you play through without it, that can be another trophy/avchievement/bragging point
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StealthKnight: From experience, my family are pretty bad players. They don't adapt or remember controls well and get easily turned off if it's to much. They are also lazy and don't try to explore new things so a mode like this encourages them to "play it" so to speak.

Your family should stick to movies and books.
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PoSSeSSeDCoW: I don't have a problem with this - it seems like a good way to get people involved in your game that otherwise wouldn't be.
In fact, I was actually thinking about this a few months ago. I was wondering how you, if you had a great story and formed an FPS around it, would get people who didn't normally play video games to experience your story. Now, the video uses something that simplifies gameplay far more than I would, but it's a similar idea.
In my concept, if a player activated "Mommy Mode" (although I wouldn't have called it that), it would, when they got low on health, give them an incredible tactical advantage. For instance, let's say a group of enemies were fanned out in front of the character. If easy mode was enabled, the character would do something like flipping over the enemies, which would give the player the opportunity to fire at the enemies backs for a few seconds before the enemies reacted (reaction times would probably be slowed in this easy mode). It would allow for a more forgiving experience while allowing the gaming novice to still feel that the gameplay was visceral and engaging.
I got a bit off topic there, but I think you guys can see what I'm saying - let the player feel like they're playing, while removing a great deal of the actual risk.
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Aliasalpha: Thats quite a good idea. Have the assist mode as a toggle selected when you start a new game and if you play through without it, that can be another trophy/avchievement/bragging point

Or simply reward it when playing through without toggling it on anywhere in the game (and another "award" - Cheater/Simpleton/One-trick-pony/Single-finger/Mommy/whatever when toggling it on, or even when playing through using only that function).
Post edited August 27, 2009 by Miaghstir
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StealthKnight: From experience, my family are pretty bad players. They don't adapt or remember controls well and get easily turned off if it's to much. They are also lazy and don't try to explore new things so a mode like this encourages them to "play it" so to speak.
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chautemoc: Your family should stick to movies and books.

They like games though. From snood, to puzzle games to platforms. My grandma likes Super Mario world and after 4 years, has finally became a decent player.
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Aliasalpha: Its one of those things where the people who buy this as their first fighting game or who, god forbid, buy it because they find the vile cow attractive have every right to see the whole story.
This sort of addon is actually a GOOD thing because it stops people being pissed off at games they can't possibly finish and might encourage them to actually buy MORE games and support the industry. At some point they'll encounter a game without this handholding and play it on easy and probably end up finishing it. Then they'll try another and finish that too. Then one on normal difficulty. By the end of the year they'll be posting on forums screaming about how casual gaming is killing the industry
Hell if every game had this feature, I'd probably use it myself for those games where I get 2/3 of the way through only to realise I'm not actually having fun and just want to see how it ends. Army Of Two is a good example, it's a shit game made by people who loved Team America World Police but didn't realise it was a joke. The only reason I finished it was to see just how godawful it really was. If I could watch it instead of play it, I'd have liked that.

/thread