Yeah, that doesn't mean those games were actually any "interesting" to the people that play them today. Most people resent reloading to figure out the weaknesses of such and such monster, I am among them. Give me skills, books, or clues, and reasonable time to figure it out on my own, fine, but reloading to die in 2 hits yet again while trying another of my options (is it vulnerable poison ? scratch. to fire ? scratch. to ice ? scratch. etc.) is old skool maybe, but also outdated. At least, I believe I have been rather straightforward about it till now ^.^
slophlong: In most games I've played (most of which weren't released in the past 2-3 years) you're meant to figure out the bosses' attacks/weakness, not allow the game to do it for you. Even WITHOUT the cutscene and books, the fight was still extremely easy to figure out (mainly thanks to Sile's bitching).
People rationalize patterns differently. Take the 2 middle tentacles, for example. I skipped Triss' clue (which I admit was my mistake). This lead me to think that I couldn't trap the tentacles because :
1/ my Yrden wasn't powerful enough ?
2/ there is a chance for the tentacle to resist my trap ?
3/ I could only trap tentacles standing at the right spots (which made sense to me at the time, because of the yellow flashing signs on the ground) ?
Finally, I figured it out, on my own, after watching the creature again. It took me probably longer than you, because we have different experiences of games. So do other players, who, for all that we know, could have much more experience with cRPGs than yours and mine combined.
Therefore, I just ask for some tolerance towards them. One day or another, you might be trapped in a game, looking for advice, and with some help, the challenge might just appear as trivial as it does to us today.
That still doesn't make the design of this particular battle any better to me. If so many players find it frustrating, there IS a valid reason about it : it is about bad design, not about the difficulty.
slophlong: I "planned ahead" a bit and had the potion though I'll admit I missed the part about the growths. Still, it only took me an attempt to learn when to roll, a second one to notice you couldn't trap the 2 center tentacles (and noticed the orange growths), and a 3rd to execute the fight correctly. I could understand making things a bit more obvious if this was purely an action game but last I checked The Witcher was an RPG series.
I just can't imagine how anyone could sit there for hours, not having any clue at all of what to do.
Sorry, but no.
I could stomach the "reload feast" 10 years back. No longer please. I relish clever and intelligent design.
I don't ask for games to be easier. I don't support DA2 "awesome button" shortcuts. Bring on the "Wraith" or "Monastery" fights. But there has to be a better way than to resort to the game over screen to teach the player how to "win at a game".
Pretending that the Kayran battle is anything but a frustrating, because unnecessarily obscure and ultimately trivial, scripted event is ludicrous.
In its current state, I fail to see how it makes the game any better, or to quote you, less "dumbed down".
Cyjack: Gamers havent changed. But games have. For better, or worse, players have become used to dumbed down games that spoonfeed the content to the players, in order to reach a wider market, and to avoid anything that might actually challenge them, for fear of driving away a potential player.
I was playing some of my older shooter recently, games that are considered classics, and I found it remarkable how many times I was reloading and thought nothing of it, because that was the kind of challenge that generation of games was built around. I realized, if that classic game were released today, it would be reviled for being "too hard", and people would resent that fact that they were actually designed to fail repeatedly, before they learned how to succeed.
So I dont blame people who have come up in this generation of games for being slightly taken aback by the Witcher 2, which has more of an old school philosophy about challenge and reward. They are just a product of what theyve been weaned on. I for one love the game because of the challenge, and would hope that people who want an "easy" game, recognize that theres an "easy" mode precisely to accommodate to that game experience. A lot of them just seem to represent the labeling of that mode, because on most other games, easy mode is called "normal".
cmfreak: Well said mate, I sure hope developers take note and bring out more games like this.