The old old games - the arcade games - were made difficult on purpose to farm coins for continues, in fact. Then with video games, publishers gradually started flipping it over to encourage players to complete their games and buy new ones
Yeah I was never into arcade games as a kid. I realized right away that they were made to be difficult for that reason, so it felt like they were not worth it.
But games at home, at my commodore 64 or Amiga, were often difficult too. There was often no tutorials even. You just started playing and figured things out. I remember feeling like I had all the time in the world back then. As an adult, I often feel my time is limited and I should be doing something useful with it.
Well there’s a few things for early at home games, for one the instruction booklets were actually worth a damn, often containing the story, tutorial, and more. Also, size was at much more of a premium, so since instruction manuals were a thing, it was considered a waste to have all of that stuff in the game itself. I’m sure there are exceptions but that’s the general idea.
Much as I lament the loss of good instruction manuals, it’s understandable why they went away in light of why they were necessary before.
Yeah the best manual I ever read was for https://en.m.wikipedia.org/wiki/Gunship_(video_game), it was amazing. A thick manual explaining so much about the military helicopter and how it worked. Was thrilling to read as a kid.
I don’t remember the graphics being so bad though…:) But it’s pretty shit by today’s standards.
I swear I probably spent like 2 solid weeks after school just running into walls in the Water Temple because I couldn’t figure it out. And I used to 100% like everything I played. You’d find out every secret, every cheat, and spend hours. Especially once things like GTA came out, just hours and hours of doing functionally nothing. Fuck even games I didn’t really even like I was an expert in. These days, I’m lucky to get a few hours a week on a game, and I rarely finish anything that’s not exactly the type of game I’m extremely into, and 100% is a thing that basically never happens anymore.
The real scams were games with countdown timers that went down constantly unless you were able to get a lucky object. Notably, Gauntlet. You had to keep putting in quarters or you would die even if you were really good.
Kinda. Publishers often found arcade difficulty spikes useful in home console games because it would mask how little content there was. Super Mario Bros could be beaten in an hour or two by most people if the lives system didn’t send you all the way back to the beginning of the game when you ran out.
I remember buying a book with the secrets of Super Mario Bros (and other NES) games typed backwards so you had to use a mirror to know how to warp from 1-2 to 4-2 to get to 8-1.
I doubt I’d have finished…but I’ve got a TG-16 I can’t beat anything on.
I still have my Nintendo power guide book for all the super Mario Bros, The legend of Zelda 1, link, all the mega Man games… And a few others. I also have two original NES systems, a super Nintendo, N64, PS2, and a Wii.
Making the game harder also made a smaller game last longer. If you remove the difficulty factor of lots of most old games, either by tweaking it or mastering it, then it becomes possible to beat the game in a matter of minutes.
Yeah, I was surprised when I first started watching longplays and discovered that most 16-bit and under games took 20-30 minutes to beat if you knew what you were doing.
In post-USSR countries, those were definitely more prevalent. I had one of the “off brand” consoles and a bunch of cartridges, some without casing, even. Also had that light gun thing that you could point at a TV screen for the duck hunt game
Arcade games were difficult because they were the microtransactions of the day, and console games were difficult because that’s how you made a simple game last longer.
Not as much as if there was no rental business. It was bad for them, Nintendo even tried to stop blockbuster from renting their games. They weren’t designing games thinking about the rentals.
But they sure did by selling extra copies, plus if the game was good we’d buy it. I’m convinced the TG-16 never took off because they didn’t let places rent games.
Plus game rentals made owning a console more attractive and that means perhaps more potential sales for all games you’ve produced.
Short view you’re right, long view I think rentals helped the industry much more than hurt it back then.
That was the thing about old games, they weren’t worried about being difficult sometimes. Gamers were happy to get a challenge.
The old old games - the arcade games - were made difficult on purpose to farm coins for continues, in fact. Then with video games, publishers gradually started flipping it over to encourage players to complete their games and buy new ones
Yeah I was never into arcade games as a kid. I realized right away that they were made to be difficult for that reason, so it felt like they were not worth it.
But games at home, at my commodore 64 or Amiga, were often difficult too. There was often no tutorials even. You just started playing and figured things out. I remember feeling like I had all the time in the world back then. As an adult, I often feel my time is limited and I should be doing something useful with it.
Well there’s a few things for early at home games, for one the instruction booklets were actually worth a damn, often containing the story, tutorial, and more. Also, size was at much more of a premium, so since instruction manuals were a thing, it was considered a waste to have all of that stuff in the game itself. I’m sure there are exceptions but that’s the general idea.
Much as I lament the loss of good instruction manuals, it’s understandable why they went away in light of why they were necessary before.
It’s okay, most* games have good wikis that do an alright impression.
*Less so now that we have the plague that is fextralife and similar doing their damndest to elbow out useful wikis for any and every game.
Yeah the best manual I ever read was for https://en.m.wikipedia.org/wiki/Gunship_(video_game), it was amazing. A thick manual explaining so much about the military helicopter and how it worked. Was thrilling to read as a kid.
I don’t remember the graphics being so bad though…:) But it’s pretty shit by today’s standards.
For PC in 1986, those are pretty good graphics. Arcades were where the best graphics were back then.
I think this was on Commodore 64 actually :)
I’m using PC in the literal “personal computer” sense. I don’t recall PC = Microsoft being a thing back then, though I may be wrong.
it didn’t help if you were in (eg) the uk where games cost £1 a go, rather than 25c. Which was nearly $2 in 1992, so 8x as expensive
I swear I probably spent like 2 solid weeks after school just running into walls in the Water Temple because I couldn’t figure it out. And I used to 100% like everything I played. You’d find out every secret, every cheat, and spend hours. Especially once things like GTA came out, just hours and hours of doing functionally nothing. Fuck even games I didn’t really even like I was an expert in. These days, I’m lucky to get a few hours a week on a game, and I rarely finish anything that’s not exactly the type of game I’m extremely into, and 100% is a thing that basically never happens anymore.
The real scams were games with countdown timers that went down constantly unless you were able to get a lucky object. Notably, Gauntlet. You had to keep putting in quarters or you would die even if you were really good.
Kinda. Publishers often found arcade difficulty spikes useful in home console games because it would mask how little content there was. Super Mario Bros could be beaten in an hour or two by most people if the lives system didn’t send you all the way back to the beginning of the game when you ran out.
I remember buying a book with the secrets of Super Mario Bros (and other NES) games typed backwards so you had to use a mirror to know how to warp from 1-2 to 4-2 to get to 8-1.
I doubt I’d have finished…but I’ve got a TG-16 I can’t beat anything on.
Oh yeah! Forgot about that stuff lol
I still have my Nintendo power guide book for all the super Mario Bros, The legend of Zelda 1, link, all the mega Man games… And a few others. I also have two original NES systems, a super Nintendo, N64, PS2, and a Wii.
Making the game harder also made a smaller game last longer. If you remove the difficulty factor of lots of most old games, either by tweaking it or mastering it, then it becomes possible to beat the game in a matter of minutes.
Yeah, I was surprised when I first started watching longplays and discovered that most 16-bit and under games took 20-30 minutes to beat if you knew what you were doing.
Dragon Slayer.
Gamers these days!
I meannnn I’m old, but easy games like Kirby were such a treat, it’s no surprise things went the way they did.
I don’t know, but perhaps in america, in addition to the original consoles from Nintendo, no-name consoles were sold?
In post-USSR countries, those were definitely more prevalent. I had one of the “off brand” consoles and a bunch of cartridges, some without casing, even. Also had that light gun thing that you could point at a TV screen for the duck hunt game
It was a Dendy, wasn’t it?
Of course it was
That is the most boomer shit I have ever heard. Games were difficult because the rental market was huge.
Arcade games were difficult because they were the microtransactions of the day, and console games were difficult because that’s how you made a simple game last longer.
Game developers didn’t profit from rents.
The publishers did.
Not as much as if there was no rental business. It was bad for them, Nintendo even tried to stop blockbuster from renting their games. They weren’t designing games thinking about the rentals.
What is funny is that we remember Nintendo still. NEC’s TurboGrafx -16 failed because you couldn’t rent games.
The lion king monkey puzzle was made for the rental market.
Made for the rental market?
It was hard so it would suck for people who rented the game. Developers and publishers didn’t get a cut for each rental.
A game you can compete in one sitting is not a game you’ll rent for a long time.
But they sure did by selling extra copies, plus if the game was good we’d buy it. I’m convinced the TG-16 never took off because they didn’t let places rent games.
Plus game rentals made owning a console more attractive and that means perhaps more potential sales for all games you’ve produced.
Short view you’re right, long view I think rentals helped the industry much more than hurt it back then.