The story of the hardest platform game ever
pwnee.com
pwnee.com
A few years ago I started playing a lot of mario style platformers writing down notes including what I found "fun" (for the day I would get around to making my own platformer).
http://benjamin-meyer.blogspot.com/2010/04/what-makes-fun-ma...
Skip down to the "What is fun" section and you will find the first two items pretty much say when you die it is not fun. Skill level doesn't necessarily equal fun in a platformer game. That block that almost kills you and scared you? Turnes out it was scripted and there was no way you could have died no matter what your skill level was.
There are a handful of platformers on Linux and they all have the problem of being too hard. The games in the first few levels are so hard that the player quits before they can explore what the engine can even do or find the "fun" in the game.
Maybe difficulty is simply the easiest nob to twist when designing platforms which is why so many first time platform developer turn that first, but I would have to think that the fun found in a platformer is not from the difficulty, but in other aspects. No one would dare say that Mario 2 (japan version) is better than Mario3 because it was more difficult.
People who love platformers that much usually like them to be hard.
I think what's interesting about cloudberry is that they are dynamically generating the levels, so you can play the game easy or hard. Properly implemented, it could be attractive to both casual and hardcore platform gamers.
> when you die it is not fun.
Tell that to Dark Souls. I recently replayed ST:FU on it's harder setting. I think perhaps the difference between "dying" and "not fun" is a couple of things: first, there are regular and predictable save points so the level doesn't have to be started from the beginning; second, there is still some progress saved, experience earned, etc., so that even in death there is some progress; third, a way to track community progress (via achievements or social features) so that it's clear the end is attainable by something other than luck.(Star Wars: Force Unleashed. I'm not a hard-core gamer, so I found the hardest level to be a quite difficult at times until upgrades could be had.)
> second, there is still some progress saved, experience earned, etc., so that even in death there is some progress
I accidentally realized how important this is while playing Bioshock 2. The fact that when you're trying to kill a BigDaddy and you die, they keep their damage when you restart so that you can still kill him even if you don't have any weapons left and have to repeat 3 or 4 times.If that wasn't the case it would have probably demoralized me from continuing the game when things got tough.
What makes hard games fun is the sense of accomplishment when you finally outwit or outplay the game. A constant sense of impending failure is a good thing. Failure is also not a bad thing, as long as you can learn from it and do ever so slightly better next time. Constant failure is not a good thing as it quickly leads to frustration. Anything out of your control is also a bad thing and leads to frustration (example: if I died because I made a mistake, that's fine. If I died because I didn't do exactly what the designer wanted and there's no other way to do it, that's probably not fine, unless it was obvious what I should do). Some games also expect you to die a lot, but dying isn't particularly painful, so its not all that frustrating (ie in VVVVV).
Finally, gamers often (maybe even "usually") make terrible designers, so unless you have proven yourself, designing a fiendishly hard game is going to be a pretty big gamble.
As for whether we've succeeded, we've tested the game on a few hundred people, both hardcore and casual, and have only had one dissatisfied tester (it was a 5 year old who was playing an early build that was way too hard. Honestly I'm impressed he played it for as long as he did). In particular the good folks at Microsoft and Valve seemed to have a great time playing today. (Hooray!)
Also congratulations. I hope this works out well and I will look forward to playing a good, hard game :)
Also see Super Meat Boy. It's basically a hard as nails platformer where you can and will die hundreds if not thousands of times trying to beat it. It's another great example of very hard (it's way harder than both RO and DKCR), but still fair, fluid, and "zen-like".
I don't think any automatically generated levels could ever reach the level of flow that the games I mentioned have, though.
I believe all of them require you to have pixel level accuracy on your jumps and landings.
Spoiler for IWTBTG: In IWTBTG, the ending credits are also lethal and you can still lose the game.
Hard and fun are completely different things, I agree. I spent about 3 months on the basic algorithm, making sure the levels generated were feasible and interesting. The remaining 3 years have been spent making the game fun. The real trick is tailoring the difficulty to suit the level of the player. When you nail this correctly it leads to a very satisfying experience (and the algorithm does have a sense of 'flow' when it designs level, although I can understand that's hard to believe without playing the game)
When you're developing a game by yourself, you play it 1000s times to test every small change, debug, etc. So you're becoming pretty good at it.
So you balance it to be challanging, and it's too hard for regular players. At least that's what happened to me.
Either he's actually naïve enough not to know that he's being offensive or he's devious enough to be using it as troll bait.
Victory?
Piss people off == more visits == more sales?
I for one think that people ought to take stuff less seriously, and this writing style seems befitting. Way to go!
Now if it were a female hacker talking the same talk and showing the same photo, only with her banging her boyfriend from behind, then it would be different, because this situation definitely isn't the default. It could still be offensive, but I would find it funnier.
EDIT: Whoops, spelling.
The author was both skilled and entertaining. If you don't like his dev blog, then don't read it! Move on to the next link.
It's not even just the sexism. It's a problem of needless distraction over what needs to be readable material.
Please don't troll here. Take the time to make an argument.
Just as some people need to be told to reign in the sexualization of their posts, some people need to reign in the outrage.
Also I was really annoyed by the pointless use of the word 'hacker'. Seriously, people, just stop using the damn word. It's meaningless.
A similar thing applies to talking about women on the site. You can see the difference between referring to an example woman reading hacker news as a fellow hacker vs "someone's girlfriend or wife or little sister might be in the kitchen reading her iPad", right? The latter reinforces sexist stereotypes of women only being related to technology through men in their life rather than engaging with it themselves (plus, if someone's on hacker news, it's fair shorthand to assume that they're a hacker rather than a relation of one, whatever you want "hacker" to mean).
(Also you obviously do have an argument. The discussion is better when you state it outright rather than lashing out with vague sarcasm.)
While maybe a bit crude, for the average women at UCSB this wouldn't be "unwelcoming".
Maybe he should have targeted the website more to the average American and mentioned Jesus a few times (I'm being facetious to make a point)
The game mechanic is clearly there, but it needs a story and style. Again, Super Meat Boy has the "ungodly hard" thing down, but without the distinctive art direction and slightly disturbing story, would it have been as big of a success? I suspect not.
SMB is very playable and does a lot to mitigate its difficulty. You can find much harder platformers out there. An example is IWBTG (http://kayin.pyoko.org/iwbtg/) whose creator also designed some of the bonus levels for SMB.
The thing about Super Meat Boy is that it's JUST A BIT harder than you can do normally, but just a bit easier than you can deal with at your very best. So it makes you want to win.
YES. Mega Man 9 is another great example of this. Both games get incredibly difficult, but only so difficult that one's inability to complete a level is their own fault, not the result of any "unfairness" on the part of the level designers. It's too hard, then you get better, then you win. That's how you make a great game, and SMB does it to a T.
I think that's what made SMB such a solid game; not the difficulty, but the way the game presented you with that difficulty.
(Also, I'm in general agreement with others about the presentation of this article. It felt like the author was trying too hard to act like a college bro. I will admit, however, that I liked the bit with the monkey.)
I'd like to quickly add: I'm good friends with all the people in the pictures (except the monkey). The humor was meant to be tongue-in-cheek, and I apologize if it came off as offensive. My 'wife' in the story is actually a great guy I met in Thailand. I don't believe he would be offended by the caption.
You could have just posted the video and a PayPal link, and probably brought in 4-figures+ by the end of the day. The game stands alone, you don't need to sell us on how high-larious and cheeky you can be.
People on HN are most likely more tolerant/forgiving of this as long as the hacking is good. I doubt that suits at Microsoft or any other corpopration will be. There's just not much point in risking offending someone who has the ability to ax a deal when the humor in question -- from the average outsider's perspective -- adds absolutely nothing to the enjoyment of the explanation.
Really? Have you read this thread? Any time there's anything remotely immature or misogynistic posted, the comments tend to focus way more on that than the actual content. Not saying that it's bad or good, just pointing out that I'd say HN is MORE sensitive than most places to this sort of thing.
The first picture is a bit edgy, I agree. Perhaps that colors the interpretation of the remaining pictures. But the following pictures are really not offensive at all. The next picture is of a woman molesting me (in a pretty PG way). Then there is a picture of a man kissing me. The last picture is of a monkey. That seems pretty harmless by most standards. But I can certainly see how the first picture may set people up to interpret the remaining pictures in a different light.
[1] I think the word "offensive" is overused these days — I wouldn't say I was offended by your post but I did find it very distasteful.
I'm always amazed at the commentators on HN who advocate that you should never offend anyone in the slightest way, ever. <sarcasm>After all, it's clearly not a strategy that works for anybody. Just look at Zed Shaw or Giles Bowkett.</sarcasm>
Looks awesome - best of luck.
That'll get their attention.
(At my last job, people were always worried I would get into trouble with my "open source, fuck yeah" laptop sticker. But nobody actually cares.)
(the easy way is to find a job in a cool place)
(hth)
In most workplaces random passerby's will only get a quick glance and then try to decipher what they saw from visual persistence. Almost anyone will assume he's looking at porn of other workplace-questionable content.
I thought it sounded like an interesting submission. While I am hardly a prude, 15 seconds into it the stench of "Bro!" was too overwhelming and the Back button drew my focus.
Supposedly the AI would have extra knowledge from the level-building stage, so the search space would be smaller than playing "normally".
Also the video shows elements that are way too close to existing Nintendo properties for my liking and probably the liking of MS or Valve's lawyers. I mean, taking ideas from other games is fine, by why are your fireball sticks fireball sticks? I can't think of anything other than Super Mario Bros. when I see that.
You can pay homage without ripping off (see, for example, what Jon Blow did with Braid while also creating an actually unique game idea, in his own time, without funding and without coming off an 8th grade misogynist in his pre-release blog posts).
There have been a few procedural platformers over the years, which is awesome. We're not the first to scene. But I believe we are the first to offer provably possible levels that can scale to any difficulty, both casual and insanely hardcore.
there is an asian girl sitting behind me she's probably thought i'm the member of sodomy club or something.
I just left her behind without any further explanation.
what a sad day to start. :(
What I haven't addressed, 54mf has done already, so all that's left is a "good luck".
I'm in love with the idea of infinite levels, and playing a level that hasn't been played. It reminds me of the thrill of watching a minecraft level birth itself in front of you.
Agreed also, on the kickstarter project. My wallet is ready.