Why don't all game have a "God Mode" so that you can enjoy them for fun, without the stress?
Not everyone has all that free time for games, some of us have jobs.
Why don't all game have a "God Mode" so that you can enjoy them for fun, without the stress?
because artistic vision takes precedant over your inability to give a fuck
I have a 40+ hour a week job and I play games just fine. You have no excuse
yawn, artistic vision, stress isnt art
someone of us do more than just flip burgers
Look, I don't want this either, but this is the worst argument I've ever heard. Multi-million dollar companies hiring hundreds of programmers, graphics etc. is not creating art, it's creating a product.
because then devs would have to kill off achievements and devs would NEVER kill achievements
literally all Nintendo games have this
just disable them when you enable god mode in the settings
>someone of us do more than just flip burgers
This. I move boxes all day and I only have 6 hours to game when I get home. No time to git gud
a smart idea
but then user, you would have twitter caps on Yea Forums OP's reading;
WHY CANT I EASY GAME AND ACHIEVEMENT!? REEEEEEEEEWAHHHHHHHHHH
6 hours? just eat and game or set a day or two solely to GAME, do other shit on the other days.
>artistic vision
>video games
Lmao these games exist to shill Mountain Dew, they aren't "art"
>6 hours
plenty of time to git gud
Because gitting gud is the enjoyable part of video games.
If you want to win after pressing one button, then grab a controller, and put on a movie, lmao
What's the point of creating a challenge for people when they can just toggle it away?
The experience of completing a challenging game ought to be special because not everyone has or will have that experience. It's one thing to add in assist mode for Nintendo games, because it's in their design ethos to be as widely accessible as possible. But I think it's worth respecting the designer's decision to keep the game challenging, because if you can just toggle easy mode and get the same payoff, it undeniably cheapens the thrill of completion and the player's involvement.
Some games address this by not giving players the "true ending" unless they beat it on a harder difficulty, but the cutscene at the end of a game isn't the only reward for finishing it.
If that was it's only goal then there would be absolutely no reason not to give a game like sekiro a full on easy mode. If you're not blindly chasing the latest mega trend your game has to come from some place of passion and publishers know it.
Michael, is that you?
I almost agree. Some games I've beaten over and over again like Breath of Fire 3/4. Terranigma, Final Fantasy 7 or stuff like that I just want to plow through and experience the story again and dick around, and I don't want to watch some mongoloid fuck it up and chimp out at it. Even with emulation sometimes the game genie/shark codes totally fucking suck
Without any element of stress or uncertaintly you literally have no game, if your threshold for stress is low then you have no business complaining about challenging games
My name is Lenny
If this were true, The Legend of Zelda would have floundered and stopped after the first one
The same reason it'd be a bad idea to put some kind of one hit kill weapon with infinite ammo and a high fire rate in a shooter. You can say 'just don't use it lol' all you want, but if the game is focused on challenge, it's going to make it a lesser experience just by being there, as players naturally trend toward the path of least resistance and will first have to actively choose not to use it before engaging with the game's other mechanics. MGSV is a good example, there's a whole assload of creative, fun, and effective ways to play the game, but a bunch of people thought it was boring as sin because they just stuck with the tranq pistol all the way through because it was 'easier' than the alternatives and the game itself didn't give them any reason to deviate from it.
Because cheats are wholesale cut out in favor of microtransactions.