DanArmak comments on Memetic Hazards in Videogames - Less Wrong

73 Post author: jimrandomh 10 September 2010 02:22AM

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Comment author: DanArmak 10 September 2010 08:22:19PM 1 point [-]

There should be a reason skill is almost never involved in success.

In my understanding, this reason is network latency. I think you need low latency to make an action game where achievement is dependent on skill.

Skill isn't particularly related to success in most single-player games that allow leveling/improving equipment. The developers want to please their paying customers, so they will do their best to prevent a situation where someone isn't skilled enough to complete the game. Since there are usually only a few game endings, everyone gets to see the same result, and so their playing skills don't ultimately matter. Adjustable game difficulty serves the same end.

Sure, some games are hard enough that not everyone can beat them, but these are the exceptions and they can even become famous for that quality. (Anecdotally, I remember reading claims that Japanese games are much more likely to be unbeatably difficult than are Western ones.)

Comment author: DSimon 10 September 2010 08:36:21PM 2 points [-]

I remember reading claims that Japanese games are much more likely to be unbeatably difficult than are Western ones

Hm, was that judged over the number of games made or the number of game copies sold? Or to put it anther way, did it show that Japanese developers like making hard games or that Japanese gamers like playing hard games?

Comment author: DanArmak 10 September 2010 09:00:57PM 0 points [-]

As I said, it's completely anecdotal - I don't remember the source, but it was someone commenting from his own (extensive) experience, not a controlled study. That said, I expect the comparison was between percentages of well-selling games.