Fenix If a tree evolves such that animals can't get at its fruit, it probably will go extinct. "But it will die nobly."
Tigranes "Nobody liked a game primarily and specifically because it was so difficult to get into." In almost every field of endeavor, those who go through an unpleasant process to attain some reward (however trivial) tend to ennoble the unpleasantness and criticize those who can attain the award without going through it. "Back when I was a kid, you had to log into a *nix terminal and use
tin to communicate on a bulletin board. That meant something!" Etc. Thus, while your point is mostly true (I think there are some people who do like games specifically because of their impenetrability), the fact that a game was difficult to get into is retroactively turned into a virtue even if at the time it sucked and earned nothing. "Drink your tarwater and be a man!"
Lithium Flower "'I can't grasp the game therefore the game is bad'
is a nonsensical statement. It attaches an objective quality - the game's value - to a single person's subjective experience." It is nonsensical only if you don't fill in the implied interstitial steps like "Despite my being a reasonable and experienced player of games, I found it impossible to grasp how this game works. That made it impossible for me to enjoy it. I suppose it's possible that this was because of some idiosyncratic personal flaw, but it seems more likely that many other players will have the same problem, and not like it, so bear that in mind." "Bad" is shorthand for "likely to lead to a negative player experience." It's not like the average player can meaningfully assess goodness or badness in some mystical objective way. Maybe Felipepepe can, but the rest of us can just say whether we liked the damn thing.
I think you and I basically agree on substance or maybe it's that we agree in theory but not on substance. I think you're right that lots of RPGs have flat learning curves. In my opinion, this is not limited to modern RPGs. In many older RPGs, 90% of the learning takes place in minutes negative 90 to 90 (
i.e., reading the manual through character creation). For example, I don't remember "learning" much in Gold Box games once I figured out how to play them, nor really in Wasteland either.
The reason why I find the "modern players can't deal with learning curves" argument unpersuasive is that it seems to me that there are three sharply divergent but extremely well established successful game tracks right now:
(1) Low-penalty, easy-to-master, narrative, cinematic games like Call of Duty or Telltale or ye dumbed downe RPGe.
(2) Low- or high-penalty, hard-to-master, non-narrative action games like Spelunky or Super Meatboy or Crypt of the Necrodancer or League of Legends or sports simulations or FTL.
(3) No-penalty exploratory games with complex emergent systems like Minecraft or Terraria.
If it were true that players were essentially unwilling to learn game systems, then games in the second and third categories wouldn't do as well as they do.
I think the main things that players can't stand are: (1) barriers to entry in lieu of difficulty curves; (2) traps and dead-ends in a context that requires you to replay identical content or lose significant play time; (3) narrative games where you're not able to get the story you want. Of these, the third is the one that bothers me the most, while the other two seem reasonable. I think players are actually quite happy to have difficulty that ramps up, but they prefer a gradual incline rather than having the steepest upward slope at the outset.