This game is relentless. I could sit down for a good half hour and still not be able to beat the first level. It's such a challenging game for such simple mechanics. In fact, I believe I could seriously devote much of my spare time to attempts at beating any of the levels. Super Ghouls n' Ghosts captures the essence of one of a gamer's greatest weaknesses: the addiction to a challenge.
Two dimensional side-scrolling platformers have been one of the most iconic symbols of the video gaming industry for many years. Time and time again they have shown their virtual prowess amongst even the most skilled gamers. It just goes to show that even such a simple idea can push a player to their limit in skill and reaction time. So how does this sort of concept challenge a player to the point of addiction? How is it addicting?
One of the most infamous aspects of a typical platformer would probably be the insta-kills. A great example of this is falling of the edge of the screen. Everyone knows that when Mario touches the bottom of the screen whilst avoiding Goobas and Pirhana plants he's gonna lose a life. It's very rare to see a platformer that doesn't include this mechanic. The insta-death has been around since Space Panic and Donkey Kong because of its simplicity, applicability, and downright rage inducing trollness. That being said, it's the perfect challenge for a dedicated gamer. What gamer doesn't want to get to the end of a level and feel the accomplishment they would of had if they had just run a marathon on their hands? Sure. Every once in a while, a player may just want to grind zombies or launch birds through the air. But for those who really want to put in the work there is a genre out there that will give you that great feeling.
Now, as for Super Ghouls n' Ghosts, this game seems to push the challenge aspect to it's very limit.
As you can see by this perfectly acurate technical drawing, I would classify SGnG's right around the red line. It just barely remains in the flow section without being difficult enough to rage quit. Although it was not one of the first platforming games or even the first of its series, this title shows that its primitive mechanics and character maneuverability offer a gameplay experience similar to the previous era. It is very relateable to the early NES titles whos mechanics were almost better than those of SGnG's.
Not many games out there today offer a challenge through simple, traditional mechanics. The ability to make a game flow is something every industry should strive to have. If a game has flow then there's no telling how long a player will sit down staring at the television attempting to master a particular level. If not, then that controller just might find itself as part of the plaster in the wall. There's a fine line between the challenging, addicting game and the one that should have stayed as an idea.
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