Hi Dark,

Exactly. I think that more than anything else is what I'd like to see
in more audio games. Even if someone creates a walkthrough or gives
away some hint or clue how to beat a game there is still some
challenge required to actually beat the game. Of course, as with
everything else I suppose there will always be some people who can't
complete the game no matter how hard they try.

For example, I have heard of a few people on the list who have tried
to beat Shades of doom and can't. I'm not sure of the specific reasons
for that either they find the mazes too complex, can't hit what they
shoot at, and a few other complaints but the point remains that sort
of game isn't for everyone. Some people can't handle games of a
certain complexity, and there isn't much a game developer can do to
resolve that situation, because sometimes a certain type of game is
too hard for some and too easy for others. The best a game developer
can do is build in difficulty settings and hope the customer finds one
that works for him/her. For me though Shades of Doom is well balanced
between complexity and difficulty, and a balance I hope to reach with
my own games.

Cheers!


On 3/25/13, dark <[email protected]> wrote:
> Hi Tom.
>
> That is totially true about walkthroughs, and indeed something I'm more
> familiar with myself. For years, ever since I first discovered the internet,
>
> I have been using walkthrus instead of instruction manuals to provide access
>
> to graphical games. For example, in the mega man games I read the
> walkthroughs to find out about the weapons and items in the game (not to
> mention the plot), and the structure of the menues, especially necessary in
>
> games like mega man zero which have about 80 odd power up items per game to
>
> collect not to mention a ful rpg script with dialogue.
>
> None of this info however changed the fact that I still had to physically
> and reflexively finish each game, heck, even knowing which weapons were most
>
> affective against which enemy didn't, since the actual completion was left
> up to me, which is another reason I've found such games so replayable.
>
> You are exactly right like games like gma's have this sort of quality, just
>
> because of the way the combat, navigation and enemy density works, and is
> another reason something like shades is so replayable, since even when you
> know all there is to know about the game, you still have to get there.
>
> Beware the Grue!
>
> Dark.
>

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