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	<title>Comments for Oldschool Hard</title>
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	<link>http://www.oldschoolhard.com</link>
	<description>Because bottomless pits are a metaphor for life.</description>
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		<title>Comment on My Admission by Evan</title>
		<link>http://www.oldschoolhard.com/2010/05/my-admission/comment-page-1/#comment-164</link>
		<dc:creator>Evan</dc:creator>
		<pubDate>Tue, 08 Jun 2010 23:48:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.oldschoolhard.com/?p=233#comment-164</guid>
		<description>Where are you off to?</description>
		<content:encoded><![CDATA[<p>Where are you off to?</p>
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		<title>Comment on Problems With Old Games: &#8220;What Do I Do Now?&#8221; by admin</title>
		<link>http://www.oldschoolhard.com/2010/02/problems-with-old-games-what-do-i-do-now/comment-page-1/#comment-40</link>
		<dc:creator>admin</dc:creator>
		<pubDate>Sat, 13 Feb 2010 06:54:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.oldschoolhard.com/?p=195#comment-40</guid>
		<description>&lt;a href=&quot;#comment-36&quot; rel=&quot;nofollow&quot;&gt;@Evan &lt;/a&gt; 

I suppose it&#039;s what you&#039;re prepared to put up with...or what you find compelling enough to overcome what annoys you. If the mechanics of a JRPG piss me off these days, I&#039;ll pretty much leave it be, because there are plenty of other JRPGS, or plenty of other games in general that I could play instead, and if you&#039;ve played one JRPG, story-wise you&#039;ve pretty much played &#039;em all. I used to devour them, stupid random battles, pointless side-quests and all, but I no longer care.

Whereas I put up with things like helicopter missions in GTA games, which I detest, because I want to know -what happens next-. The carrot is bigger than the stick.

-Eddie.</description>
		<content:encoded><![CDATA[<p><a href="#comment-36" rel="nofollow">@Evan </a> </p>
<p>I suppose it&#8217;s what you&#8217;re prepared to put up with&#8230;or what you find compelling enough to overcome what annoys you. If the mechanics of a JRPG piss me off these days, I&#8217;ll pretty much leave it be, because there are plenty of other JRPGS, or plenty of other games in general that I could play instead, and if you&#8217;ve played one JRPG, story-wise you&#8217;ve pretty much played &#8216;em all. I used to devour them, stupid random battles, pointless side-quests and all, but I no longer care.</p>
<p>Whereas I put up with things like helicopter missions in GTA games, which I detest, because I want to know -what happens next-. The carrot is bigger than the stick.</p>
<p>-Eddie.</p>
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		<title>Comment on Problems With Old Games: &#8220;What Do I Do Now?&#8221; by Evan</title>
		<link>http://www.oldschoolhard.com/2010/02/problems-with-old-games-what-do-i-do-now/comment-page-1/#comment-36</link>
		<dc:creator>Evan</dc:creator>
		<pubDate>Thu, 11 Feb 2010 03:23:31 +0000</pubDate>
		<guid isPermaLink="false">http://www.oldschoolhard.com/?p=195#comment-36</guid>
		<description>To this day, I still don&#039;t know how you were supposed to figure out the answer to Aughra&#039;s riddle in &lt;i&gt;The Dark Crystal&lt;/i&gt;.  True story - we lived in Bangkok at the time, and I&#039;m pretty sure that to get through that one, my dad ended up faxing people all across the US to try and find someone who had written their own walkthrough.  Internet?  Hah!  Games were six-monthly crusades back then, not weekend jobbies ...

It&#039;s interesting how patience changes as you get older, though.  I used to happily play my way through all of Sierra&#039;s games, despite their continuously killing me for the most arbitrary of reasons.  Now, I can&#039;t even begin to imagine wasting that kind of time needlessly frustrating myself.  And yet I enjoyed &lt;i&gt;Ninja Gaiden II&lt;/i&gt; on the 360.

Now I&#039;ve just confused myself.  Go figure.</description>
		<content:encoded><![CDATA[<p>To this day, I still don&#8217;t know how you were supposed to figure out the answer to Aughra&#8217;s riddle in <i>The Dark Crystal</i>.  True story &#8211; we lived in Bangkok at the time, and I&#8217;m pretty sure that to get through that one, my dad ended up faxing people all across the US to try and find someone who had written their own walkthrough.  Internet?  Hah!  Games were six-monthly crusades back then, not weekend jobbies &#8230;</p>
<p>It&#8217;s interesting how patience changes as you get older, though.  I used to happily play my way through all of Sierra&#8217;s games, despite their continuously killing me for the most arbitrary of reasons.  Now, I can&#8217;t even begin to imagine wasting that kind of time needlessly frustrating myself.  And yet I enjoyed <i>Ninja Gaiden II</i> on the 360.</p>
<p>Now I&#8217;ve just confused myself.  Go figure.</p>
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		<title>Comment on Problems With All Games: Being Too Damn Long by Evan</title>
		<link>http://www.oldschoolhard.com/2010/02/problems-with-all-games-being-too-damn-long/comment-page-1/#comment-35</link>
		<dc:creator>Evan</dc:creator>
		<pubDate>Tue, 09 Feb 2010 02:31:49 +0000</pubDate>
		<guid isPermaLink="false">http://www.oldschoolhard.com/?p=190#comment-35</guid>
		<description>Heh - funny you should say that.  I liked the example someone gave with the latest iteration of &lt;i&gt;Prince of Persia&lt;/i&gt; - after Elika dies, the only way to finish the game is to resurrect her and undo all the good work you did.  I can&#039;t remember who it was now, but whoever it was decided to entirely reject the developer&#039;s intentions and end the game there.  Simply, they walked away from the console and, to them, that was the end.

It&#039;s pretty darn post-modernist, but did their actions create a new ending unintended by the developer but equally as real?  We think of our games as rollercoasters built the designer, but they needn&#039;t be that limited.  &lt;i&gt;The Path&lt;/i&gt;&#039;s another interesting one where interpretation pretty much defines everything - choice is pretty hard to define in a game where the goals are undefined, the outcomes uncertain, and the story opaque.

But, generally speaking I think you&#039;re right - most sprawling games follow such a common formula, it&#039;s borderline frustrating.  One of the Webcomics nailed it - Mass Effect 2 feels like I&#039;m a spacefaring counselor.  What happened to the kick-ass and chew bubblegum space hero Shepherd from the first game, I ask you!?</description>
		<content:encoded><![CDATA[<p>Heh &#8211; funny you should say that.  I liked the example someone gave with the latest iteration of <i>Prince of Persia</i> &#8211; after Elika dies, the only way to finish the game is to resurrect her and undo all the good work you did.  I can&#8217;t remember who it was now, but whoever it was decided to entirely reject the developer&#8217;s intentions and end the game there.  Simply, they walked away from the console and, to them, that was the end.</p>
<p>It&#8217;s pretty darn post-modernist, but did their actions create a new ending unintended by the developer but equally as real?  We think of our games as rollercoasters built the designer, but they needn&#8217;t be that limited.  <i>The Path</i>&#8216;s another interesting one where interpretation pretty much defines everything &#8211; choice is pretty hard to define in a game where the goals are undefined, the outcomes uncertain, and the story opaque.</p>
<p>But, generally speaking I think you&#8217;re right &#8211; most sprawling games follow such a common formula, it&#8217;s borderline frustrating.  One of the Webcomics nailed it &#8211; Mass Effect 2 feels like I&#8217;m a spacefaring counselor.  What happened to the kick-ass and chew bubblegum space hero Shepherd from the first game, I ask you!?</p>
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		<title>Comment on Problems With All Games: Being Too Damn Long by admin</title>
		<link>http://www.oldschoolhard.com/2010/02/problems-with-all-games-being-too-damn-long/comment-page-1/#comment-34</link>
		<dc:creator>admin</dc:creator>
		<pubDate>Tue, 09 Feb 2010 01:58:02 +0000</pubDate>
		<guid isPermaLink="false">http://www.oldschoolhard.com/?p=190#comment-34</guid>
		<description>&lt;a href=&quot;#comment-33&quot; rel=&quot;nofollow&quot;&gt;@Evan &lt;/a&gt; 
I guess it&#039;s a question as to whether splitting the components or at least reducing the price along with length would garner enough full-priced sales to offset discount and second-hand sales. It&#039;s true, I don&#039;t see your EAs or Activision-Blizzards of the world exactly rushing to the model, and those small enough to experiment are the ones who can least afford to have the experiment fail.

There&#039;s definitely a place for sprawling games - I loved Fallout 3. I think that&#039;s because you could pick your own pace - just follow the story missions, or go off exploring for as long as you like. What gets to me is where it&#039;s not a choice - you either do it the way the developer made it, or you don&#039;t do it at all. I use the example of the interminable cutscenes in MGS4 which, if anything, made matters more confusing, not less, and padded out the game &#039;artificially&#039;.

-Eddie</description>
		<content:encoded><![CDATA[<p><a href="#comment-33" rel="nofollow">@Evan </a><br />
I guess it&#8217;s a question as to whether splitting the components or at least reducing the price along with length would garner enough full-priced sales to offset discount and second-hand sales. It&#8217;s true, I don&#8217;t see your EAs or Activision-Blizzards of the world exactly rushing to the model, and those small enough to experiment are the ones who can least afford to have the experiment fail.</p>
<p>There&#8217;s definitely a place for sprawling games &#8211; I loved Fallout 3. I think that&#8217;s because you could pick your own pace &#8211; just follow the story missions, or go off exploring for as long as you like. What gets to me is where it&#8217;s not a choice &#8211; you either do it the way the developer made it, or you don&#8217;t do it at all. I use the example of the interminable cutscenes in MGS4 which, if anything, made matters more confusing, not less, and padded out the game &#8216;artificially&#8217;.</p>
<p>-Eddie</p>
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		<title>Comment on Problems With All Games: Being Too Damn Long by Evan</title>
		<link>http://www.oldschoolhard.com/2010/02/problems-with-all-games-being-too-damn-long/comment-page-1/#comment-33</link>
		<dc:creator>Evan</dc:creator>
		<pubDate>Mon, 08 Feb 2010 23:55:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.oldschoolhard.com/?p=190#comment-33</guid>
		<description>Splitting the single-player / multi-player into a great idea, but my gut feel is that it&#039;d actually reduce revenues.  I don&#039;t play multiplayer, so I&#039;d only ever buy the single-player component at the lower price.  I&#039;m price insensitive enough that I&#039;ll still pay full price for most games I want, even if I never crack open the multi-player component.  So, if they offered a cheaper option, they&#039;d lose 50% of revenue from everyone who&#039;s similar to me.  That&#039;s a scary concept to a publisher who&#039;s probably already struggling somewhat ...

I&#039;m with you on providing a punchier experience though.  Too many games still have too much &quot;filler&quot; in them - I don&#039;t mind paying full price for an extremely well designed, 12 hour game.  On the other hand, I wouldn&#039;t have wanted Fallout 3 to be any different ...</description>
		<content:encoded><![CDATA[<p>Splitting the single-player / multi-player into a great idea, but my gut feel is that it&#8217;d actually reduce revenues.  I don&#8217;t play multiplayer, so I&#8217;d only ever buy the single-player component at the lower price.  I&#8217;m price insensitive enough that I&#8217;ll still pay full price for most games I want, even if I never crack open the multi-player component.  So, if they offered a cheaper option, they&#8217;d lose 50% of revenue from everyone who&#8217;s similar to me.  That&#8217;s a scary concept to a publisher who&#8217;s probably already struggling somewhat &#8230;</p>
<p>I&#8217;m with you on providing a punchier experience though.  Too many games still have too much &#8220;filler&#8221; in them &#8211; I don&#8217;t mind paying full price for an extremely well designed, 12 hour game.  On the other hand, I wouldn&#8217;t have wanted Fallout 3 to be any different &#8230;</p>
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		<title>Comment on My Top 25 by Oldschool Hard &#187; My Favourite Games &#8211; Planescape: Torment</title>
		<link>http://www.oldschoolhard.com/2009/11/my-top-25/comment-page-1/#comment-5</link>
		<dc:creator>Oldschool Hard &#187; My Favourite Games &#8211; Planescape: Torment</dc:creator>
		<pubDate>Fri, 11 Dec 2009 03:54:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.oldschoolhard.com/?p=46#comment-5</guid>
		<description>[...] one of my top 5 games of all time, Planescape: Torment. This game, following a trend among many of my top 25 games, never sold very many copies, but has almost universally excellent reviews. Admittedly, these are [...]</description>
		<content:encoded><![CDATA[<p>[...] one of my top 5 games of all time, Planescape: Torment. This game, following a trend among many of my top 25 games, never sold very many copies, but has almost universally excellent reviews. Admittedly, these are [...]</p>
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		<title>Comment on Problems With Old Games: Being Nintendo Hard by admin</title>
		<link>http://www.oldschoolhard.com/2009/12/problems-with-old-games-being-nintendo-hard/comment-page-1/#comment-4</link>
		<dc:creator>admin</dc:creator>
		<pubDate>Thu, 03 Dec 2009 00:00:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.oldschoolhard.com/?p=56#comment-4</guid>
		<description>&lt;a href=&quot;#comment-3&quot; rel=&quot;nofollow&quot;&gt;@OldManG &lt;/a&gt; 

Yeah, I owned Bayou Billy, and I originally had it in my list (and left it in my tags), but it&#039;s a little bit more obscure than some of the others. I mean, so is Milon&#039;s Secret Castle as a -game-, but Milon is often remembered for having a &quot;Getting Started&quot; section in Nintendo Power where other games had an &#039;advanced tips and tricks&#039; or similar. It needed it&#039;s own damn guide just to figure out how to -start-.

PS. The Konami Code probably works - give it another try with 30 extra lives?</description>
		<content:encoded><![CDATA[<p><a href="#comment-3" rel="nofollow">@OldManG </a> </p>
<p>Yeah, I owned Bayou Billy, and I originally had it in my list (and left it in my tags), but it&#8217;s a little bit more obscure than some of the others. I mean, so is Milon&#8217;s Secret Castle as a -game-, but Milon is often remembered for having a &#8220;Getting Started&#8221; section in Nintendo Power where other games had an &#8216;advanced tips and tricks&#8217; or similar. It needed it&#8217;s own damn guide just to figure out how to -start-.</p>
<p>PS. The Konami Code probably works &#8211; give it another try with 30 extra lives?</p>
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		<title>Comment on Problems With Old Games: Being Nintendo Hard by OldManG</title>
		<link>http://www.oldschoolhard.com/2009/12/problems-with-old-games-being-nintendo-hard/comment-page-1/#comment-3</link>
		<dc:creator>OldManG</dc:creator>
		<pubDate>Wed, 02 Dec 2009 17:28:46 +0000</pubDate>
		<guid isPermaLink="false">http://www.oldschoolhard.com/?p=56#comment-3</guid>
		<description>I have to say, you missed a game on there, hard-wise, that&#039;s worth mentioning. It remains the hardest game I have ever played, before or since. Not &quot;oh my god, this is stacked against me,&quot; but &quot;this is very, very difficult and unforgiving, but DOABLE.&quot;

That was the Adventures of Bayou Billy (http://en.wikipedia.org/wiki/The_Adventures_of_Bayou_Billy) which, to succeed at it, required the elemental opposite of facerolling. You had to get in touch with the alchemical quintessence of skill in order to win that fucker. It was less forgiving than Ayn Rand.

I never beat it. I only got to the last stage ONCE, in what, in retrospect, was likely a monk-like zen session of power playing over several hours. The game was so hard, it was obscene and perfect at once.</description>
		<content:encoded><![CDATA[<p>I have to say, you missed a game on there, hard-wise, that&#8217;s worth mentioning. It remains the hardest game I have ever played, before or since. Not &#8220;oh my god, this is stacked against me,&#8221; but &#8220;this is very, very difficult and unforgiving, but DOABLE.&#8221;</p>
<p>That was the Adventures of Bayou Billy (<a href="http://en.wikipedia.org/wiki/The_Adventures_of_Bayou_Billy" rel="nofollow">http://en.wikipedia.org/wiki/The_Adventures_of_Bayou_Billy</a>) which, to succeed at it, required the elemental opposite of facerolling. You had to get in touch with the alchemical quintessence of skill in order to win that fucker. It was less forgiving than Ayn Rand.</p>
<p>I never beat it. I only got to the last stage ONCE, in what, in retrospect, was likely a monk-like zen session of power playing over several hours. The game was so hard, it was obscene and perfect at once.</p>
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		<title>Comment on About by Oldschool Hard &#187; WoW and I: WoW&#8217;s 5th Anniversary</title>
		<link>http://www.oldschoolhard.com/about/comment-page-1/#comment-2</link>
		<dc:creator>Oldschool Hard &#187; WoW and I: WoW&#8217;s 5th Anniversary</dc:creator>
		<pubDate>Wed, 25 Nov 2009 02:25:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.oldschoolhard.com/?page_id=2#comment-2</guid>
		<description>[...] About [...]</description>
		<content:encoded><![CDATA[<p>[...] About [...]</p>
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