If you still need to learn how to play BF... you still need to learn how to play an FPS tbfh. Except for the chopper/jet pilotting, that's about the only exception. I go in the options menu for every new game I play. It's the FIRST thing I do. I bind actions to buttons that I find logical and stick with them. It also gives me a hint and a clue about gameplay before even remotely clicking "Play Game". But then again we live in a society where no one bothers to read a manual if need be. The average consumer...
All so true... been running custom keyboard layouts since Rocket Arena. This will ultimately lead to less needed 'skill' to play EA games, and we'll see many, many titles optimized for brainded f*cks.
So the next BF game will have a pay to learn DLC. Give EA £5 learn how to play instantly. Basically the DLC removes all button commands and leaves you with just the X button, when you press it it flashes up on the screen 'YOU WIN' and that's the game finished. Takes seconds to learn but months to master!
I'm going to be devil's advocate and say this can work. Entry level children video games on consoles are rare, let alone entry level adult games. If this statement means we still get our hard games and we make some easier, simpler games as well, then I don't see the issue. There is nothing wrong with expanding the market, make video games just as second nature as movies are to the public. This goes for everything. Ideally, you don't go straight to the major leagues, you start with T-Ball. The existence of T-Ball does nothing to threaten the major leagues, except possibly add more major league players as they get better and move up.
sounds like the want to downgrade pc USERS to 4 button console users (less work for them and very limited games for us)
Heh since when has has any of EA's sports titles have been hard to learn? To me sports games should be the easiest to learn. I though games now a days have some sort of tutorial with it.
EA-DICE is probably the most shameless company in the industry. Just go read what their own employees say about what drives their game development decisions, and then try to justify buying their *beep* again.
Right. And almost any game could use more UI refinement (not dumbing down, just making UI navigation more intuitive) as our culture changes. But I doubt that's the kind of mindset that's guiding EA. I get that you are just playing devil's advocate but just to stay on point, the way EA has handled much of its IP, it doesn't leave me with confidence to believe that EA is actually considering widening it's options like you suggest. It's probably talking about shifting existing IP, trying to double dip on "brand recognition" of more hardcore franchises and "ease of entry" that will wipe the characteristics of said franchises.
its just depressing, I remember how complex and interesting was playing games like nfs underground 2 with so many tweaks and things to explore, fast forward to 2015 and as soon as you open the game you're free running with a stock car which randomly changes the entire paint job every time you pass by a building
http://www.gamesradar.com/why-racing-genre-needs-be-more-hardcore/ This article provides a great insight on hardcore games. The author focused on racing (using Mario Kart as an example of hardcore racing game), but it can be extrapolated to all genres. It's possible to make games that are relatively easy to start, and still appealing to hardcore gamers. The problem is that hardcore gamers are a really bad target group for publishers, as they tend to spend more time with less number of games, usually only 1-2. If you play a campaign in Starcraft, it lets you learn this game, but there's a lot of room for competitive pro gaming. In Diablo 3, a friend of mine managed to pick up game pretty easily, and complete the 1st act, when it was the 1st "real" computer game she played. In the very same game, playing at higher difficulty levels (like Rift 50+), requires a lot of dedication, skill, and is rewarding in terms of team play satisfaction. I can agree that the games should be easy to pick up, but they shouldn't be dumbed down. In most cases, if after 2 hours in game, you still don't get how to use it, the devs failed. It's ok if you're still not comfortable with game controls and mechanics after that time, but you should get the basics in 15-30 minutes, unless it's a game as complex and difficult to be introduced to as Civilization series. At the same time, if after 2 hours with game, you can hardly see any room for improvements in terms of your skills, the devs failed too. There are some exceptions too, like story-based games eg Walking Dead series.
Expect all EA and Ubi games to eventually come with 5 buttons configs on all their games and across all platforms, fire, buy DLC, buy season, buy microtransactions, buy pre-order. lol
See I thought newer games were easier, gave rewards more, more handicaps, and doesn't actually rely too much on skill. Just "perks" that give "skills." Where as you have older games like 1942 for example, or let's just boil it down to rail shooters such as Quake.