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Old 16 March 2024, 09:08   #121
AestheticDebris
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Originally Posted by sokolovic View Post
This is basically the definition of memorization.
In the sense that Chess is a memorization game, you simply have to learn every possible combination of the board.

RD is entirely predictable, you mostly die because of something you couldn't possibly know in advance and can only learn through dying (or just sheer guesswork).

Dark Souls and it's ilk are hard and it's certainly necessary to learn enemy attacks (as is is in most games), but you can usually take a somewhat defensive approach to combat and use the time to learn. It's not really the same thing.
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Old 16 March 2024, 09:55   #122
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Without being familiar with Dark Souls, it sounds distinct from Rick Dangerous. Learning attack patterns in the heat of the moment is a part of almost any 2D platformer or shoot 'em up, and many other genres to an extent. Learning specifically which harmless-looking piece of ground is going to collapse when you walk on it, or which piece of benign looking wall has a motion-triggered dagger behind it, is where it potentially crosses into pure memory-test.
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Old 16 March 2024, 10:05   #123
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As an additional note: "Die and retry" sounds like the core principle of any action based game (and also a good amount of non-action based games). Rick Dangerous is pretty unique with its... erm... not predictable gameplay mechanics.
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Old 16 March 2024, 21:34   #124
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Originally Posted by Megalomaniac View Post
Without being familiar with Dark Souls
Yeah that sum it up.

Well you should be. Diying and retrying is the core concept of this game. Because you are supposed to die a million of time. Not just a couple of time but really much more. The game is based around diying and retrying.

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Old 17 March 2024, 21:43   #125
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Originally Posted by sokolovic View Post
Yeah that sum it up.

Well you should be. Diying and retrying is the core concept of this game. Because you are supposed to die a million of time. Not just a couple of time but really much more. The game is based around diying and retrying.
People get attached to things sentimentally and do not want to recognise that it has the same concepts as something else they are happy to dismiss. So you get cognitive dissonance where they describe how they memorise things but it isn't memorisation, because they just know their game can't be seen that way.

I like the die and retry classification. There's a huge amount of games out there that have this mechanic and I've never known what to call it. The Kings Quest games made it fun if I recall correctly, with fun endings where you had to reload and people try them all out replaying it today.

Looking great and looking terrible is an interesting thing. I look at retro games that have been upgraded with modernised graphics and the enhanced graphics looks awful to me. The older pixelated graphics still look great and playable.
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Old 30 March 2024, 09:56   #126
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Extreme Violence is an amazing game, that doesn't look fantastic. Same with a fair few PD games I suppose.

James Pond looks great, fantastic music. But it isn't the best game in the world.
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