Thanks for bringing this to my attention, GekiDan.
Quote:
Originally Posted by GekiDan
...If a player gets stuck, they'll have the option to pause play and allow the game to take over and play itself through any rough patches. Once they're out of the woods, players can hop back in and continue playing...
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You will be telling me next that Mercedes will have a car in general production that "drives itself". Oh... What? Three years from now they will? There goes the end of the human brain doing anything for itself... we'll be over-run by monkeys before we know it!
As any gamer knows, when you have a "Strategy Guide" for any game, the temptation is there to dip into it at any point, rather than taking the time to attempt & eventually complete the challenge restricting progress.
I would prefer there to be a manual process to retrieve help, especially a process that is not instantly available (by searching the InterWeb, or asking family/friends, and so on).
Back to the "monkeys" theme, more than fifteen years ago (long before the World Wide Wait was ever a concept) LucasArts used to offer telephone support service for their SCUMM(tm) adventure games (such as "Monkey Island", and "Indiana Jones"), and not once was I tempted to call.
I knew I could, and I knew that the end to my present problem would be just a call away, but I preferred to spend days, sometimes weeks, trying different approaches to problems, speaking with friends & working through potential solutions. Returning to locations, revising & re-tracing my steps, and looking for clues I had missed. It was such a great feeling when the solution was found. It made the game fun. It made the game a challenge. It made playing interesting. It tested me... it pushed me... it motivated me.
Mind you, back then games were not "dumbed-down" to meet lowest common denominators (sex, violence, and so on). Games entertained & educated. Stretched the imagination & inspired creativity. They were not taken for granted. They were something that you had to save your pocket money or disposable income to afford to buy. New releases were not available every week. You bought a title as an investment for future months, not days. Developers & Publishers made specific games available every two years, not every two months. Finishing a game by "cheating" meant you were only cheating yourself. (Hmmm... maybe that was a little too deep!)
But please don't misunderstand me, I am all for that extra tip or hint when you are completely stuck in-game, as without it you may never return to playing. You may end up missing the best game of all time just because you did not take the right door, but took the left path instead. You may have walked past the open drawer with the key in it one hundred times, but on the very next time you try a different viewpoint & suddenly you realise your mistake & smile to yourself for being so stupid.
Discovering the solution for yourself is what makes the games what they are. It teaches you something about yourself.
I'm not a big fan of Mario games anyway... but a game that anticipates people getting stuck at a given point enough to warrant the inclusion of an "auto-pilot" is perhaps a warning that the game design or the implementation of that design needs attention.
Such a feature does not make games more accessible, in my opinion.
The proposed feature will mean games will be concluded sooner, and will mean the same gamers are then inclined to spend more money on more games.
It will not be long until everybody notices their bank balances diminish at the same rate as their brain cells.
Or, maybe they won't. Maybe the loss of their respective Intelligence quotient will mean that they will not notice at all.
You have to admire Nintendo. They have great marketing strategies!
BFN,
fp.