You only have to look at Dark Souls cult popularity to see how games have become, in general, much less challenging than they used to be. Dark Souls' punishing approach is the exception rather than the norm.
A contributing factor is probably focus group testing of games. I read a great article on Gamasutra by the head of Bend Studio about the development of Uncharted: Golden Abyss, will find and link it in a bit. He talked about how they extensively tested the game in focus groups, timing how long players spent on each section, identifying 'problem areas' where players spent a lot of time wandering around not knowing what to do, and adjusted the game accordingly to make it as intuitive as possible.
Imagine if they'd done that for the original Tomb Raider games! Christ the first level of TRIII sent you sliding straight into a load of spikes
A contributing factor is probably focus group testing of games. I read a great article on Gamasutra by the head of Bend Studio about the development of Uncharted: Golden Abyss, will find and link it in a bit. He talked about how they extensively tested the game in focus groups, timing how long players spent on each section, identifying 'problem areas' where players spent a lot of time wandering around not knowing what to do, and adjusted the game accordingly to make it as intuitive as possible.
Imagine if they'd done that for the original Tomb Raider games! Christ the first level of TRIII sent you sliding straight into a load of spikes

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