History Main / ItsEasySoItSucks

11th May '16 9:20:57 PM Steven
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* ''VideoGame/FinalFantasyXIV'' is hit with this on all fronts from the hardcore players. Compared to the original game, the reboot ''A Realm Reborn'' is significantly easy and the game was redesigned with casual and new players in mind since defeat carries a small penalty and retrying certain quests or trials gives you an extra boost so that you can have a better shot at winning. Because the game was made with ease of difficulty, a lot of hardcore players (especially those who grew up on ''VideoGame/FinalFantasyXI'') feel that the game is only catering to the lowest common denominator and that the game will suffer a quick death if it doesn't challenge its players to push their limits. The same players will also complain about old content getting nerfed, even after they're no longer relevant or would be a roadblock for new/returning players that want to catch up to their friends.
7th May '16 10:26:41 AM Silverblade2
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[[folder:General]]

* Many old school gamers in general generalize all modern games to be easy, with modern elements such as checkpoints, saves, (near) unlimited lives, and most importantly, a lack of FakeDifficulty. (The latter often being a result of the NostalgiaFilter and the UnpleasableFanbase.)
* Creator/{{Nintendo}} patented technology that would give hints to players who are apparently stuck in a game and allow gamers to bypass difficult sections altogether, playing them as semi-cutscenes instead. Cue the whining. This ultimately came to a climax with the "Super Guide" being added into ''New Super Mario Bros. Wii'', which can, after you die eight times in one level, take over for you and show you how to finish a level. It is theoretically possible to beat the game simply by dying and continuing enough to activate it (although doing so is definitely more tedious than just playing the game yourself).
* This is the mindset for almost every ROM hacker that makes a NintendoHard or [[PlatformHell even harder than that]] ''VideoGame/SuperMarioWorld'' Romhack. They are expected to be played on emulators which have [[SaveScumming save states]] and [[TimeMaster slow down buttons]] that suck ''all'' the challenge out of regular games. There are people in the rom-hacking community who review the difficulty of a game on a general rating scale (you get a 0/5 if the game is laughably easy and 5/5 if the game is impossible to play) and calculate that score into the review aggregate together with other criteria (such as graphic, sound and gameplay). Which are all equally valid as a way to rate the game.
* During TheGoldenAgeOfVideoGames, particularly 1982-1983, many Atari2600 titles had "easy" game difficulty levels (among several difficulty levels), which allowed children or others with less mental acuity to get acquainted with the game and succeed. To an experienced gamer, the "child" variation [[EasyModeMockery often it was marked with a teddy bear]] was absurdly easy and the more challenging variations would invariably be chosen.
* Any game that gets patched to make things more fair will usually get branded as catering to people that suck at the game.

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6th May '16 5:38:01 PM nombretomado
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* There's a vocal part of the ''[[GaiaOnline zOMG!]]'' fanbase that insists any nerfing of any quest or enemy is ruining the game by making it easy. This includes the parts of the game that were honestly too difficult for the CL it was meant for. And the game is ''still in beta''. There's also the update in the first half of December 2009. Enemies (including bosses) were universally weakened, and many buff rings had their duration increased and/or recharge time drastically shortened as well as given an area of effect that reached all players visible on the screen ''without using any Rage Ranks''. The tutorial has also been stripped out, which gives veteran players the impression that newcomers aren't bothering to learn basic mechanics of the game such as swapping rings or ''leveling up''. Oh, and [[ArsonMurderAndJaywalking gold rewards have been increased]], but it's still a pittance compared to what other methods on the site can earn.

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* There's a vocal part of the ''[[GaiaOnline ''[[Website/GaiaOnline zOMG!]]'' fanbase that insists any nerfing of any quest or enemy is ruining the game by making it easy. This includes the parts of the game that were honestly too difficult for the CL it was meant for. And the game is ''still in beta''. There's also the update in the first half of December 2009. Enemies (including bosses) were universally weakened, and many buff rings had their duration increased and/or recharge time drastically shortened as well as given an area of effect that reached all players visible on the screen ''without using any Rage Ranks''. The tutorial has also been stripped out, which gives veteran players the impression that newcomers aren't bothering to learn basic mechanics of the game such as swapping rings or ''leveling up''. Oh, and [[ArsonMurderAndJaywalking gold rewards have been increased]], but it's still a pittance compared to what other methods on the site can earn.



* This happened quite a bit with ''GuildWars''...Even ''Factions'' received this complaint when it was new! Nevermind the amounts of [[ThatOneLevel missions declared as "Newbie Traps"]] that happen ''very early in the game'' compared to even Prophecies's [[ThatOneLevel annoying levels.]]

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* This happened quite a bit with ''GuildWars''...''VideoGame/GuildWars''...Even ''Factions'' received this complaint when it was new! Nevermind the amounts of [[ThatOneLevel missions declared as "Newbie Traps"]] that happen ''very early in the game'' compared to even Prophecies's [[ThatOneLevel annoying levels.]]
11th Apr '16 2:42:20 PM Willbyr
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* The ''WanganMidnight Maximum Tune'' series had its Story Mode toned down in difficulty for its third installment. The more hardcore players complained that getting undefeated status in Story Mode is too easy now.

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* The ''WanganMidnight ''VideoGame/WanganMidnight Maximum Tune'' series had its Story Mode toned down in difficulty for its third installment. The more hardcore players complained that getting undefeated status in Story Mode is too easy now.
3rd Apr '16 2:50:09 PM RisefromYourGrave
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* ''ForzaMotorsport 3'' gets this because of its unlimited rewind feature, which is optional, not available in multiplayer, and a detriment for your leaderboard standings.

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* ''ForzaMotorsport The ''VideoGame/{{Forza}}'' series after ''Motorsport 3'' gets this because of its unlimited rewind feature, which is optional, not available in multiplayer, and a detriment for your leaderboard standings.



* Many fans of ''StreetFighter'' derided V''irtua Fighter'', and later, ''Tekken'', as being too easy because characters had full limb movement and the game didn't require you to learn combos to win. Nevermind that 3D games have a far larger variety of moves and thus less of a need to stick to a strategy, old school players still deride it as 'button mashing'.

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* Many fans of ''StreetFighter'' ''VideoGame/StreetFighter'' derided V''irtua ''Virtua Fighter'', and later, ''Tekken'', as being too easy because characters had full limb movement and the game didn't require you to learn combos to win. Nevermind Never mind that 3D games have a far larger variety of moves and thus less of a need to stick to a strategy, old school players still deride it as 'button mashing'.
2nd Apr '16 7:17:51 PM MyFinalEdits
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** Animal Crossing itself is prone to being judged based entirely on its premise and against other Nintendo titles. Individuals who play "hard" games and have never touched Animal Crossing (bonus points if they're against Nintendo altogether for being too kid friendly), will often comment that Animal Crossing lacks any challenges, enemies, tough puzzles, any way to "lose the game", and other elements of games ranging from anything in the Mario franchise all the way up to DarkSouls. Many times these people fail to realize ''that is the point''.



* An interesting example is the [[VideoGame/TonyHawkProSkater Tony Hawk series]]. The first game's goals are much easier than later games, but it is harder to score more points due to the lack of mechanics available. In later games, it is easier to score more points but the goals are harder. Unsurprisingly, the highest rated game in the series is Tony Hawks 2, which is easily the hardest.

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* An interesting example is the [[VideoGame/TonyHawkProSkater Tony Hawk series]]. series]].
**
The first game's goals are much easier than later games, but it is harder to score more points due to the lack of mechanics available. In later games, it is easier to score more points but the goals are harder. Unsurprisingly, the highest rated game in the series is Tony Hawks 2, which is easily the hardest.



* A common complaint about ''SilentHillHomecoming'' was that its updated controls made combat less threatening, since you could actually dodge. In an interesting twist for this trope, many also suggested that making it easier to fight things made the game less scary, since traditionally fighting enemies just led to you dying, so it was smarter to run.

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* A common complaint about ''SilentHillHomecoming'' ''VideoGame/SilentHillHomecoming'' was that its updated controls made combat less threatening, since you could actually dodge. In an interesting twist for this trope, many also suggested that making it easier to fight things made the game less scary, since traditionally fighting enemies just led to you dying, so it was smarter to run.
2nd Apr '16 5:29:39 PM fobarimperius
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** Animal Crossing itself is prone to being judged based entirely on its premise and against other Nintendo titles. Individuals who play "hard" games and have never touched Animal Crossing (bonus points if they're against Nintendo altogether for being too kid friendly), will often comment that Animal Crossing lacks any challenges, enemies, tough puzzles, any way to "lose the game", and other elements of games ranging from anything in the Mario franchise all the way up to DarkSouls. Many times these people fail to realize ''that is the point''.
25th Mar '16 10:54:01 AM Soldancer
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* This criticism happened to ''VideoGame/DragonAgeOrigins'', despite having difficulty settings; and several bosses are ''still'' difficult on Easy Mode. ''VideoGame/DragonAgeII'' is criticised for being easier than the first one.

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* This criticism happened to ''VideoGame/DragonAgeOrigins'', despite having difficulty settings; and several bosses are ''still'' difficult on Easy Mode. Mode.
** The console version in particular got flak for this, because the "Normal" difficulty mode on consoles is actually the "Easy" difficulty on the PC. This is because of FriendlyFire: it's a lot harder to manage your party's exact location to avoid them getting caught in your own AOE with a controller instead of a mouse.
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''VideoGame/DragonAgeII'' is criticised for being easier than the first one.
19th Mar '16 6:15:11 AM Hossmeister
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27th Feb '16 8:22:10 AM seminoles8
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** ''VideoGame/SuperMarioGalaxy'' is often bashed for being too easy, people saying how getting 60 stars to fight Bowser in the finale is a cakewalk compared to how Super Mario 64 did it. They tend to ignore that the extra stars (like the green star challenges or the purple coin ones) were [[NintendoHard borderline hair pulling]]. ''VideoGame/SuperMarioGalaxy2'' seems to have taken the "easy so it sucks" complaints to heart and made the majority of the game more challenging, though there are still some complaints because of its [[MercyMode Cosmic Guide]].

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** ''VideoGame/SuperMarioGalaxy'' is often bashed for being too easy, people saying how getting 60 stars to fight Bowser in the finale is a cakewalk compared to how Super Mario 64 did it. They tend to ignore that the extra stars (like the green star challenges or the purple coin ones) were [[NintendoHard borderline hair pulling]]. ''VideoGame/SuperMarioGalaxy2'' seems to have taken the "easy so it sucks" complaints to heart and made the majority of the game more challenging, challenging (except according to some who played the game, like ''Creator/JoshScorcher''), though there are still some complaints because of its [[MercyMode Cosmic Guide]].
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