History Main / ItsEasySoItSucks

11th Jan '18 7:11:30 AM k0r3l1k
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* Some programmers look down on Visual Basic because it's easier for beginners to create working programs in compared to the likes of C, C++, and Java. This is sometimes extended to other languages (notably Python and Lisp) as well.[[note]]Being easy is what programming languages were designed for, otherwise we would write in machine code.[[/note]][[note2]]The main reason these languages are looked down upon is primarily due to their wasteful nature, they use far more processing power and memory for similar tasks in other languages. The preference for more advanced languages is based around optimization of resources.[[/note2]]

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* Some programmers look down on Visual Basic because it's easier for beginners to create working programs in compared to the likes of C, C++, and Java. This is sometimes extended to other languages (notably Python and Lisp) as well.[[note]]Being easy is what programming languages were designed for, otherwise we would write in machine code.[[/note]][[note2]]The main reason these languages are looked down upon is primarily due to their wasteful nature, they use far more processing power and memory for similar tasks in other languages. The preference for more advanced languages is based around optimization of resources.[[/note2]][[/note]]
11th Jan '18 7:10:45 AM k0r3l1k
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* Some programmers look down on Visual Basic because it's easier for beginners to create working programs in compared to the likes of C, C++, and Java. This is sometimes extended to other languages (notably Python and Lisp) as well.[[note]]Being easy is what programming languages were designed for, otherwise we would write in machine code.[[/note]]

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* Some programmers look down on Visual Basic because it's easier for beginners to create working programs in compared to the likes of C, C++, and Java. This is sometimes extended to other languages (notably Python and Lisp) as well.[[note]]Being easy is what programming languages were designed for, otherwise we would write in machine code.[[/note]][[/note]][[note2]]The main reason these languages are looked down upon is primarily due to their wasteful nature, they use far more processing power and memory for similar tasks in other languages. The preference for more advanced languages is based around optimization of resources.[[/note2]]
31st Dec '17 9:08:53 AM nombretomado
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* ''GrandiaII'' got flak for this, with some players going as far as beating the game for the first time without losing a single winnable battle (there were some [[HopelessBossFight uniwnnable ones, Millenia and Melfice]]).

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* ''GrandiaII'' ''VideoGame/GrandiaII'' got flak for this, with some players going as far as beating the game for the first time without losing a single winnable battle (there were some [[HopelessBossFight uniwnnable ones, Millenia and Melfice]]).
20th Dec '17 2:58:38 AM Silverblade2
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* A lot of people complained about ''Franchise/FireEmblem: Blazing Sword'' being easier than the previous games. ''The Sacred Stones'' was even easier than its predecessor. Then came ''[[VideoGame/FireEmblemTellius Radiant Dawn]]'', which brought back the difficulty in full force.
* ''VideoGame/FireEmblemAwakening'', has the option of "Casual" mode, where the player can save at any time, even mid-battle, and defeated characters regenerate after battle (in previous games, death was permanent).[[note]][[OlderThanTheyThink This was actually introduced in the game before it]], ''[[VideoGame/FireEmblemAkaneia New Mystery of the Emblem]]'', but that was [[NoExportForYou never localized]].[[/note]] While there hasn't been a particularly large outcry against the casual option, there are still vocal groups who insists you're not experiencing the "real" game if you're not willing to face potential permadeath.

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* A lot of people complained about ''Franchise/FireEmblem: Blazing Sword'' ''VideoGame/FireEmblemTheBlazingBlade'' being easier than the previous games. ''The Sacred Stones'' ''VideoGame/FireEmblemTheSacredStones'' was even easier than its predecessor. Then came ''[[VideoGame/FireEmblemTellius Radiant Dawn]]'', ''VideoGame/FireEmblemRadiantDawn'', which brought back the difficulty in full force.
* ''VideoGame/FireEmblemAwakening'', has the option of "Casual" mode, where the player can save at any time, even mid-battle, and defeated characters regenerate after battle (in previous games, death was permanent).[[note]][[OlderThanTheyThink This was actually introduced in the game before it]], ''[[VideoGame/FireEmblemAkaneia ''[[VideoGame/FireEmblemMysteryOfTheEmblem New Mystery of the Emblem]]'', but that was [[NoExportForYou never localized]].[[/note]] While there hasn't been a particularly large outcry against the casual option, there are still vocal groups who insists you're not experiencing the "real" game if you're not willing to face potential permadeath.
17th Nov '17 3:10:02 AM Cryoclaste
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* Fans of the later ''SpyroTheDragon'' games (especially ''The Legend of Spyro'') are prone to saying this about the original series. The second game introduced the ability to save anywhere in the level. This, coupled with the lack of dragon statues, changed the game into somewhat of a standard platformer.

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* Fans of the later ''SpyroTheDragon'' ''Franchise/SpyroTheDragon'' games (especially ''The Legend of Spyro'') ''VideoGame/TheLegendOfSpyro'') are prone to saying this about the original series. The second game introduced the ability to save anywhere in the level. This, coupled with the lack of dragon statues, changed the game into somewhat of a standard platformer.
3rd Nov '17 12:51:40 PM LinTaylor
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Added DiffLines:

[[folder:Hobbies]]
* In the early [=1990s=], Bandai introduced several simple labor-saving ideas for Gunpla (''Franchise/{{Gundam}}'' model kits) in order to appeal to beginners. This included parts that came pre-molded in the proper colors so there was no need to paint them (which also solved the issue of small hard-to-paint places like the Gundams' faces), and runners made to match up so the builder could assemble several parts at the same time simply by locking the two runners together and then clipping off the completed parts. However, long-time modelers complained because they felt that simplifying things took away the challenge of building and limited customization. Because of the complaints (and because the changes were more expensive than anticipated), Bandai dropped them after only about three years.
[[/folder]]
26th Aug '17 5:19:55 PM nombretomado
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* ''ArTonelico'' was panned by fans on both sides of the pond for being way, way too easy. It still proved popular enough to spawn a sequel, which upped the difficulty slightly, but not so much as to alienate those who ''liked'' the fact that it was easy.

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\n* ''ArTonelico'' ''VideoGame/ArTonelicoMelodyOfElemia'' was panned by fans on both sides of the pond for being way, way too easy. It still proved popular enough to spawn [[VideoGame/ArTonelicoIIMelodyOfMetafalica a sequel, sequel]], which upped the difficulty slightly, but not so much as to alienate those who ''liked'' the fact that it was easy.
5th Aug '17 11:49:52 AM Folamh3
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* EnvironmentalNarrativeGames like ''VideoGame/DearEsther'', ''VideoGame/GoneHome'' and ''VideoGame/TheStanleyParable'' tend to receive this criticism, due to their limited interactivity and lack of challenge, to the point that some critics deny that they are even video games at all.
6th Jul '17 3:41:32 PM Ferot_Dreadnaught
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Be aware with adding examples where people mention about how once they found a GameBreaker, learned to exploit a GoodBadBug, caught the hang of it, learned the way the game mechanics worked, then that they found the game trivial afterwards. Many of those examples can be attributed to merely being GenreSavvy.

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Be aware with adding examples where people mention about how once they found a GameBreaker, learned to exploit a GoodBadBug, caught the hang of it, learned the way the game mechanics worked, then that they found the game trivial afterwards. Many of those examples can be attributed to merely being GenreSavvy.
afterwards.
20th Jun '17 8:52:04 PM SheldonDinkleburg
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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 (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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** ''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 it, and only a few of the extra 120 stars (like the green star challenges or the purple coin ones) were [[NintendoHard borderline hair pulling]].in total posed a challenge. ''VideoGame/SuperMarioGalaxy2'' seems to have taken the "easy so it sucks" complaints to heart and made the majority of the game more 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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