Thứ Ba, 3 tháng 10, 2017

Waching daily Oct 4 2017

The Pokémon game's game corners used to be series tradition and would appear in most

games ever since the very first title.

Within the game corners, players would be able to take part in casino-like attractions,

such as slot machines, to try and win coins.

Coins could then be exchange for prizes, such as new Pokémon, items and TMs.

However, fans may have noticed that starting from Pokémon Black and White in 2010, the

game corners have been missing entirely.

Furthermore, in the later remakes of Pokémon Ruby and Sapphire, you will find that the

game corner is closed down with the owner standing outside.

Speaking to owner, he says: "I used to run a business here, but I had

to close it for reasons you don't need to know."

So, what happened here then and why did all of the game corners seem to suddenly disappear?

Well the answer to that lies in PEGI - the rating system for most European countries.

This was not so much a change that the developers simply decided on themselves, but it was due

to a change in policy at PEGI that started to rate games much higher for containing gambling

content.

These new guidelines dictate that games that "may contain elements that encourage or teach

gambling" will be rated at a minimum of 12 years and up and could even be rated as high

as 18+.

Furthermore, even Pokémon's fantasy-styled slot machines are seen by PEGI as potentially

encouraging or teaching gambling.

Due to this, games containing the game corners have had to be released with a PEGI 12 rating

when rereleased later down the line - such as the 3DS' Pokémon Gold and Silver.

Compare this with earlier games that also contain the game corners, which were all rated

3+.

This change in regulation was introduced around the time of Pokémon Platinum's release and

with this came some big differences for the European version.

Whist, for now, no changes would be made over in the US, in the European version of Platinum

all of the game corner machines are now unplayable.

Examining a machine will either simply result in a text box popping up reading "It's a game

machine!" or the player randomly receiving some coins instead.

In the non-censored versions though, examining the machines would of course let you play

the slot machine minigame and win coins.

More changes than that were made to the European version include removing all gambling references,

such as that seen on the building's sign.

Whilst in the US version it reads "Aim for an explosion of luck!", in Europe this was

changed to "The place everyone talks about!"

Speaking about the matter, Nintendo of Europe gave this statement:

"In Pokémon Platinum Version, the slot machines in the Game Corner cannot be operated

by the player, to comply with PEGI age rating guidelines concerning gambling.

Players can still get coins to exchange for items, simply by checking the slot machines

or from the Game Corner counter."

However, when it came time for next games, Pokémon Heart Gold and Soul Silver, the game

corner was changed in the US version as well, but not in the Japanese version.

Unlike Platinum though, Nintendo completely redesigned the area for the Western releases

to get around PEGI's restrictions.

Over in Japan, the game corner is very casino-like in nature and allows you to play a new iteration

of the slot machine minigame.

For the Western versions however, it was given a whole new look and the slot machines were

replaced with a new minigame called Voltorb Flip.

Voltorb Flip plays a little similar to Minesweeper.

In the game, you must try and find the multiplier cards without flipping over a Voltorb, who

will self destruct and cause you to lose all earned coins.

This would be the one and only appearance of Voltorb Flip in the series.

Additionally, Heart Gold and Soul Silver also marks the last time for the slot machines

to appear, even in the Japanese version.

All games following Heart Gold and Soul Silver have completely done away with the game corners

altogether and it is believed that the situation with PEGI concerning gambling is the reason

why.

It seems that, due to all of the trouble, Nintendo decided to remove these features

from all versions moving forward, rather than making different versions for different regions.

There is also actually one other reason why they may want to do this, as it wasn't just

PEGI who had a problem with the gambling.

Due to gambling laws in South Korea, these features had to be removed from all of the

Korean games as well.

For example, in the Korean versions of Heart Gold and Soul Silver, players will be able

to play Voltorb Flip instead, like the Western versions.

This means that in many parts of the world, the game corners were already having to be

altered to comply with these different regulations, and it is very likely that this was the reason

for their eventual removal.

Remember, the minimum PEGI rating that a game with the gambling descriptor can get is 12

years and up, which would be very high for the Pokémon series.

PEGI rates games for most European regions and is, of course, a very big deal for video

game companies.

Perhaps at some point in the future, Nintendo may decide to bring back more games like Voltorb

Flip instead, which don't resemble gambling as much as the slot machines do and so are

fine over in Europe and Korea.

On the other hand, perhaps PEGI may even ease up on these restrictions one day too, which

would then pave the way for the casino-like attractions seen in the earlier games.

Censored Gaming is, of course, always keeping a close eye on rating-related matters like

this and will let you know of any new developments, as well as any new changes made to games.

If this is something you'd be interested in seeing more of then please make sure to hit

that subscribe button below and, until next time, thank you for watching.

For more infomation >> Why The Pokémon Games Removed The Casinos - Duration: 5:33.

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For more infomation >> Hari Hari Churiyan Episode 10 | 3 October 2017 | Aiman Khan | Geo Entertainment | PAK DRAMA - Duration: 36:03.

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For more infomation >> Killing floor 2 episode 1 - Duration: 14:14.

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Motivating people at Koko Head - Duration: 3:25.

I told you not to eat!

I know!

This is the last time we eat before a hike!

For more infomation >> Motivating people at Koko Head - Duration: 3:25.

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#Learn Colors with #Disney Cars #Lightning McQueen #for Kids #Leaning Video for Kids

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Hard Games For What Sake? - Duration: 9:23.

When making a game you take several things into consideration.

First, you have to choose a genre.

We have plenty of genres to choose from and some even decide to make their own "genre

defying" titles like Hello games with their garbage No Man's Sky.

Whether it's a horror sci-fi shooter or something completely new, difficulty is something

that you're going to have to take into consideration at some point of development.

I've said it plenty times before and I'll say it again.

I love the Souls-bourne series and despite being referenced way too much these days

The Dark Souls series manages to get difficulty just right, while other developers just straight

up ignores any type of research, but still throws the Dark Souls brand around.

What makes Dark Souls stand out from every other game that tries to have players

'Git Gud'?

I'm not talking about games where you cranked everything up to the most difficult by choice,

I'm talking about games that are inherently difficult, let's try and find out together.

I recently got two games.

Cuphead and Fall of light.

One game claiming to be heavily inspired by Dark Souls and the other, Cuphead, a game

harder than a block of concrete for no apparent reason.

I just want to mention that both Cuphead and Fall of light are used as examples, but they're

not necessarily bad games.

I honestly never bothered to finish either of them so I can't be the judge of whether

you should buy them or not..

Anyways..

I started off with Fall of light and thought to myself - this feels more like a prime example

of how dark souls probably would've looked like if it was made by 2 people, so maybe

it was off to a good start.

Then I started dying, and the game told me, straight to my face.

Life's not fair.

I died, respawned back at the beginning and the only thing I could think of was..

Nothing..

It wasn't clever, it wasn't fair as they so delightfully stated.

I didn't even want to play anymore and I'll get to my reasons why later.

Dark Souls is brutal, but equally fair.

Boss fights and enemies in Dark Souls all adhere to a certain pattern.

They always follow the same rules and it's something I've noticed that a lot of games

these days are missing.

Just that..

Rules, They're nullified by developers wanting to create dynamic gameplay.

When I enter a boss fight in Dark Souls I know what to expect after having seen the

fights a few times.

The boss sticks to the same pattern and the only changes are at certain health values

and maybe your range to the boss, but for the most part the fight is consistent in each

playthrough.

It feels rewarding when you're paying attention to details to find weaknesses in their attacks.

Dark Souls gives you room and time to think about your surroundings.

Cuphead opts to throw many pattern based objects at you, making your eventual success feel

slightly more luck than skill-based for the majority of people.

Cuphead had phases and I started thinking about World of Warcraft and how brilliant

they made almost every boss fight.

It's probably nostalgia talking for the most part, but getting through each phase

one at a time still felt like you were making progress regardless of the outcome.

The bosses of Cuphead had 3-4 maybe 6 phases, and to me, none of them ever felt rewarding

to get through.

I'm sure later level stretches even farther in phases and thus, I felt no reason to continue.

If I died and I get to see a figure running on a marked line representing how far I got

into the bossfight, is that supposed to be rewarding or encouraging?

Did I get any currency, experience or fuck all?

No

If I wanted coins to buy upgrades which I so desperately needed, I had to

do Run 'n Gun missions that killed every

sense of dignity I had left by having really cute things kill me over and over again.

I'm digressing with World of Warcraft but Dark Souls had phases too if you break the

levels down bonfire by bonfire.

It doesn't matter if everything respawns when you use them, you have your safe spot,

your progress is safe so far.

I kept dying in Cuphead over and over for seemingly no reason or reward whatsoever.

Dark Souls rewarded you with an epic boss at the end who itself rewarded you with loot,

but you also knew you've unlocked every shortcut, so running back to the boss after

failure although tedious, didn't slap you in the face by having you start the entire

level over.

Cuphead also offers plenty of epic boss fights but with none of the reward, how epic did

it really feel when you made it out alive in the end?

The reason I snapped after Fall of Light's creative way of ending my life, was simple.

It never showed me what's on the other side of all that dying I'm about to do, It clearly

can't be worth it.

Neither did Cuphead, or Echo for that matter.

Why would you want to be driven to insanity if you're not getting any epics in the process.

Reward

I've seen a handful of videos here on YouTube talk about Dark Souls giving people the strength

to break out of their depression.

When it comes to Cuphead, I felt like it was about to make me depressed if anything at

best.

I went through the same mechanics over and over again until I made it through alive.

I had a massive sigh of relief and then I went off to the next challenge dreading what's

ahead.

Graphically speaking, Dark Souls isn't something I can compare to Cuphead but my point is that

Dark Souls makes it abundantly obvious that the reward for completion is more content,

by simply showing the upcoming areas to the player long before the player ever gets there.

In Cuphead I wondered what the point of it all were and why I should go through the tedious

task of defeating every boss.

They only made it clear why In the first cutscenes, but I don't care about these characters

5 or 20 minutes into the game.

Normally games would have their difficulty crank up gradually because invested time is

something that we psychologically speaking value.

There's a reason why some, if not all surveys have you fill out 5 things first, only to

load up a thousand questions on page two.

You've invested time now, you're fucked.

The first boss of Dark Souls 3 takes about four minutes to get to and the fight itself

is actually quite hard if you don't know what you're doing, even more so if you smash

your buttons over and over.

But I want to argue two thing things.

Dark Souls 3 is Dark Souls 3, you're not Dark Souls 3. You're probably not 3 of anything

and if you're not.

I don't see why you would think my 10, 40 or whatever euros is worth having me die to

your incredibly ridiculous sense of difficulty.

You're not the third or second instalment of a game whereas I can take your previous game

into consideration.

Whereas you might get smacked the hell down in Dark Souls 3, you have a hunch of what's

ahead, because it's the third instalment.

Second thing.

If you do the basics right on the first boss, you're going to make it.

There, simple as that, tutorial done in one swoop.

It's fucking genius.

Death is not part of Dark Souls

Death is not part of Dark Souls.

For some reason, developers who look at Dark Souls for inspiration, see all the hype about

deaths and choose to see that as some sort of representation of difficulty.

Oh, they died a lot, therefor it must be hard but that's not really the whole story.

The only time Dark Souls really punishes you is when you make a mistake, and for the most

part, you know that you were the one that messed up.

Controls are spot on and the attacks all feel precise and different depending on what type

of weapon you're using.

Different, but not necessarily worse.

I might be the shittiest player when it came to Cuphead but to me it felt like most upgrades

I could get acted more as a downgrade to my primary weapon, and I had no reassuring feeling

that any of that would ever change.

They made no attempt to try and have me feel like my persistence would ever pay off.

Even if that might be the case later in the game, why would I bother if I never stuck

around long enough to get that memo.

I've touched on the subject before but games, just like movies, is a source of entertainment.

Being difficult for the sake of being difficult is something that works sometimes, but it

generally isn't entertaining to the player to be slapped over and over, especially when

there's no reward involved.

So what have we gathered so far?

#1 Be fair.

Dark Souls has a solid core foundation where the rules although hidden, are strictly adhered

to.

Very rarely if ever can the player blame anyone but themselves when something goes wrong.

#2 Reward the player.

Seriously.

Give us an incentive to continue or at least try and get better without having us think

about the X amount of money spent as a motivational factor.

#3 Death is not fun.

Difficulty however is, and the difference here is that I die only if I no longer follow

the rules of which #1 is based upon.

Impossible challenges are not really fun unless the game is developed around the idea of death

itself.

Super Meat Boy being one example of such game.

With all of that summarized, this, to me, is why Dark Souls is an incredible game while

at the same time equally difficult.

Cuphead felt like a game I wanted to like and I guess I might be provoked by the fact

that I'm not willing to play it, despite being a great game, because it honestly gave

me no incentive to do so.

Let me know about your experience of difficult games in the comments down bellow.

I'm curious what you guys have to say

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