I admit danger and concequence makes victories and achievements ingame feel all the more worth-while.
Still, the original poster has a -very- good point when fearing the game loosing Players permanently.
Arguments like "It's their fault, good riddance to them" and similar sound awfully elitist and lacking understanding.
You cant have both types of player though, you cant design a game that appeals to players who prefer a consequence and achievement, but make it so players who dont want any consequences and everything given to them just for picking up a controller happy too.
Most games try to appeal to the second type of player on the thinking it will attract the casual and the average gamer will buy anything anyway. And that is why the first type of players are complaining that games seem to be targeted at the lowest tolerance level players as if the game has no barriers it means everyone can play it which means everyone will buy it. Well thats what EA thinks anyway. Simcity is an example of this. Appeal to Mr pick up and play, make a really bad game, turn all the original fans away as the experience feels so cheap and empty.
The problem is though (and please keep in mind I love this game) is that it pretty much is dumbed down already, it's not a complex game at all and it's so far removed from being Dangerous it isn't even funny.
What it is instead is cumbersome, inconvenient and obtuse.
I don't even want anything changed but lets not kid ourselves here.
Thats the problem though, instead of making it more difficult frontier are going the other way instead to appeal to the players who want it more straight forward when its already at rock bottom levels already. They cant add any difficulty as people want pick up, play and win, frustration free instant but short lived fun.
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