SNES Mini Classic

It doesn't affect me, it affects others and rewrites the intended difficulty of any given game in which this is accessible.

For purely casual players it's fine. For others that like to overcome difficult sections of a level/boss etc. I think it robs people of thinking, problem solving and reduces player satisfaction once those difficulties are overcome.
 
It is entirely optional, you seem to be completely ignoring that massive flaw in your argument after a few posts now.

If people want to use it they can, if they don't want to then it is their choice to be 'robbed' of that experience.

Personally, as I'm not 11 years old any more with hours of free time in the summer to ride my mountain bike then come home in the afternoon and play on the meagadrive or my mate's snes then I perhaps would be inclined to make use of the feature. As I mostly played Sega games and only snes games at a friend's house I'm quite keen to have a go with this mini snes, but having this feature, if there are really long winded games where hours of progress could be undone, is quite useful.
 
Do you not agree that people that are perhaps struggling on a boss or similar will fold and use the feature when things get tough? That's their failure sure, but one I expect lots will use.

It's not the end of the world sure, but changes the games intended flow and design.
 
Also, it's not exactly easily accessible like a quickload button on your keyboard. You have to actually go to the base console and reset the game and then shuffle the time from there. If it was all controller based via fast forward and rewind from a pause menu I could see being more easily tempted into ruining the challenge out of frustration, but having to go through a more involved base station process will probably mean it's less spur of the moment used.

Do you not agree that people that are perhaps struggling on a boss or similar will fold and use the feature when things get tough? That's their failure sure, but one I expect lots will use.

How would rewinding help overcome a tough boss?
 
Do you not agree that people that are perhaps struggling on a boss or similar will fold and use the feature when things get tough? That's their failure sure, but one I expect lots will use.

It's not the end of the world sure, but changes the games intended flow and design.

I don't see it as an issue, it is entirely optional to use this feature(and it is a useful feature for some). We're going round in circles now, you're presenting the same argument and I'm then replying to highlight the same flaw that still applies to it.
 
That makes it a little less of an issue for me tbh. It just seems like pandering to casuals, which I know the SNES basically is. I'm just purely a no cheat/shortcut kind of player.
 
I don't see it as an issue, it is entirely optional to use this feature(and it is a useful feature for some). We're going round in circles now, you're presenting the same argument and I'm then replying to highlight the same flaw that still applies to it.
My issue is that when presented with an option to cheat, players will use it. It's just a personal preference, nothing more.
 
My issue is that when presented with an option to cheat, players will use it. It's just a personal preference, nothing more.

But what real impact does that have beyond cheating yourself, and how is it any different from not having it and abusing the save states the system effectively provides?
 
But what real impact does that have beyond cheating yourself, and how is it any different from not having it and abusing the save states the system effectively provides?
As mentioned, I feel it changes the games intended difficulty. I've no idea how the save states work to be honest. Providing they save for the start of a level for example I don't see it as an issue.

Ah ok, so you're worried that you might be tempted to use it?
I wouldn't personally. It's just not my style.
 
Back
Top Bottom