I guess I just do not get it. Where does this incessant obsessive-compulsive need to fiddle with a bunch of sliders come from? Why are sliders mostly only in sports games and not other games? Why are sliders taken as seriously as politics and religion when it comes to some people?
Have you noticed the incessant obsessive-compulsive need sports gamers have when it comes to adjusting everything in their sports games; from the color of the fans’ shirts to the degree of bounce and carry on a fast green? I have, and I just do not get it. Indulge me if you will by reading this hypothetical Family Guy-like moment.
"OK, Mr. Arone, we are going to perform neurosurgery to remove that annoying brain tumor of yours. First, a few questions: To what degree would you like my hands to be shaking while performing this surgery on your delicate pea-sized brain? Zero percent would give me steady hands of steel, cool as a cucumber and 100 percent would make them shake more than Michael J. Fox on a roller-coaster."
Umm, hello McFly? I will just trust in the neurosurgeon’s ability and training that he will do his best, thank you very much. This is exactly my point when it comes to sliders in a sports game. I have not spent 10-plus years developing games, writing code, learning collision impact scenarios, and everything else that goes into a game that I know nothing about. So why on earth would I want to go behind the scenes and change the elements and physics of a game that the development team worked so hard to get just right?
Maybe that is the problem. Maybe sliders are a crutch -- an easy way out for developers. They only have to stack the bricks and it is up to the gamers to supply the mortar to make it solid. Is that what I do not understand? That sliders are a way to fine tune the intricacies of a sports game further than what the developers provide? Again however, I think it is a slippery slope of lackadaisical effort if developers consider sliders and user manipulation to be a part of the foundation of a game. Consider the hypothetical problem in Tiger Woods: While testing the game, it seems that the golf ball rolls too far based on the percentage strength of the putt. Due to sliders, developers choose not to touch the game engine knowing that the end-user will use the sliders to correct the issue. However, without sliders developers have to correct the issue in-house and in-game to make the physics of the golf ball realistic, accurate and reliable instead of depending on players to adjust sliders appropriately. How is the former a benefit to any of us? I do not get it.
Except for fine-tuning graphics and processing requirements (or something like aim assist in a FPS) you do not see too many sliders for other games. Why is that? I mean sure, there may be general difficulty level sliders such as easy, moderate, hard, and ludicrous. You do not, however, see sliders for the amount of damage a monster with an axe can do as opposed to the amount of damage a monster with a spear can do. You can not dial down the speed of monsters in an adventure game or mess with how high you can jump.
Why are we allowed to do this in a sports game? Perhaps because the "other" games are developed on a 2-5 year cycle; therefore, the developers have the time to address every nuance in the game and how it reacts to all other elements in the game. The yearly cycle of sports games must make this improbable if not impossible. So sliders came along to allow users to change the physics of the game and correct issues that were not addressed by the engineers -- while also adapting all of this to your difficulty level. "Other" games require you to adjust TO the difficulty level of the game rather than allowing you to adjust the level of the game via sliders. I do not get it.
Yes, I have opened the gates to hellfire and brimstone by writing an article about beloved sliders -- I realize that. Sliders are like politics and religion to sports gamers. In other words, there's no use debating or analyzing the subject because there is no solid foundation to base an argument. Like the sliders themselves, the topic is a continually fluid and personality-based conundrum of self-evaluations and preferences. There is no right or wrong when it comes to sliders. There is simply my way and your way, and your way is always wrong. Much like politics however, sliders need to be handled with an extreme amount of responsibility and observation. It is the sports gamer's responsibility to not be dependent and blinded by the sliders to the point where he or she only addresses the effects, instead of the causes.
Sliders are a shameful downward spiral of inadequacy. Developers use them to make programming easier, and sports gamers use them because they are there. Too lazy to put in the practice to excel in the game as it was designed, gamers slide the almighty sliders to adjust to their individual whims. They do not realize that if they were proud and held themselves accountable for their gaming that developers would no longer be able to use sliders as a development crutch.
But somewhere, at some time, sliders appeared mysteriously, and now they will remain while each side blames the other for the existence of sliders; neither side taking any steps to address the issue much less resolve it and admit culpability so that they can move past the point of needing the slider pacifier.
Nighty-night slider fanatics, I will leave the night-light on for you and sing you a lullaby while mumbling under my breath, "I do not get it."
Feature Article
Sliders: I Don't Get It
Submitted on: 10/16/2008 by
Joey Arone
Member Comments
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Steve Kerr hold the NBA record for 3pt percentage in a season at 52%. Playing out a 20-year association it should be quite an amazing thing if you saw 2 or 3 guys TOPS, equal or surpass that number, and if they do it should be around 55% max.
Now if 3 guys on your team shoot 65% from 3 land every season, well then you aren't playing a game that is emulating NBA basketball. For a lot of people that's totally o.k., for a lot of us here at OS, its not.
We already know about the game being tuned for casual players, but in addition to that no matter how knowledgeable about their sport, and talented they are at their craft, its clear to me that all development teams have their eccentricities as well as "blind spots". They fall in love with certain animations, or don't like to work the count as a batter in baseball, it could be 100 different things.
Sliders allow us to deal with those personal developer quirks that lesson the authenticity of the experience. Talking about "not getting it" I never got the whole "as the developer intended" mantra. History has shown us that as long as the "fun factor" credo exists there will be many liberties taken when developing a sports games.
At least we have a way to ameliorate many of those design decisions.
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Now that I have been edumacated regarding sliders, I do get it. But I also understand where my bias against sliders and confusion originated.
Like I had said. I'm a "sim" gamer, so I don't play Madden I play Head Coach where you don't control the players. And even when I did play Madden I controlled the players as little as possible if given the option when in Franchise mode. I totally understand the need for sliders when you are on the court, field, or ice controlling the player. But in a game like Head Coach, I'm still against sliders. The reason being that the sliders are used in this particular case to effect a final result rather than correct for inadequecies or overabundacne of skills. They are used by the gamers to make defenses tougher or easier, running games more prolific or anemic, and the passing game slop or perfection in order to end up with realistic stats. This is where I am especially sensitive to the efforts of the developers (in a sim not arcade style where you control the player) to release a product that performs out of the box based on NFL statistics. So why have sliders in a case like this?
In other words...I've moved on, I understand the need for sliders in games like Madden, NBA2k and Live, NHL, NASCAR, etc...but why in a sim game like Head Coach where you don't control the players?
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lol dk, nobody likes my humorous sarcastic articles either so you're not missing anything.
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Why not?
Sliders are needed in our sports games...bottom line!!
...but like the other guy was saying, how difficult is it to program the slider to work as it's intended purpose!?
A slider that goes from 0-6 should reflect "real-life" aspects when set to 3!! SIMPLE!! 0 meaning NO SKILL & 6 being SUPERSTAR!!
So...take out the difficulty options & put everything in the sliders!!
Oh & it's good to see that there are a few older guys running around here...I too am over 30!!
...but like the other guy was saying, how difficult is it to program the slider to work as it's intended purpose!?
A slider that goes from 0-6 should reflect "real-life" aspects when set to 3!! SIMPLE!! 0 meaning NO SKILL & 6 being SUPERSTAR!!
So...take out the difficulty options & put everything in the sliders!!
Oh & it's good to see that there are a few older guys running around here...I too am over 30!!
# 47
nickelplaydit @ 10/20/08 11:41 AM
one things for sure ...its beter to have that option than to not have it... it could spoil a game
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Man...and its just too doggone hard to take that AI throws to corners/AI pitcher control slider down about 30-40 clicks from default so that Adam Eaton doesn't pitch a complete gem against me every time I face him. OMG the difficulty involved...
fooey on me for trying to come up w/ that predetermined outcome...I should've known better the CPU AI knew that Adam Eaton was capable of pitching like Jake Peavy....Or that the New York Knicks were supposed to shoot 63% from the field in both times I faced them in my sixers association.
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Man I remember when I heard a podcast (on this site), about the upcoming MLB2K8 w/ Uber baseball game developer Ben Brinkman...
He stated that when he (the games developer) likes to play a baseball gm...he doesn't want to sit through a bunch of pitches.
He likes the CPU pitcher to throw him strikes so he can hit the ball...Which essentially is how MLB2K8 played pre-slider edits...
So there's your case of developer influence on how the game plays...If it wasn't for editing sliders we all...baseball purists, and the casual fan, would have to play the same kind of baseball gm.
I'm not OK w/ that in the least bit...so thank god I can edit the CPU's 'hitting power' slider so that Omar Vizquel isn't taking me deep 3-4 times a gm.
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Let me present one other viewpoint here. NASCAR. Nascar has oogles of sliders for adjusting the car. They are however, actual set-ups and modifications to the car, not to the game.
So why aren't the sliders tuned to the players instead of the game? For example, instead of having a slider to increase defensive tackles...why not have a "slider" that designates the amount of time spent in the weightroom and tackling dummies and another part of their game must suffer like speed or play knowledge etc.
That would be an example of if devs were not using sliders as "crutches" (and yes I know you don't agree with that point) perhaps they would spend time using their ingenuity to replace sliders and the need for sliders with actual in-game functions/training?
Is that a middle ground we could perhaps settle on regarding the topic of sliders?
I don't get the sliders either. There never used to be any sliders back in the day. Now it seems almost every sports game has a bevy of sliders, with little or no explaination to what they actually do. Many times the sliders don't even seem to do anything. \
Imo, programmers have gotten lazier over the years and too much emphasis has been placed on graphics instead of ai and gameplay with the advent of consoles with greater graphics processing capabilities. In addition, it seems programmers think the 'best' way to make a game more challenging is to give the cpu 'enhanced' physical abilities, rather than make them smarter as you increase difficulty levels.
I'm a huge hockey gamer and would love to see a game be published with only a slider for difficulty that would only make the ai smarter, while the rest of the game played like real hockey. I'm tired of messing with sliders to no end trying to get the game to play like real hockey. Yes, I hear people's arguments about "personalization" and all. But, to me, if you want to play arcade hockey, go buy an arcade game like NHL Hitz. If you look at the slider threads here, or at any other sports gaming site, you'll see that the bulk of the discussion is how to adjust the sliders to get the games to play as realistic as possible. Rarely if ever do you see a request by someone who asks, "How do I get the game to play super fast with ridiculously huge hits?"
Enough with the sliders already. Just program the damn game like the real sport. Seriously, how hard can it be to get the physics right? I play other games with physics involved and there aren't any sliders for those? Why do we need the option to alter the laws of physics in sports games? I dunno, I just don't get it.
Imo, programmers have gotten lazier over the years and too much emphasis has been placed on graphics instead of ai and gameplay with the advent of consoles with greater graphics processing capabilities. In addition, it seems programmers think the 'best' way to make a game more challenging is to give the cpu 'enhanced' physical abilities, rather than make them smarter as you increase difficulty levels.
I'm a huge hockey gamer and would love to see a game be published with only a slider for difficulty that would only make the ai smarter, while the rest of the game played like real hockey. I'm tired of messing with sliders to no end trying to get the game to play like real hockey. Yes, I hear people's arguments about "personalization" and all. But, to me, if you want to play arcade hockey, go buy an arcade game like NHL Hitz. If you look at the slider threads here, or at any other sports gaming site, you'll see that the bulk of the discussion is how to adjust the sliders to get the games to play as realistic as possible. Rarely if ever do you see a request by someone who asks, "How do I get the game to play super fast with ridiculously huge hits?"
Enough with the sliders already. Just program the damn game like the real sport. Seriously, how hard can it be to get the physics right? I play other games with physics involved and there aren't any sliders for those? Why do we need the option to alter the laws of physics in sports games? I dunno, I just don't get it.
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However, AI is insanely complex in team sports games and I don't think we've reached a point where totally realistic AI can even be programmed, much less handled by today's systems. While the PS3 and 360 have considerably more power than their predecesors and that helps with graphics, their added power is a drop in a bucket when compared to what would be needed for truely realistic and sophisticated AI.
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Here's another case in point. I played Winning Eleven on the old Xbox console and that game played dang realistic soccer, and we're talking about 22 players on the field at once. The game had only one slider that I recall, and that was the difficulty. You could also adjust the length of the halves in real time, but other than that, there weren't any sliders to speak of. It didn't need any! The game had realistic physics and was fun. I don't understand why playing video game hockey with real physics and realistic gameplay wouldn't be fun? I mean, if you don't enjoy real hockey, why would you play it in video game form? I don't enjoy basketball or baseball, therefore I don't play it on my console.
You know, I wouldn't mind the sliders so much if the game was based upon realism and started there at default settings. However, it's not and with the lack of information about what the sliders actually do, slider adjustment becomes a maddening game in and of itself. It's pure laziness on the part of the programmers, plain and simple. I don't buy the "customization" argument one bit. If they really want the customer to be able to tweak the game to their liking, offer some information about what these sliders and game adjustments really do. Otherwise, as far as I'm concerned, it's all for show and just put in the game as a "feature".
Alrighty, enough ranting for a while. hehe
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