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Re:Tuning Canabalt (explaining all the basic systems) by zdw on Thursday September 30, 2010 @12:11AM (#1742245)
Interesting how the game "cheats" in the players favor in order to give a better/more forgiving experience.

This reminds me of the mobile UI recommendations of making the hit boxes for buttons be larger than the button graphic, to forgive sloppy gestures.

Re:Tuning Canabalt (explaining all the basic systems) by Das_Bruce on Thursday September 30, 2010 @02:08AM (#1742446)
It's not a rare thing for games to cheat in your favour, what was the last shooter where you had the same health as the hundreds of grunts and monsters you slew?
Re:Tuning Canabalt (explaining all the basic systems) by beaumartinez on Thursday September 30, 2010 @07:07AM (#1742888)
That's not the same; not enforcing "realism" (for want of a better word) isn't the same as cheating. A more appropriate example would be something like "when was the last time you played a shooter where your crosshair didn't stick to or gravitate towards enemy targets?".
Re:Tuning Canabalt (explaining all the basic systems) by khafra on Thursday September 30, 2010 @10:20AM (#1743323)
That's rather common, too, among less-than-absolutely-hardcore-fps games which are still shooters and played in first person or over-the-shoulder. There's quite a few games in the genre that give enemies more health and weaponry than you have, but grant you superior tactical options.
Re:Tuning Canabalt (explaining all the basic systems) by eru on Saturday October 02, 2010 @01:44PM (#1750904)
Especially in console shooters. It's frowned upon in PC games somewhat.
Re:Tuning Canabalt (explaining all the basic systems) by jon914 on Thursday September 30, 2010 @04:53AM (#1742690)
Amen. I've learned the hard way that a few pixels difference in a hitbox makes the difference between them sticking till the end or quitting in frustration from dying unfairly and leaving you a 1/5.