• Iapar
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    107 months ago

    That’s a paradox. Games are in the unique position to make hardship part of the experience.

    If you take out the hardship you wouldn’t experience the art in the intended way anyway.

    • AnyOldName3
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      07 months ago

      Different people have different skill levels, so will experience different levels of hardship. Someone who’d played every Dark Souls game ten times (which isn’t that rare) would find Elden Ring much easier than someone who’d never played a soulslike before. If the difficultly could be scaled to normalise for that, then everyone would have a more consistent experience closer to the intended one. It’s probably not remotely practical to achieve that in every case, though.

      • Iapar
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        87 months ago

        The intended experience is to overcome seemingly insurmountable situations. That can be through brute force (just dodging, attacking) or through deduction (there is a item which kills a boss in 4 hits).

        It is about catharsis.

        You don’t need to have the best reflexes, you need to be involved in the game/world. And that seems to be the problem with people, they don’t want that.

        It is not about the experience, it is about finishing it. Else I can’t explain what “I don’t have time for that means”

        Like saying I don’t have time to read animal farm so I just read the cliffnotes. It is completely absurd because you take time for that other wise you would be missing out on nuance.

        Not everything has to be for anybody. But saying “makes this more for people who didn’t like it in the first place” is just entitled and rude.

        There is so much that is already like everything else with little that makes them stand out. So why take something that is special and make it more generic?

        • AnyOldName3
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          57 months ago

          I think you’re reading things into my comment that I intentionally didn’t put in it. I’m just making the point that games already don’t get to control the amount of hardship the player experiences because some players start out better than others, and some improve faster than others. If a game has a fixed difficulty level, there’ll always be people who find it easier than the developers intended, and people who’d still be unable to finish it with thousands of hours of practice (and plenty of people will play for ten or twenty hours before deciding they don’t have time to find out if they’d eventually get good enough). On the other hand, if a game’s got several modes, then there’s a good chance a player will pick a difficulty level that’s too easy or hard for them, so it could make the problem worse, but, critically, it wouldn’t be what introduced it in the first place.

          Regarding your point about Animal Farm, it’s a bit more like deciding not to read an encrypted copy of the book. It might be a trivial Caesar cipher that could be easily broken, and you could be reading about some animals being more equal than others in a few seconds, or it could be modern AES that can’t be broken before the heat death of the universe, or it could be anything in between. If you don’t quickly make enough progress to see that you’re actually going to get to read it, then you’ve no way to know whether it’s seemingly insurmountable or literally insurmountable.

          If someone’s saying they don’t have time to get good at Dark Souls, they’re agreeing with you that not everything has to be for everyone, and they’ve decided that Dark Souls isn’t for them. They don’t have to be happy about that, though, especially if they’ve had to pay for the game to find out.