• foodandart@lemmy.zip
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    21 days ago

    I think Kojima gets it. For a lot of players, esp. on the more cinematic games, the story is the main driver and the action is how it progresses. The games I’ve played that were ordeals are often the ones I’ve given up on. It’s the ones you can start on story mode with, enjoy the narrative and then re-play at the harder levels that I’ve stuck with.

    • Cethin@lemmy.zip
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      21 days ago

      The Souls games are easy. They’re just easy in a way that makes you a part of the game/world. You don’t just click a button in the menu. You earn it by paying attention. The point is, every player comes out satisfied of having accomplished something. Either they directly defeated a challenge through brute force or they looked around and founds it’s weakness, or got stronger to overcome it. It makes it earned.

      Sure, story games the story is maintained with an easier difficulty and that’s fine. However, games where the act of playing forms the story are made worse by this. I’m all for difficulty modes in games where it makes sense, but a lot of people would turn down the difficulty in a Souls game and end up with a boring experience, because they didn’t actually try to meet it at its level.

      Just like paintings, there’s a place for slop that just looks pretty and things that engage you. If you go into a museum and complain that an artist challenged you, that’s on you, not them.

        • Cethin@lemmy.zip
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          21 days ago

          They’re specifically designed to have easy options for almost every fight. There are very few bosses where you actually need skill, and they’re mostly optional. If you’re paying attention, it’s normally pretty easy to find a pretty easy option to defeat most bosses. Sometimes the game tells you this, like jumping down on the head of the demon at the start of DS1. Usually it doesn’t directly, but there will be hints if you’re reading everything and looking at your environment.

          You don’t have to just “git gud” and dodge everything while fighting. That’s an option, but not the only one. Most people hear “Souls games are hard” and they think this is the only option, and they don’t look for more. If this is you, then you were mislead. The community has ruined the game for so many people by acting like there’s a huge skill barrier that you need to overcome, instead of the reality where the game just wants you to pay attention to the world/lore.

            • prole@lemmy.blahaj.zone
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              21 days ago

              Sekiro was the one that made the genre click for me after trying and failing to get into DS and Bloodborne.

              It is still my favorite game of all time, and now I really enjoy the other From Software games.

                • Cethin@lemmy.zip
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                  20 days ago

                  What devices do you have? It’s available on PC, and it looks like PS4 and Xbox One.

                  I do agree though, it’s probably the easiest to get into. The Shenobi tools are more explicit counters to certain enemy types, and exploration is fast and easy. It potentially has the highest skill level of any of the games, but that’s far from required, even for the optional bosses —only to show off or challenge runs.

                  • Samskara@sh.itjust.works
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                    20 days ago

                    MacBook Air M2, Nintendo Switch, iPad Pro, iPhone.

                    I was thinking about getting the cheap XBox Series S for some better gaming hardware. A used Xbox One is a cheaper option.

    • SpaceNoodle@lemmy.world
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      21 days ago

      I’ll keep saying it: I already have a job. I want to play a game to unwind.

      Implementing a wide gamut of difficulty settings is also an accessibility feature, and allows people with certain physical or mental challenges the opportunity to enjoy your game firsthand. Why would you want to deny your audience this opportunity?

      • Melonpoly@lemmy.world
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        21 days ago

        You don’t have to play difficult games. Not everything has to cater to a wide audience. Most of today’s re-boots and sequals were from stories that catered to a niche audience only to lose its appeal by going too mainstream…

        • Honytawk@lemmy.zip
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          21 days ago

          Adding a difficulty slider is easy, doesn’t take much time, doesn’t change much about the experience, and allows more people to enjoy your media.

          So leaving it out is lazy game development.

          Niche audiences is fine, gatekeeping isn’t.

          • Warl0k3@lemmy.world
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            21 days ago

            Adding a difficulty slider is easy

            [CITATION NEEDED]
            It seems pretty clear you don’t have any idea what you’re talking about from a game development standpoint. Difficulty is the entire driving mechanism behind gameplay and you can’t just add multiple versions of that trivially. Even Bethesda’s classic “bump up the health” stuff isn’t a trivial thing to implement. Just come on with this.