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ZeroCool @slrpnk.net

Masochism

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  • I mean, Souls is accessible to you, it sounds like it just isn't for you. There are tons of games that I wish were made in a way that I'd enjoy more, features I've disliked, etc. But in almost all of those cases, someone loves those features the way they are, as is.

    Like, for example, I don't love JRPG combat. I would love to play and enjoy Persona 5, but eh, I'm just not interested in investing in those systems to play that game. But that game is beloved, as is. I would never go petition Atlus to make Persona 6 into a Soulslike so that I "could" play it.

    And that's great, there are a ridiculous amount of great games coming out every year, far more than I or basically anyone but full-time streamers have the time to play. So just... go play what you like?

    Trying to make games that are "for" everyone is how we end up with soulless bland titles like Ubisoft keeps pumping out. Good games have to take risks, and make interesting decisions that alienate some and engage others.

    • Exactly!!!!

      Not every game is made for you!

      Don’t like the gameplay or the challenge, you are welcome to switch to something else.

      Why do people expect everything to cater to their preferences?

    • I enjoy souls games and I'm okay with their difficulty but I honestly don't get how the possibility of an easy mode upsets so many people. It doesn't require much development time, if any, to scale down enemies.

      This isn't like implementing something that doesn't exist or that fundamentally changes the gameplay. Scaling already exists.

      It has literally 0 impact on your experience and would allow others to enjoy the game as much as you do.

      • This isn't like implementing something that doesn't exist or that fundamentally changes the gameplay. Scaling already exists.

        Scaling sounds like it'd work, but in actuality, these games are designed with tough mechanics that you really have to learn before they make things more difficult. Take Sekiro for example. The endgame bosses will absolutely bully you. I'm not sure even 10x damage and health would help you get past the final boss if you don't know what you're doing.

        While playing through the game, I got stopped in my tracks several times, stuck on a boss for hours while I learned how to parry, manage my stamina, deal with perilous attacks, etc. If I had been given a massive power boost, it would've only delayed my being forced to learn. And then, later, a much tougher boss would've stopped me in my tracks anyway, and I would be so behind on learning that it might turn into an impossible wall. Suddenly your "easy mode" has a much rougher difficulty spike than normal.

        And the games are full of things that aren't made easier by just... scaling. Like managing deathblight, areas like Lake of Rot, stuff like the awkward parkour and areas where you have to play around not falling off. That stuff would have to be reworked to accommodate a player who hasn't learned proper positioning, or blocks, or just.. the general tools of mastering the gameplay.

        Slapping a basic scale on the game is a poorly thought out approach that would do more harm than good. To do "easy" right, you'd want a proper balanced game, with reworked timings and boss movesets, and frankly, I don't think it's worth the effort and extra development time and cost.

        It has literally 0 impact on your experience and would allow others to enjoy the game as much as you do.

        Two things here.

        A) Adding an easy mode actually would make the game worse for me. When I'm stuck on a hard boss, grinding attempts for hours, that isn't immediately fun. It builds to a worthwhile payoff, which is why I love these games. But when you're in it, an easy mode makes you feel like an idiot, wasting your own time suffering when you could walk right past at any moment. Except that lowering the difficulty to bypass something feels terrible, and also, puts you in the position I described above. It robs you of the satisfaction of conquering it and replaces that with guilt and feeling like you couldn't do it.

        B) Someone cruising through on Easy wouldn't "enjoy the game as much as I do". Engaging with, and mastering these mechanics is a huge part of what makes these games enjoyable. Skipping that side of the game, jumping past the difficulty robs you of the satisfaction of beating it.

        Also, I think many people would enjoy the experience Souls offers, if they're willing to give it a shot. One of my best friends used to play every game on easy, "why struggle when I could move on and see more of the game?". He got into Dark Souls 1, and had a hell of a time with it. But because there wasn't an easy mode, he persevered, and found he loved the stiff challenge and the payoff of beating a boss that really challenged him, and in finding mastery in the mechanics. He's now a diehard, who's done SL1 runs of many of the games, and usually starts new games on Hard these days. In a world where DS1 offered an easy mode, he never would've tried the designers intended experience, and Souls would've been just another decent action adventure.

        Souls is offering a rare experience, with tons of alternatives that do offer an easier time. Why not let it shine and highlight what it does better than anyone else?

254 comments