@07mk's banner p

07mk


				

				

				
0 followers   follows 0 users  
joined 2022 September 06 15:35:57 UTC
Verified Email

				

User ID: 868

07mk


				
				
				

				
0 followers   follows 0 users   joined 2022 September 06 15:35:57 UTC

					

No bio...


					

User ID: 868

Verified Email

I'd say it's rather not cynical to consider that "if" to be at all possible.

This doesn't seem that different from rock climbing or archery or even footraces. These are all intrinsically solitary activities of man vs a static environment, but by doing them together, people can build communities, and by comparing performances, people can compete. I do think there's something about overcoming video game challenges that is intrinsically... not worthless, but perhaps worth quite a lot less than other endeavors, but I see that more as a video game thing.

I think it's that - there's a pleasure in overcoming an unfair challenge. And I think a lot of it is the unfairness. Other video games are difficult, but they play by Marquess of Queensbury rules - no sucker punches or surprises.

I haven't played a Souls game, but having played Bloodborne, Sekiro, and probably half of Elden Ring, I believe this is actually the opposite. The challenges in these games tend to be very fair, even the sucker punches and surprises are ones that could have been prepared for. Which is to say, when you're in a boxing ring facing against an opponent, there's no such thing as a sucker punch, just poor attentiveness. These games have their share of surprise encounters, but every one of them could have been anticipated just by looking around a corner before stepping in - it's just that looking around each and every corner in a large, complex game world with tons of enemies is tough to do and can be quite stressful.

And it's that sense of fairness that makes these games so well-regarded in contrast to the generic difficult action game. They're not perfect and so exceptions do exist, but by and large, they telegraph to the player very well exactly how to react to any challenge to overcome it; they just demand great attentiveness and consistent execution while under pressure. The reputation for difficulty tends to come from how few mistakes a player is allowed to make before their character dies (most regular enemies can kill you in 2-3 hits most of the time). The fact that healing locks your character into a vulnerable animation and thus needs to be strategically used based on one's knowledge of the enemy's behavior also plays into this.

I couldn't disagree more, as someone who thinks From Soft's games are some of the best in the industry - Bloodborne and Sekiro are probably easily number 1 and 2 as the best games of the last 2 decades IMHO, though I'm about halfway through Elden Ring, and I'm pretty sure by the time I'm done, that will steal number 2 from Sekiro and possibly number 1 as well. The unique difficulty setting just doesn't add anything to these experiences, and they would be strictly better with an easy mode (Sekiro and Elden Ring both arguably have different difficulty modes, via the Demon Bell in the former and Fia's blessing in the latter both increasing the difficulty, so adding an easy mode wouldn't be much of a leap). I don't find your arguments compelling:

It provides a sense of meaning to your struggles. When beating a challenge in a game like Sekiro, the reward is that you are able to progress through the game. Overcoming the difficulty has meaning because if you didn’t overcome the challenge, you could not have moved on. Conversely, if there was an easy mode, beating the challenge on “normal” only means that you did not have to lower the difficulty in order to overcome the challenge. It, thus, lowers the meaningfulness of your victory.

There is no intrinsic meaning in moving on in a game. The meaning is only in what the player puts in it, because it's a game, rather than something of actual consequence. A player is free to place meaning in beating the game in Normal mode instead of dropping the difficulty to Easy, and if the player chooses to place less meaning in that compared to beating the only difficulty mode available without hacking the game, then that's a free choice by the player, not something imposed on them by the game.

It provides a sense of unity and comradery. In Dark Souls you can literally see other peoples’ struggles against the exact same challenges that you face. This engenders a feeling of comradery against a common foe, which would be weakened if you couldn’t be sure that they aren’t facing a lesser challenge.

This is also something that's entirely by choice on the player. Furthermore, in games like, say, Devil May Cry which does have difficulty modes, you see no shortage of comradery between players who bond over beating the game in the hardest difficulty. Souls games themselves all have pseudo-difficulty modes other than the ones referenced above, through New Game+, which scales the difficulty through damage numbers bit by bit each iteration. There's already a stratification within these communities where people bond over specifically beating the various challenges at the highest New Game+ when the scaling caps out (e.g. Sekiro caps out at NG+7, i.e. after 8 playthroughs, the rest of the playthroughs have identical difficulty).

It provides a sense of identity for the game. It is no coincidence that discussions about difficulty always pop up around the release of FromSoft games. The unique difficulty setting has helped to create the identity of FromSoft games as “hard games”. Think of other “hard games”. How many of them have an easy mode? Having a strong identity, in turn, makes it easier for people to understand whether a game caters to their tastes. Everyone knows what to expect from the next FromSoft game. In some cases, the difficulty is the entire point of the game. For example, I wanna be the guy, QWOP, and getting over it are specifically designed to frustrate the player.

This is one of the stronger arguments here, but it also has to be weighed against the experience of the player. I'm sure FromSoft gets marketing benefits out of their games having this unique-difficulty reputation, but I don't care about benefits to FromSoft, I care about the benefits to me, the player.

It provides a sense of pride when beating the game. The fact that some people cannot beat the game but you can, is a potential source of pride. If you enable everyone to beat the game, it is gone.

This is, again, a free choice that the player makes about comparing oneself to others. And, again, there's plenty of pride in communities for games that do have different difficulties, where the hardest difficulty is the one that brings the most pride. Again, this is even the case for From Soft's games, where some people don't consider you to have truly beaten the game unless you beat it in the highest NG+.

It saves on development time spent on balancing the game, which can be used on other areas. If the developers care about properly balancing all difficulty levels, this time save can be significant. If they don’t, which seems to be the usual case, the idea of implementing multiple difficulties is flawed in the first place. In the usual case of “easy/normal/hard”, normal is easy but hard means bullet sponge enemies and difficulty spikes. In some cases, it even ruins the game economy. I started out playing “ELEX” on ultra difficulty as an archer but had to quickly realize that killing enemies wasn’t worth it because I simply couldn’t afford the arrows to kill their bloated health totals. Thus, the difficulty setting didn’t provide a challenge for skilled players, it turned the game into a broken, unbalanced mess. There is no way this would have happened, had the developers balanced the difficulty around skilled players from the start.

This is also an arguably strong point, but frankly, Easy Mode is basically trivial to tack onto after the game is developed. Just scale the numbers by an order of magnitude or more. There's no need to make Easy Mode balanced in a fun way, because it still serves the purpose of accessibility. As well as offering experienced/good players a silly and light-hearted way to experience the game.

It allows developers to generate their intended atmosphere more accurately. Some parts of games are meant to be hard to create an oppressive atmosphere. Others are meant to be easy to create a cathartic feeling in players. If there are multiple difficulty levels, a player may increase the level when the game is “too easy” and decrease it when it is “too hard”, thus undermining the developers intended atmosphere.

What the developers intended isn't really important; the player has no responsibility to make sure that the devs that they handed money over to sees their artistic vision realized. The player is there to be entertained in exchange for their hard-earned money, and if that involves experiencing the game in a way that doesn't fit the intended atmosphere, then they ought to experience it that way.

It provides commitment to a challenge. Hard games are oftentimes not that enjoyable to play in the moment but they provide more satisfaction when you finally beat them

This is the one that I disagree with the most. I've yet to play a hard game that I've liked which was not enjoyable to play in the moment. Again, I'm playing Elden Ring right now, and the boss that beat me the most was Margit the Fell Omen, (the first boss of the game for most people, I think), which took me 24 tries. I enjoyed each and every one of the 23 failed attempts that led up to the victorious 24th. Because the game's combat mechanics, the boss's movesets and AI, and the stakes of the fight that were built up from the game's lore all made the experience of tackling this challenge fun. There's no shortage of games that are even more difficult than From Soft's games, but also not fun. We just call those bad games that aren't worth playing.

Hard disagree. I think the Souls games and Elden Ring are all pretty mediocre. They're fine at some baseline quality, but they're only remarkable because of the arbitrary high difficulty that breeds elitist protectionism that this post is a good example of. Sekiro is the only title I'd unconditionally qualify as "great". Never played Bloodborne.

I don't understand this perspective at all. That is, I don't see how the high difficulty in these games is arbitrary. I haven't played a single Souls game, but I've spent probably 500+ hours collectively on Bloodborne and Sekiro, and I'm about 50 hours into Elden Ring right now. Bloodborne is my favorite, though Elden Ring is challenging its place at the top while being by far the easiest of the 3, while Sekiro is a close 3rd despite also being by far the hardest of the 3. And in all of these, the difficulty, or perhaps more precisely the challenge, is one of the core elements that make them fun. And it's not that there's some extrinsic motivation in bragging about accomplishing things other people haven't; out of those 3, Elden Ring is likely the most popular and most well-loved, but, again, it's also by far the easiest and most accessible (Bloodborne being a PS4/PS5 exclusive plays a factor here though, admittedly).

It's generally how quickly and mercilessly they punish you that people consider them of high difficulty. To be honest, the main thing that makes these games tougher than the typical game of the same genre is the scaling on enemy damage; in most games, even bosses can hit you 10+ times before you die, whereas in these games, most regular mobs can kill you in 2 or 3 hits. But this is only one piece of the combat design in these games that make them so fun; the counter to this is that, often enough, the player can kill the enemies very quickly just by playing well. Sekiro exemplifies this perfectly with how every miniboss in the game that has 2 lives can have 1 of those lives taken out immediately before the fight begins, essentially halving their HP.

And furthermore, because enemies are so punishing, it forces the devs to design them to be fair. I consistently marvel at how well designed the enemies are in these games in terms of their attack patterns and animations which clearly convey to the player exactly what they need to do in order to avoid damage and to counterattack safely; the tough part is actually executing them consistently while under pressure from a very intimidating-looking enemy (furthermore, the execution is often not particularly difficult due to the slow pacing of these games; the timing precision and reflexes required for even Sekiro are basically nothing in comparison to something like a Devil May Cry). I've watched players with little experience in Souls games take down tricky bosses like the Guardian Ape in Sekiro - a sort of "twist" boss which took me over a dozen tries on my 1st go-around - on their 1st try, merely because they were smarter than me about analyzing their moves and experimenting safely with counters.

I'm also of the opinion that these games would be strictly better if they had easy modes. Beyond the challenge of the games, I'd say the From Soft games I've played are top of the industry in terms of level design for exploration and lore/world building. These are things that any player who doesn't care about the combat could enjoy and appreciate.