I heard this being the case. Its very good game design.
Comment on Three developers' different philosophies on difficulty for their games
tmyakal@infosec.pub 3 days agoThe Souls games actually do have difficulty settings; they’re just a bit esoteric. I think of it like the Mario games: almost anyone can “beat” a Mario, but there are secrets and collectibles all over those games that are only pursued by players who want more of a challenge. It’s the same game, but the player is opting to increase difficulty.
Souls games start at a higher skill floor than the average Mario, but you can unlock tools to make the game easier if you choose. There’s co-op summons, overpowered weapons and equipment, places to easily farm huge numbers of levels. Plus plenty of cheesy strategies for most of the toughest bosses. It’s all optional in-game choices you can make to tweak the difficulty to your taste without the devs putting in a menu slider that just gives every enemy double-HP or something. And they’ve gotten better at implementing these tools every time they’ve iterated. The few people who dunked on Elden Ring often criticized how easy it was relative to earlier FromSoft games. It’s not inherently easier, there are just many more ways to scale down the challenge if you want.
PieMePlenty@lemmy.world 3 days ago
deft@lemmy.wtf 3 days ago
Not the original commenter but I do feel the same. I dislike souls games. Although I did enjoy sekiro and made it to the stupid lightning samurai guy.
The problem with souls-like games for me is the combat doesn’t feel good for the challenge and I believe you can see this in high tier players lazily dodging attacks.
The game isn’t about skill and strategy. It’s timing and flat experience to kill some bosses you just gotta fight them 600 times and learn the attacks patterns which to me feels mentally exhausting and frustrating. It’s like a glorified DDR game with swords. I have to do the right combos to win, some strategies exist sure but at the end of the day it’s DDR.
The big argument everyone has is “mechanics vs numbers” thinking mechanics is the true skill side but mechanics isn’t just what you do with a controller, it’s also what the game allows you to do.
Too many games equate difficulty with time sink. I want a game that I can be smart and play the numbers OR be skilled and play the mechanics or both. Souls games don’t offer that, they’re peg legged
Alcoholicorn@mander.xyz 3 days ago
That’s how every DS game except Sekiro works. There’s absolutely broken PvE builds for each game you can discover. There’s people who challenge themselves by coming up with builds capable of 1-hitting every boss in the game.
deft@lemmy.wtf 3 days ago
That usually requires you to play the game in a traditional way first to learn/acquire that information and/or bang your skull repeatedly against a boss that feels like bullshit because you failed to dodge one single ability. It’s just not my schtick.
Alcoholicorn@mander.xyz 3 days ago
Not really, I guess the first boss of DS3 requires you to beat traditionally, but after that everything opens up and you have access to various levels of cheese. Information like what boss is weak to what type of weapon and where to find such weapons requires exploration, looking for clues, and sometimes just trying different things. A lot of players don’t change their approach at all, just bang their head into a brick wall for 4 hours, and conclude the problem is the game, not their unwillingness to try alternatives.
Shanmugha@lemmy.world 3 days ago
Thank you, now I think I’ll have to try sekiro. For Elden Ring there is a way out of the “learn timings” chore: go hard into defence, and there will only be a couple of boss strikes that can take you down, or go into insane damage increase and just evaporate everything (counter points to this: neither is to my liking and also neither is going to happen on first play-through for most people), but that is supposed to be the “best as of now” iteration. Need to see what was before it
deft@lemmy.wtf 3 days ago
I think they’d benefit taking a note from the witcher but not as linear.
For instance spirit/ghost creatures have them be susceptible to salt, silver, iron, holy water and a specific wood like holly. None are required to kill it, some have advantages over others or affect certain spirits more.
Maybe then I could be sneaky and have rare wood arrows with silver tips and eliminate from afar, I could be full rogue and sneak attack with blessed iron daggers, or just a big man with a plain sword and brute force my way through.
I think if you slapped Hatsune Miku on a dark souls screen and have her dancing going “jump!, roll!, duck!” People would realize it’s not as much of a skill game as they thought.