• Jiggle_Physics@lemmy.world
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    1 day ago

    Your first point about spreading out the narrative in such a way… that is how most media worked until very recently. I grew up waiting upwards of months for the next installment, if those are large installments, years. Also, Elden ring came out after I stopped working those hours, I am mostly having this experience, in terms of Fromsoft games, with Demon’s Souls - Sekiro, but that doesn’t change the argument, just putting up my time frame.

    I am more likely to not retain the patterns of attack, etc., when I have to break it up, in such a fashion, unlike the experience of seeing the new things, and partaking in the world, and its lore.

    The reason I was unable to get through the souls games was that I had time to learn things like the attack patterns of the monsters, or time to experience the world and its lore in a way the memorization part was getting in the way of. When I learned something, and returned to it weeks later, I had to relearn a lot of the rote aspects of the game play. This blocks access to me experiencing the art, and lore, which is more important to me, in such games, than the mechanics of it. So, yes, I lost access.

    Having now played the games, I do not wish it had this barrier back then, as I still would have preferred to experienced and easier version, so that I could participate in the larger zeitgeist, of the pop culture of the time, and then got to enjoy it how it is, now that I have time. Let me repeat that, I would have preferred to have had an easy mode, back when it was new, to experience my preferred part, when it was most culturally relevant. Now that I have played them, I STILL would have preferred that, even if I never got to experience it otherwise.

    You are basically telling me how YOU would prefer to do something, and you are glad I had to conform to YOUR preferences. Meanwhile, having the option for and easier mode, would not have changed YOUR experience at all, unless YOU choose to. While my suggestion would not have affected your experience, it would have allowed me to have experienced the games when they was at their relevance peak. Meanwhile, what you ask for affects me in a negative way. To say that an option for an easy mode, on the screen, when you start, that you do not have to select, would damage your experience, is wild. That is very, very, weird. You are adamant the idea that someone could have a variant in preferences, that affect you in no way, would damage your experience because what? Because you had to see the option on the screen? Because people you deem lesser gamers would have played it? Is this some weird ideological axiom? Because people are simply doing something different than you? What is it that bothers you so much about other people having a different choice, you don’t need to make, or experience?

    • Hazzard@lemm.ee
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      1 day ago

      Ok, hang on. I replied to this initially while annoyed, and blew past some of the key points. But I do actually want to talk about the whole “participating in the zeitgeist” thing.

      A large part of the reasons Dark Souls doesn’t have difficulties is to create that social element. Gonna stick with Elden Ring for my examples here, because I missed most of the online discussion around Sekiro. But from what I saw, the majority of the discussion online was about how hard certain bosses were, shared experiences like getting your ass kicked by Tree Sentinel, or Margit “putting your foolish ambitions to rest”. If Elden Ring really did have an easy mode, that was easy enough for someone to beat the game without “learning the attack patterns of the monsters”, and to keep up with the diehard playerbase while working 70+ hour work weeks, would they really have felt included in those conversations? Would they have been able to share the excitement at beating a boss that they struggled with for hours, without actually struggling for that time? There’s an intentional design decision here. To quote Miyazaki from when Sekiro released:

      We want everyone to feel that sense of accomplishment. We want everyone to feel elated and to join that discussion on the same level. We feel if there’s different difficulties, that’s going to segment and fragment the user base. People will have different experiences based on that [differing difficulty level]. This is something we take to heart when we design games. It’s been the same way for previous titles and it’s very much the same with Sekiro.

      If all you really wanted was to just… experience the art and story, and see the cool enemy designs, you could always watch a youtube let’s play or something as well. The ultimate easy mode, with a defined length of how long it will take. But if you wanted to commiserate about tough challenges and the experience you went through, then you kinda need to actually have that experience.

      I’ll also add, that stuff doesn’t go away. I was excited by the hype around Elden Ring too. It’s what pushed me to start Dark Souls 1, and then play 2, 3, Sekiro, and finally Elden Ring. I missed the initial hype around all of those games, but that cultural stuff is still there. I built up a youtube playlist while playing each game and once I finished them I would catch up on Illusory Wall, Zullie the Witch, Vaati, and challenge runs and Lockout Bingos from the likes of Lil’ Aggy or Ymfah. My friends were also excited to see me play the games. I may not have experienced the Anor Londo archers until years after they did, but it was still fun to talk to them about it, and they were excited to reminisce and replay the game alongside me.

      I eventually did get to participate in the fun that was Shadow of the Erdtree releasing soon after I beat Elden Ring. And that was great, and special. It was fun to see that final boss get nerfed soon after I beat it, for example. I do feel sorry that you missed the moment of Sekiro releasing. But ultimately I don’t think your anecdotal experience is more important than say, my friend who always picked easy and didn’t realize how much he loved a tough challenge. Or any of the “Dark Souls saved my life” people, who might’ve picked easy if it was offered and not had that experience. Or the designers at From Software who worked hard to create something special and have the right to not offer a way to half-ass it and “fragment the user base”.

      • TheBluePillock@lemmy.world
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        7 hours ago

        Skill issue on FromSoft’s part, and I say that as someone who has been a fan of their games longer than most people in this thread - more than a decade before even Demon’s Souls. Their original talent was always in detailed, immersive world design. Their gameplay was unpolished and experimental, but that’s something I liked about them. They got a smash hit with Demon’s and Dark Souls and made a hard pivot towards iterating on that formula. They still embrace their roots as a studio focused on detailed world building, but they’re trying to move more towards action and encounter design to cater to Souls fans. Where once they were highly experimental, now they seem afraid to try anything different.

        A better studio could find a way for players to share that struggle and triumph while still allowing players of different skill levels to enjoy everything the game has to offer. That studio would be Supergiant with Hades’ God Mode option, which slowly gives more damage resistance each time you die so the player still struggles and gets better until the handicap and their improving skill meet in the middle. In the context of Souls, this could be separate for each boss. Or another entirely different approach could be taken. The point is merely that there are ways for players of different skill levels to still share in the same struggles, FromSoft is just unwilling or incapable of finding them.

        So as a longtime FromSoft fan, I think they’re the ones who need to git gud.