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> The "difficulty" stems from the game developers anticipating how you will approach situations based on earlier situations, and adding new caveats to the rules
by AmericanChopper 5y ago
> The "difficulty" stems from the game developers anticipating how you will approach situations based on earlier situations, and adding new caveats to the rules.
This assessment seems very strange to me. Their games are hard because you need to be rather competent in their demanding mechanics to progress, and you need to learn every encounter perfectly to get past it. That’s why so many reviewers trashed Sekiro, because they were simply unable to play it.
- marginalia_nu 5y agoIt's in part this process of learning new encounters I'm talking about. In the beginning of Dark Souls, you can kill every enemy pretty much the same way. Then gradually you need to use more mechanics to get forward. Very little of it is actually mechanically demanding. What's demanded of you is that you observe and correctly assess the situation, that you recognize that what you are doing isn't working, and the solution isn't to do it harder, but to find another solution. The biggest problem most new players have is that they try to play too fast and they don't react to what's in front of them. They mash buttons and try to do everything at once. They approach every situation the same way, probably rushing in and probably pressing every button on the controller in a mindless flurry. An seasoned player will almost certainly play slower than a newbie because they're playing a lot more deliberately. You have people playing these games with voice commands[1] and DDR mats[2] and whatever. If that isn't evidence this isn't a test of dexterity, I don't know what will. [1] https://www.youtube.com/watch?v=5m2a2dLdZ0M https://www.youtube.com/watch?v=5m2a2dLdZ0M [2] https://www.youtube.com/watch?v=UxKsRf6R-vc https://www.youtube.com/watch?v=UxKsRf6R-vc
- AmericanChopper 5y agoAll of their games demand that you get better at the game mechanics as you progress through them, which is what you’re actually describing, but for some reason you think controlling your character in combat is something other than game mechanics? The fact that people have practiced these games enough that they can beat it with all sort of whacky interfaces doesn’t really prove anything.
- lmm 5y agoBy that definition, "getting good at game mechanics" is so broad as to be meaningless, and "need to be rather competent in their demanding mechanics" is no explanation at all.
- AmericanChopper 5y agoThe basic combat mechanics of FromSofts games are specifically blocking, parrying, rolling, stamina, and general movement, along with all the different forms of attacking, casting and item consumption. Most of the difficulty of FromSofts games comes from mastering these mechanics, and then learning every boss encounter individually. To say the games are mechanically easy just seems like such a nonsensical take to me. Simple perhaps, but lots of simple things are especially difficult.
- Bancakes 5y agoWhat? You don't have to 'learn' any bosses. You can beat all bosses by just striking a few times and rolling away. You don't have to learn any patterns or cheeses or weaknesses. IMO that's not a fun way to play. You make souls games out to be "memorize the trick" simulators. No, no, no. That's the unfun approach.
- deckard1 5y agorunning up to bosses and smacking them to death really only works if you're way over leveled for the place you're in. And not even then, for many fights. A lot of fights you need to deal with additional enemies before the main boss, or even simultaneously. Ornstein and Smough, from DS1. Or Rom from Bloodborne. You definitely need a strategy, especially when that second phase hits.
- gigaflop 5y agoDancer of the Boreal Valley would like a word with you. While the strategy could be oversimplified to 'hit hit run', it misses the nuance of learning how to apply that strategy to a given boss. I ended up clocking over 600 hours on DS3, between personal challenge runs and invasions, and as the other comment suggests, your level (and gear, and how you distributed your stats) will have a big impact on how difficult a boss feels. My first playthrough was an absolute slog, since I had very little idea what I was doing with combat, and had no idea how to optimize my character. On my 20th (or whatever) time, with a purposefully under-leveled character (Strength build), most bosses were one-and-done with the right game-sense and cheese tactics (Greatclub is great, and if you disagree, you are liable to be flattened). If I'm in the zone, Gundyr is a minor roadblock between character creation and Firelink shrine. I think my record is around 2 minutes to activate the shrine bonfire? Vordt? Gimmie that raw +3 (I think) broadsword with lighting resin, and he's dead meat at SL1[0] since his timings are very predictable after the 15th time killing him. Getting a raw +3 broadsword is the hardest part there. Dancer, Pontiff, and the wrinkly pink screeching guy in the castle side area are still my hardest fights due to their patterns and movesets. [0] SL1 = Soul Level 1, achievable when you start as the naked guy with a club and never level up. All other base classes have a starting SL greater than 1.
- sisu 5y ago> You have people playing these games with voice commands[1] and DDR mats[2] and whatever. If that isn't evidence this isn't a test of dexterity, I don't know what will. I thought it's precisely the opposite: people find these kind of challenges meaningful because it is a test of dexterity that is particularly difficult to perform with such controllers.
- filoleg 5y agoI think you misread the parent comment. They aren't saying that DDR mats and voice commands aren't a test of dexterity. They are saying that people beating the game using DDR mats and voice commands illustrate that the base game isn't a test of dexterity, because people use those weird difficult input methods as a way to add the actual dexterity challenge.
- Xelbair 5y agoDid you really play those games? Because what you say sounds like a second hand opinion. You do need to pay attention to bosses patterns, but overall mechanics aren't demanding.. and most importantly - they are reused. You have a dodge with huge amount of iframes, you can block a lot of attacks(especially in newer games) etc. There is no need for perfection. And you can always grind for more endurance and vitality in souls games. Take a step back, observe the enemy, gauge the distance.. and adapt. but don't panic. Sekiro was hard yes, but it was fair. It was more of a rhythm game to be honest, than an action one, and they added stealth as an 'equalizing' mechanic for open world content. And honestly it has a lot of tidbits that i bet most people didn't notice(Ogre being afraid of fire for one, bull being scared by firecrackers etc) that also help you greatly. Some fights in Sekiro were really hard, but satisfying to finish - Isshin comes to the mind, and the Demon of Hatred. If some boss seemed unfair, or harsh, its because you didn't adapt to it properly - they gave you prosthetics that counter a lot of them(umbrella for block and counter, spear to pull out centipede from dead monkey, firecrackers etc). That game just punished trying to brute force it. Also judging by how game reviewers play games(DOOM footage comes to mind).. it would be akin to listening to fresh junior JS dev opinion on state of linux codebase. Furthermore there is a fair chance that the game just isn't made for those people. Not every product needs to work for everyone, or you'll just end up with mediocre sludge of similar games.