Fractral said:
viranimus said:
Is your accomplishment negated because someone else has achieved it an easier way?
You know, I am actually glad you framed it in such a way. Please understand me, taking the "cant we all just get along"-ish stance is not lost on me. I do in fact get the reasoning that there is an ideology of everyone enjoying equally. On some level there is merit to that.
However here is the problem. The more that I think about it, the more I find reason to accept that, Yes it in fact DOES adversely effect me. It robs me of any sense of satisfaction or accomplishment I could derive from the game knowing that those accomplishments, really arent because anyone can do it if they just dial it down to their level.
I accept that perhaps I am skewn by my perspective and my gaming heritage. Growing up we started off with our first goals as being a simple score counter. We would keep playing till we flipped the score or lost interest or pocket change, which ever came first. Then as the age of Nintendo came forth, we were given challenges to master, quests to complete and we took them to task. More often than not we "beat" the games we played. And when you sunk weekends or had to rush through homework/chores just to get another chance to finally overcome the challenge It was an unparalleled feeling to a child. The first time you beat Mike Tyson, or got past the Battle toads speed bikes, Killed Jason Voorheeves or completed the electrified seaweed sewer in TMNT it was a momentary state of exuberant bliss. So I know thats what drove me to play, as did many others my age. It is how we were trained in gaming. That strive to do something hard that your friends couldnt do, to for a brief moment be a champion, and with that moment of win, it drove us to find more, and harder challenges. Again it was how the first generation was indoctrinated toward gaming.
So you see how important having integrity of challenge would be in such a situation. Imagine if you kept trying for weeks to again, Beat Mike Tyson, to talk to your friends about it only to have your bratty kid sister swoop in and tell you about how she did it too and how he was such a push over and how lame the ending was... all because she had access to a toggle switch that made it accessible to her ability? It essentially takes away the reward for rising to a challenge, and in the process gives you no reason to bother pushing your boundaries to see what greater challenges you can overcome.
Here, Just in case this comes off as alien Ill allow someone else to explain essentially the same thing with different examples as a point of cross reference.
(WTG Google for screwing up something else. Start clip at 3:30)
And if it still eludes, perhaps a softer, more aged and wise perspective.
In games nowadays, there is no incentive for the player to play on anything other than easy mode. Honestly If games that consistently presented players with challenges to overcome and not evolved into a rubbery safety coated blob of grey beating you over the helmeted head with the painfully obvious, walking you step by step guiding you every step of the way (even in lauded Sandbox games like Fallout for that matter) removing any possible danger posed by accidentally figuring something out without having to be told, If that type of game were a dime a dozen, absolutely, There would be no argument against allowing souls to try to expand its base by making it more accessible.
However, that is not the gaming landscape we live in. Souls specifically gained its notoriety BECAUSE of its punishing difficulty and the challenges it presented. Given that souls gained such note specifically BECAUSE it was a desired niche that had long been left unattended that it stepped in to sate. So yes, there is a world of difference between having an easy toggle switch and a bare minimum for entry. If someone else had to put forth a fraction of the effort that I did, to receive the same result, then it DOES in fact diminish the value of the effort I put forth and outright eliminates any possibility for sense of accomplishment and discourages me to ever bother trying harder. It is no less unreasonable than to try to expect people with Bachelors and Masters degrees to work as farm hands.
Ill finish this with a personalized example. In my first run through of Dark Souls, I heard a lot of clamor about people complaining about the early difficulty of Capra Demon. Now Souls is known for its "trial and error" approach to things like bosses. I can see where Capra would be a problem fending off multiple targets in a not only tight stairway area, but one that visibility is hindered by overgrowth. To me, in reading these mini fits people would throw about Capra brought massive joy and contentment to me, knowing that I put down Capra demon without first dying to it, all rather by accident, not expecting it to be behind the fog door. Without that commonly shared aggravation by having multiple people encounter the same difficulty, I would have never realized Capra was a problem for others, and I would not have found the satisfaction and sense of accomplishment from it that I did.
So that is why I have to take the hard unpopular stance. To remove a major contributing factor of what made a games popularity and leave those that made it popular BECAUSE of that fact with nothing in return to offset that loss, Or other alternatives to fill that void is not acceptable. To have a company do so leaves me with no choice to voice my contempt and dissatisfaction for such a decision by no longer supporting that product by refusing to purchase it, because they no longer produce what I wanted to play.