- Apr 1, 2009
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Yeah, games would be better if each game only pandered to one specific person and no one else was allowed to play it.
Dude, they added a "Beginner" mode, renamed "Normal" to "Easy," renamed "Normal" to "Challenge," and after completing "Challenge", you unlock the added "Hardcore" mode. They ADDED two modes; the original shit is still there untouched, and this "ruined" it according to some. Jesus H...I don't know how much of the top article in the OP you read through, but the issue at hand is that they basically turned the old easy mode into the current normal mode, not that they added an easy option but that they made the deafult mode easier. Adding options is the opposite of what happened. They took the option of playing in the old normal mode away.
You are remembering wrong. I distinctly remember "git gud" becoming a meme LONG before Sekiro came along.As a long time advocate of soulslikes, I feel the whole debate over whether an easy mode should be added all began Sekiro.
More specifically, over the parry mechanic. Because I swear, nobody complainedtoo much about any of the Fromsoftware games in terms of difficulty, At least, not enough to call to add an easy mode. It was usually about asking for help on a difficult boss, poorly designed areas (DS2's Shrine of Armana), or a beginner's trap enemies in the early game (DS1's black knight in Undead Burg)
Well, he might not be considering the 30 page thread I also remember is from 2019. There was definitely some argument before that, but that was a pretty big one too.You are remembering wrong. I distinctly remember "git gud" becoming a meme LONG before Sekiro came along.
I still stand by this.Personally, I like to have some games that don't compromise with me. That don't give me the option to take the easy way out. That say "either overcome this challenge or quit." It changes the game for me when the challenge is optional. It's not the game imposing the challenge on me, it's me imposing the challenge on me. It's just not the same. It just doesn't feel as worthwhile slamming my head against that brick wall when there's a door a couple feet away. Maybe some people can't understand the difference, but there is one.
There's enough games out there that give you options and let you play your way, I want a couple games that make me eat dirt and struggle through.
Blades of Fire does the customizable parry window too, it's one of the stats that the mats you use when you craft a weapon affects. It's kinda like switching to the buckler and dagger when you wanna parry something in souls, but parrying in BoF is a lot harder to time and gives you temporarily infinite stamina once you do get it off so it's super rewarding.As a long time advocate of soulslikes, I feel the whole debate over whether an easy mode should be added all began Sekiro.
More specifically, over the parry mechanic. Because I swear, nobody complainedtoo much about any of the Fromsoftware games in terms of difficulty, At least, not enough to call to add an easy mode. It was usually about asking for help on a difficult boss, poorly designed areas (DS2's Shrine of Armana), or a beginner's trap enemies in the early game (DS1's black knight in Undead Burg)
These can be overcome with relative ease. But the parry mechanic is different.
In the past FS games, rolling out or simply guarding was practically the solution to everything. No need to worry about tight window, as long as you dodge at the right time, you were good.
But the parry mechanic? Not only is the window tight, but now you have to adjust yourself to different timing, because every enemies has different attack patterns, and now you have to match them. I struggled as well, and for some bosses I said fuck it and used cheats.
And I think that's the issue here, because some people have terrible reflexes, and no matter how often they get the practice for it. Some enemies do a bit too much damage before the player can figure out the right timing.
This is why I am not the biggest fan of soulslikes that asks you to utilize both parry and dodging. It is tricky to implement both. Because dodging a parriable attack while might be safe doesn't break the stamina fast enough. But trying to learn the parry window while risking taking damage is also a pain as you have to come back all over again.
I think this is why Doom: The Dark Ages's customizable parry window is such an obvious but revolutionary feature for me; you can leave everything else as it is, but have option to give more time to react seems like an great idea.
My point is, as long as the main difficulty is available from the start, it really doesn't matter if easy mode exists or not. Maybe make the harder difficulty a bit more rewarding other than the sense of standing ovation
Are they removing the difficulty level that was present when the game was bought? If not, then how is it a bait-and-switch?When you buy a game you get it as-is, so the thing you bought into is whatever difficulty mode was the default at the time of purchase. Changing that in a subsequent patch to suit other people is literally a bait-and-switch to the core audience that bought into the game as it was launching. I don't think this is particularly controversial.
What if they make the difficulty you were playing on harder/easier halfway through your playthrough via a patch?Are they removing the difficulty level that was present when the game was bought? If not, then how is it a bait-and-switch?
Let me know when that actually happens and maybe then I'll think of a response.What if they make the difficulty you were playing on harder/easier halfway through your playthrough via a patch?
Well then that would be bad, if you couldn't just switch it back to the difficulty you'd been playing on before.What if they make the difficulty you were playing on harder/easier halfway through your playthrough via a patch?
Patches do this all the time; patch notes tell you what's been nerfed, buffed, generally changed, etc., typically to a nominal extent, but there's always those who voice their discontent with "they nerfed [insert previously overpowered item]!!", and people get over it. I recall more recently the ire when people beat base-game Radahn before a patch that tuned him down; we got over it, but those who beat him pre-patch got to puff out their chest so we all could revel in their gloryWhat if they make the difficulty you were playing on harder/easier halfway through your playthrough via a patch?
Short answer? No. Long answer? No, it's not.Well then that would be bad, if you couldn't just switch it back to the difficulty you'd been playing on before.
Is that's what's happening?
If they find it too hard and don't wanna play anymore, then I don't think they are having fun.Does that not then infer that the player is having fun with the harder playstyles then? And if so? What's the issue?
What Xprimentyl said essentially, the same difficulty is still in the game. Though I don't see where it said in the article most of that (besides releasing new difficulty modes with the DLC). Sounds like they mistakenly made the game too hard, a programmer may have literally fat-fingered a number. Are they not allowed to fix something they never intended?No actually if you read the top post they're turning what used to be easy mode into normal mode, so now the old normal mode is either gone or locked behind beating the game once. The issue isn't that they added easy modes, it's that they turned the normal mode easier than it was and didn't offer a replacement for those who liked it as it was when the game was new.
Souls took "git gud" from the Metal Gear community... You're supposed say "git gud n3" but Souls players have no idea what n3 stands for.You are remembering wrong. I distinctly remember "git gud" becoming a meme LONG before Sekiro came along.
Games do that all the time. Dark Souls 1 literally did that.What if they make the difficulty you were playing on harder/easier halfway through your playthrough via a patch?
Dude... just... f'n... YES. To all this.I dunno. I feel that's following a period of them becoming incrementally harder. I mean, compare the fights in Dark Souls 1 or Bloodborne (excluding the DLC) to those in Elden Ring and Lies of P. I understand there's some backlash. I dropped Lies of P halfway through because I felt that I had simply hit my skill ceiling and the feeling of accomplishment I got from beating a boss was simply not worth the time and effort it took to do so. And while I beat Elden Ring and even suffered through the Malenia fight even though it was optional and I didn't enjoy it much... honestly, I was burnt out. I imagine a lot of people felt that way. For me the Bloodborne base game basically hit the sweet spot. Hard enough that you'll probably need a couple of attempts for a few fights but not so hard that you'll spend an entire day trying to beat a single boss.
To be fair, though, I also think that there is a bit of a general Soulslike fatigue that I don't think walking back the difficulty will solve. The market's just become flooded with them. And very few of them do much to distinguish themselves. Elden Ring was enjoyable because the open world exploration was well done. If the boss fights were put in a linear game, god knows I'd never have finished it. For the genre to maintain its popularity it needs to change up the formula more or rather, test the boundaries of the formula more. I have zero interest in a Lies of P 2 or even an Elden Ring 2. I've already skipped the DLC.
You know what I'd take? A Sekiro 2. Because that one was different to the point I'm not even sure I should even call it a Soulslike. There hasn't been anything since it came out that plays quite like it on terms of its combat system and movement. Meanwhile I feel like I'll throw my controller out of the window if I ever have to play another game with a light attack, a strong attack, a block, a dodge roll and a stamina meter.
Literally happened last week in Expedition 33 which adjusted the difficulty of the parry timings. It's happening now in Kahzan in the first post I made in this thread. It happened several times in Elden Ring when items were nerfed or outright changed, which literally bricked people's builds mid playthrough.Let me know when that actually happens and maybe then I'll think of a response.
That's because Sekiro itself is just a straight up action game, that happens to have the "Dark Souls 3rd Person Camera".Because that one was different to the point I'm not even sure I should even call it a Soulslike. There hasn't been anything since it came out that plays quite like it on terms of its combat system and movement.
Those I don't mind, because you can find plenty of those in most regular action games without the dumb stamina meter.Meanwhile I feel like I'll throw my controller out of the window if I ever have to play another game with a light attack, a strong attack, a block, a dodge roll and a stamina meter.
Welp, time for them to "git gud", and find another build. I know you're referring to this.Literally happened last week in Expedition 33 which adjusted the difficulty of the parry timings. It's happening now in Kahzan in the first post I made in this thread. It happened several times in Elden Ring when items were nerfed or outright changed, which literally bricked people's builds mid playthrough.
One again though, it's Souls styles games not by From Software nor Miyazaki, and completely different publishers and developers. So nothing is lost and DS franchise is not effected in any way, nor its fan base. Congrats, you've won, and nothing was lost.Blegh. The course of this thread shows exactly what difficulty modes do to games, and why Miyazaki has avoided them. Fragmentation of the user base and no one can agree on anything!
Demon’s Souls wouldn’t have had the same impact if people could just select Easy instead of sharing tips online, using the game’s own internal hints system, summons, etc. This has held true through their latest games.
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Lowering Elden Ring's difficulty would attract more players but would also 'break the game itself,' says director Hidetaka Miyazaki
Miyazaki reckons that opening the game up to more players would not make it better, or more successful.www.pcgamer.com
Oh look, a useful AI response to a query on Miyazaki’s reasoning for a lack of difficulty modes -
Hidetaka Miyazaki, director of games like
Elden Ring and the Dark Souls series, has spoken extensively about the absence of difficulty modes in his games and his reasoning behind it. His core philosophy revolves around the idea that overcoming hardship is a fundamental part of the experience and identity of FromSoftware games.
Here's a breakdown of Miyazaki's viewpoints:
In summary, Miyazaki's stance is that removing or toning down the inherent challenge in his games would undermine the very core experience they aim to provide, namely the joy of overcoming adversity and a shared sense of accomplishment amongst players.
- Sense of accomplishment: Miyazaki believes that the difficulty, while challenging, is not arbitrary. It's designed to provide players with a sense of achievement and joy that comes from overcoming significant obstacles.
- Shared experience: He feels that offering different difficulty levels would segment the player base and create varying experiences. Having a consistent level of challenge allows players to share the same discussions and level of enjoyment, fostering a stronger sense of community.
- Learning and adaptation: Miyazaki emphasizes that their games are designed with a learning curve and feedback loop, encouraging players to understand the reasons for their failures and adapt their strategies.
- Part of the game's identity: He sees the challenging nature of FromSoftware games as integral to their unique identity and something they are not willing to abandon.
- Fairness in difficulty: While acknowledging the difficulty, Miyazaki stresses that the design aims for fairness. Players are expected to understand why they were defeated and learn from it for their next attempt.
- Alternatives to traditional difficulty settings: Although his games lack explicit difficulty modes, Miyazaki has incorporated features like summoning other players or powerful spirits to assist in challenging areas, allowing players to approach difficulties in ways that suit them.
Well for Soulslikes this post reiterates that adding difficulty modes doesn’t necessarily even make a game easier like people would expect. It’s too often a lazy crutch used by designers who often end up still having to patch a game’s shoddy balancing anyways.One again though, it's Souls styles games not by From Software nor Miyazaki, and completely different publishers and developers. So nothing is lost and DS franchise is not effected in any way, nor its fan base. Congrats, you've won, and nothing was lost.
Some get it right, and some don't. Nothing new in the gaming sphere. Souls style games or not.Well for Soulslikes this post reiterates that adding difficulty modes doesn’t necessarily even make a game easier like people would expect. It’s too often a lazy crutch used by designers who often end up still having to patch a game’s shoddy balancing anyways.