- Feyd@programming.devEnglish9 months
A lot of comments tying runbacks to difficulty, when they have nothing to do with each other. I haven’t playing silksong but I played about half of the original and uninstalled it, despite the fact it is so many people’s favorite metroidvania and metroidvania is one of my favorite genres.
Not putting checkpoints close to boss fights is not difficulty. It is disrespectful of the player’s time, which is a problem hollow Knight was full of.
- mohab@piefed.socialEnglish9 months
Not putting checkpoints close to boss fights is not difficulty.
You’re pointing a finger at the Soulslike genre here, not only HK. Some games may abandon it, but this is common enough to be called a genre stable.
Just like the “hit hit, dodge/parry, hit hit” combat pattern, losing/recovering currency, enemies respawning on bonfire use… etc.
I think this whole genre is wack, TBH. I don’t even find it difficult, I just think what they test is perseverance in the face of misery and tediousness, which’s a bizarre thing to test in a video game. It’s almost as if it’s straight up telling you: this is a serious video game, no room for fun here.
Meanwhile, Ninja Gaiden proved you can simultaneously have extreme difficulty AND fun like one million years ago.
- Feyd@programming.devEnglish9 months
It’s true that I’d prefer it in no games, but it’s also less frustrating in straight soulslikes. The problem with HK is that it is a synthesis of metroidvania and soulslikes in the most time-disrespecting ways possible. Really most of my frustrations are with map design, and then they add not getting maps until you find the map guy (in samey environments I can’t remember well enough without a map).
What made me put it down was playing for an hour going through multiple zones without finding either a map guy or a bench somehow then dying. I’m pretty sure just being able to see the map would have been enough to keep me playing.
For this new fangled soulsvania genre there are numerous better entries that I thoroughly enjoyed. Ender Lilies and Blasphemus are the first 2 that come to mind.
- Beardbuster@lemmy.worldEnglish9 months
Personally I think we’d all be better off not even calling them Soulslikes, for this very reason. Full-blown Soulslikes have so many more nuances and systems that add to the experience.
- Prathas@lemmy.zipEnglish9 months
Yeah, huh, apparently HK is tagged on Steam as a Souls-like, but I disagree… just brutal difficulty in a melee-heavy game isn’t enough to merit that badge, but oh, well.
- 9 months
Every time a hard game gets made, we have to have this debate? Maybe the real easy mode is just not trying to please everyone.
- 9 months
I have to agree. Although I would have said “the real easy difficulty is realizing that not every game is for you”. And sometimes that includes really popular games, ones that everyone else seems to be enjoying. And that’s ok.
- PonyOfWar@pawb.socialEnglish9 months
That’s fair, but I also don’t see a problem in voicing criticism about aspects of the game I don’t like. Especially if I do like the game as a whole. People should not see that as an attack on their personal enjoyment of the game.
- 9 months
Sure, and as a consumer of a product, you are within your rights to do so. But I think that a lot of times there’s an underlying thread of entitlement that comes with a lot of the criticisms. The tone suggests more ,“how dare you make something I can’t play” and less “I’m not suited for this challenge”. There’s surprisingly little in the way of complaints about the game design that read as things that fit the theme and game vision. There are a few, but most aren’t.
And full disclosure I’m speaking from the standpoint of someone who while interested in a lot of the “git gud” genre games, can’t cut it 90% of the time. It took me realizing that I just wasn’t who those games were for before I was able to look at some of my options and realize they were just me and my sour grapes.
- majken@lemmy.worldEnglish9 months
A high difficulty is not inherently good game design. Making a game more approachable through lower difficulty settings with additional checkpoints doesn’t make it worse for people who like a challenge. It just makes it enjoyable to more people.
Claiming it’s down to “artistic vision” just feels dishonest. You could claim Studio Ghibli movies should never be dubbed or subbed. You just have to learn Japanese to enjoy them, just don’t watch them if that’s not for you… but why? How is it a bad thing if more people can enjoy something?
Cup Head is a great example. It’s a fantastic game with an art style that younger kids love. But it’s too difficult for most kids, which doesn’t make the game better, it just locks them out from a game they’d otherwise love.
Zozano@aussie.zoneEnglish
9 monthsStudio Ghibli movies should never be dubbed or subbed. You just have to learn Japanese to enjoy them, just don’t watch them if that’s not for you…
I feel this is a false equivalence.
If you wanted to make a movie analogy, I’d say it’s more like a movie having subtle subtext or context which would make it’s message or intent more difficult to comprehend.
Imagine if someone watched The Cabin in the Woods (satire movie about horror movies) and said it was a bad movie because it wasn’t scary.
I think its fair to say that person would have low film literacy at least.
How do we compensate for that? Should movies start offering accessibility features so every viewer can have the ability to know foreshadowing, film cliches, or meta-narrative devices?
I feel like giving viewers an option before a movie to say “i have low media literacy”, which would result in popups during the movie to say “hey, this is a callback to the Hellraiser franchise” would be insulting to the creators.
The film wasn’t made for casual movie viewers, it was made for a specific audience. The creators aren’t obliged to make it more easily digestible.
Edit:
Satire falls apart when it’s spoon fed.
If difficulty is part of the games design, then reducing it is functionally similar to explicitly stating irony to a viewer.
- majken@lemmy.worldEnglish9 months
But The Cabin In The Woods is exactly what I’m talking about. A product with mass appeal that still caters to a small group of people. Much like Paul Verhovens old movies. You can watch them as dumb action or social criticism.
And movies have several accessibility features. Things like subtitles, which often translate cultural references or jokes that don’t directly translate to viewers from foreign countries. Descriptive audio tracks for visually impaired, directors commentary to learn things behind the scenes. Many services and devices also allow you to even out dynamics and enhance speech.
The problem with games that have a too high difficulty threshold isn’t that you’re missing out on some hidden subtext. It’s that you will never get to see 70% of the game, for absolutely no good reason.
Cuphead is such a good example of this, according to xbox achievement stats 31% never made it past the first part of the game, 72% never got to the end of the game.
Zozano@aussie.zoneEnglish
9 monthsAccessibility in film delivers the same work to more people. Accessibility in games can cross the line into creating a different work entirely, because the interaction itself is the art, not just the visuals or sound.
Saying “most players never saw the end of Cuphead” isn’t proof of failure; it’s proof of selectivity. Just like not everyone finishes Infinite Jest, but it doesn’t mean Wallace failed as a writer.
Cuphead was made to invoke arcade game feelings. The gameplay is brutal by design. That’s the point.
It’s like watching Terrifier and throwing up half way through, storming out of the cinema and saying “the acting was good but it was too violent, I wish I could watch a version of the movie without the gore”
- majken@lemmy.worldEnglish9 months
But it doesn’t, accessibility in film does not deliver the same work to more people. Films are translated, dubbed and subbed to be approachable. Adding voice acting from talent that were never involved in the original film. It’s all about adapting the film to fit a wider audience.
The fact that gamers think games are somehow different and the “git gud” approach is just pointless elitism. How would Cuphead, Super Meatboy or Silk Song be a worse game if they had an easy game mode where you had more life and/or checkpoints? How does that setting change the experience of someone playing in normal, veteran or hardcore mode?
Zozano@aussie.zoneEnglish
9 months“How would the game be worse if it had an easy mode?”
Adding an easy mode changes the experience even for hardcore players because:
-
Design intent shifts. Once multiple difficulties exist, developers design around them. Balancing, encounter pacing, even story beats get shaped by the lowest common denominator.
-
Cultural meaning shifts. If a work is known as “brutal but fair,” its identity collapses when an easy bypass exists. (Dark Souls without consequence isn’t Dark Souls; Cuphead without punishment isn’t Cuphead.)
Easy mode doesn’t just let more people in; it makes it a different game. Saying “just don’t play easy” is like saying “why not release a PG-rated Terrifier with no gore? Horror fans can still watch the R version, so what’s the harm?”
The harm is you no longer made Terrifier.
- majken@lemmy.worldEnglish9 months
Terrifier is available in several cut versions for specific regions / services. Which is incredibly common for movies in general and have been since the 70s. Which you do to reach a wider audience.
Both Silk Song and Cuphead already have additional difficulties. They’re already balancing difficulties, they’ve just decided to gate keep gamers who are not able to play difficult games.
If Gears Of War and Call Of Duty had hardcore and veteran as the only difficulty setting, it wouldn’t make them more interesting games or make a statement about the horrors of war and the fragility of man. It would just make less people enjoy them, for no good reason.
A high difficulty threshold is bad game design. And it’s exclusive to people who have physical disabilities or limitations, or other reasons to why they can’t play overly difficult games.
And I say that as someone who loves to beat games in the higher difficulty tiers. But as someone who also wants more people to be able to enjoy the games I enjoy and who’s happy game design has improved since the 80s.
- MrFinnbean@lemmy.worldEnglish9 months
“But as someone who also wants more people to be able to enjoy the games I enjoy”
Its really not about you is it? I get where you are coming from but in the end its people who make the games who decite what kind of experience they want to make. Sometimes their visio does not click with everyone and that is allright.
-




