• foodandart@lemmy.zip
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    10 hours ago

    I think Kojima gets it. For a lot of players, esp. on the more cinematic games, the story is the main driver and the action is how it progresses. The games I’ve played that were ordeals are often the ones I’ve given up on. It’s the ones you can start on story mode with, enjoy the narrative and then re-play at the harder levels that I’ve stuck with.

    • Cethin@lemmy.zip
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      2 hours ago

      The Souls games are easy. They’re just easy in a way that makes you a part of the game/world. You don’t just click a button in the menu. You earn it by paying attention. The point is, every player comes out satisfied of having accomplished something. Either they directly defeated a challenge through brute force or they looked around and founds it’s weakness, or got stronger to overcome it. It makes it earned.

      Sure, story games the story is maintained with an easier difficulty and that’s fine. However, games where the act of playing forms the story are made worse by this. I’m all for difficulty modes in games where it makes sense, but a lot of people would turn down the difficulty in a Souls game and end up with a boring experience, because they didn’t actually try to meet it at its level.

      Just like paintings, there’s a place for slop that just looks pretty and things that engage you. If you go into a museum and complain that an artist challenged you, that’s on you, not them.

    • SpaceNoodle@lemmy.world
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      10 hours ago

      I’ll keep saying it: I already have a job. I want to play a game to unwind.

      Implementing a wide gamut of difficulty settings is also an accessibility feature, and allows people with certain physical or mental challenges the opportunity to enjoy your game firsthand. Why would you want to deny your audience this opportunity?

      • Soggy@lemmy.world
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        28 minutes ago

        Mastering a game and falling into a good flow is unwinding for me. Something easy doesn’t release any tension nor give me accomplishment-dopamine.

        And not everything needs to be made for the widest possible audience.

      • Krudler@lemmy.world
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        6 hours ago

        Straight up answer which yes, will sound confrontational, but it is made in a blustery manner to drive home the point: People who want games tuned to what they need in terms of difficulty are the same kind that go to a Vietnamese restaurant and complain that spaghetti or chicken nuggies aren’t on the menu. “Why would you deprive a paying customer food they’re willing to pay for??”

        That’s what it comes down to. The game wasn’t made for you to unwind. It was made with intentional choices made for other people to play and feel the experience of surmounting challenge.

        • SpaceNoodle@lemmy.world
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          6 hours ago

          Does the Vietnamese restaurant make the food more difficult to eat for certain customers?

          Are the video game companies paying me to “play” their games?

          • Soggy@lemmy.world
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            19 minutes ago

            “I’m allergic to wheat and they don’t carry gluten-free bread for the banh mi!”

            Yeah bud, the world be like that sometimes. Eat somewhere else.

          • Amnesigenic@lemmy.ml
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            21 minutes ago

            If anything there is spicy then yes, definitely more difficult for some people to eat, and obviously they have spicy shit it’s a vietnamese restaurant. Restaurants don’t pay you to eat their food, but they also don’t take requests beyond relatively minor variations on their pre-selected menu. Quit expecting the world to revolve around you, put some effort into finding the developers that are doing what you want and patronize them instead of complaining about the existence of games that are not made for you.

              • Amnesigenic@lemmy.ml
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                3 minutes ago

                And if you order something spicy then you get something spicy, yes, and if you complain that the restaurant serves things that are spicier than you enjoy you will be politely asked to leave. If you don’t like Dark Souls then don’t purchase and consume goddamned Dark Souls, simple as.

      • jjjalljs@ttrpg.network
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        9 hours ago

        I’ll keep saying it: I already have a job. I want to play a game to unwind.

        This is not a universal response. Some people like difficult games for many reasons. Overcoming a challenge can give me a taste of triumph absent from my day job.

        Implementing a wide gamut of difficulty settings is also an accessibility feature, and allows people with certain physical or mental challenges the opportunity to enjoy your game firsthand. Why would you want to deny your audience this opportunity?

        Sure, maybe, but the devil is in the details.

        I suppose it’s not the game maker’s responsibility to stop people from ruining their own experiences. I’m pretty confident that some people would just easy-mode through dark souls and have a vastly diminished experience. “I don’t see the big deal. It’s just an action game”, they might say, because easy mode gave unlimited healing and no monster respawn. The difficulty (which is vastly overstated) is part of what makes it work. People remember Blight Town and Sen’s Fortress because of the ordeal. I can’t remember a single dungeon from Skyrim.

        Furthermore, meta game options found in menus is not the only way to do difficulty options. Elden Ring, for example, is very generous with spirit summons.

        • wia@lemmy.ca
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          4 hours ago

          No one is asking devs to remove hard mode. They are asking them to include an easy mode for people who can’t deal with hard mode. People with physical or mental barriers, people who don’t have time, or really any reason.

          This is no different than inclusivity.

          YOU might not remember anything that wasn’t challenging but that doesn’t mean it’s like that for others. I remember everything from Skyrim. I love Skyrim. I had fun with it so I remember it.

          I don’t remember much from Elden ring cus I never made it. I struggled at it and couldn’t her anywhere.

          I can back years later and cheated on a bit more health and more health potions. It was challenging still but I could at least experience the rest of the game.

          Gate keeping sucks. Let everyone in.

          • StinkyRedMan@lemmy.world
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            3 hours ago

            Elden ring opened the gate so wide that we got newcomers trashing on some gameplay features which have been a staples of those games since from software started making them. At some point gatekeeping ensure that you don’t alienate the players who played all your games and played a big part on your success. Cause the wider you want to open the gate and the more you have to move away from your vision. Imo not all games are meant for everyone and that’s fine.

          • jjjalljs@ttrpg.network
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            4 hours ago

            I really don’t think that’s a productive use of “gatekeeping”.

            Do you apply this to other mediums? There are books and movies that are difficult to follow, but no one demands that authors and publishers release a simpler edition. Video games seem to be an exception.

            Accessibility like “let me remap the controls” or “give me subtitles” is a whole different beast from “let me be invulnerable”. Treating those as the same is strange to me.

            I’m not particularly against difficulty options. I didn’t have the patience to finish Nine Sols without turning the difficulty down. I wouldnt have felt “gate kept” if I just had to put the game down without finishing it.

            • wia@lemmy.ca
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              2 hours ago

              How is it not gatekeeping?

              You’re saying some people shouldn’t get to play a game where difficulty options are an easy solution.

              A book or a movie isn’t an equivalent comparison. Not too mention there ARE simplified versions of popular books or abridged versions and movie guides and so on anyway.

              Almost all the time this is brought up it’s for single player games. Why do you care if I need a bit more health to get through it? How does that take anyone away from you? I assure you nothing will be lost by allowing people to play it with double the health, or without a arbitrary grinding mechanic that inflates the games length, or whatever really.

              No one is asking for the subject matter to be dumbed down, or for the story to be shallow or transparent.

              Why should someone not get to play through a game because they insisted their hand and can’t dodge anymore?

              • jjjalljs@ttrpg.network
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                1 hour ago

                You’re saying some people shouldn’t get to play a game where difficulty options are an easy solution.

                They can play it (assuming they have the money to buy the software and hardware, but that’s a whole other accessibility problem). There’s no guarantee they’ll be able to 100% it. I don’t think it’s axiomatic that everyone should be able to 100% every game.

                You’re right that it doesn’t really matter in single player games. I did once have an argument on this topic where the other person said they should be able to change the rules in multiplayer to suit their desires. They wanted more forgiving dodge windows, just for them, unilaterally. That can fuck off.

                A book or a movie isn’t an equivalent comparison.

                Why not?

                Not too mention there ARE simplified versions of popular books or abridged versions and movie guides and so on anyway.

                There are let’s plays and wikis for games.

                No one is asking for the subject matter to be dumbed down, or for the story to be shallow or transparent.

                In some cases, they are. It’s cliché now, but part of the story of dark souls is often cited repeatedly struggling against an uncaring, dying, world until you persevere. If you rip that out and make all the creatures docile, I don’t know if I would call it “dumbed down” but it would certainly be a substantial change. Sometimes the medium is the message. But, often, you are correct that it is not really the case.

                Why should someone not get to play through a game because they insisted their hand and can’t dodge anymore?

                No one’s arguing against accessibility for controls. I’m not even against well done difficulty options. (The Bethesda style “we just give the enemies more health and damage” is a poorly done difficulty slider, in my view). I just think “I cannot hear so I need subtitles” and “I just want to win on the first try” don’t belong together.

                Though, introspecting a little, I think what’s going on is maybe ableism or something like it. I don’t actually believe some of the people who say “this game is too hard. I want an easy mode” are disabled. I read them as just half-assing it. Like someone who wants to play pro soccer but doesn’t want to actually get in shape so run, so they want a smaller field. And, as you say, it doesn’t really matter what someone does in a single player game on their own time, but for some reason it irritates me when someone’s like “I’m just as disabled as that blind guy” when they’re perfectly capable, they just haven’t practiced. Something about “I’ve spent an hour on this task and I haven’t mastered it, I’m disabled” sits wrong with me.

      • NoneOfUrBusiness@fedia.io
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        9 hours ago

        I mean, presumably because it’d compromise their vision for the game or some such? Some games use gameplay as part of the storytelling, so nontrivial difficulty swttings would compromise the story being told (for example if the game wants you to experience a gruelling trek through a hostile area). Now that doesn’t mean a story mode or similar is bad, but there are reasons to consider for a game dev to consider such settings incompatible with their game. Also in a game with more complex mechanics difficulty would be more complicated than player and enemy stats, and a dev might simply consider implementing satisfactory difficulty settings not a good use of their time.

      • Melonpoly@lemmy.world
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        6 hours ago

        You don’t have to play difficult games. Not everything has to cater to a wide audience. Most of today’s re-boots and sequals were from stories that catered to a niche audience only to lose its appeal by going too mainstream…

        • Honytawk@lemmy.zip
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          2 hours ago

          Adding a difficulty slider is easy, doesn’t take much time, doesn’t change much about the experience, and allows more people to enjoy your media.

          So leaving it out is lazy game development.

          Niche audiences is fine, gatekeeping isn’t.

          • hraegsvelmir@ani.social
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            2 hours ago

            It would also seem like bad business to leave it out of your niche game, unless the niche is specifically about the difficulty level. Why would you want to eliminate whole chunks of your already limited number of potential customers by only offering a very challenging difficulty?

      • ColeSloth@discuss.tchncs.de
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        7 hours ago

        I think it’s an age gap 9f when you started gaming. If you were a gamer back in the 80’s and early 90’s, you played because it was a challenge to overcome and that’s what you enjoyed.

        You didn’t want to “play” a game. You wanted to “beat” a game. No one played Mike Tysons Punch Out for the story. It was a challenge that took many hours worth of attempts, trial and error, and skill to beat. You liked it and remembered it because it was hard.

        Part of the reason they were hard back then was due to file size and lack of saving and such, so hard games took longer to be bored of and sold better, but those were the games that we got hooked on. The challenge. New gamers are hooked on the stories and the entertainment, which is all well and good. Just a different type of crack.

        • moakley@lemmy.world
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          6 hours ago

          It’s also a holdover from arcades. Arcade games were difficult because they wanted people to spend another quarter.

        • samus12345@sh.itjust.works
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          4 hours ago

          I started gaming in 1983. (with Pac-Man!) I played games then because I enjoyed the gameplay and only suffered through the difficulty of the NES era because was either that or you didn’t play at all. I prefer easier games now.

          That said, I think the hardest thing I’ve done in the modern era is this level in Rayman Legends. I still can’t believe I actually had the patience to do it over and over until I beat it.

      • Datz@szmer.info
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        9 hours ago

        A lot of hobbies like gardening, sports, chess require effort, why is it necessary for video games to be easy?

        Forcing some challenge gets you to engage with more things rather than taking the easy way out. It’s like bungee jumping (I’d assume), sometimes a push is necessary to experience something new.

        Some of my favourite moments were trying Fire Emblem Ironmans, which initially made me go “this is stupid, I’ll regret this, I should reload”, only to change to “this is peak”

          • jjjalljs@ttrpg.network
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            7 hours ago

            I’m not sure there’s an agreed upon definition of “artificial difficulty”. The whole game is artificial so I’m not sure what “natural difficulty” would be.

            • Honytawk@lemmy.zip
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              2 hours ago

              That is the point, games are artificial.

              Gardening, and sports aren’t. They have natural difficulty. Because they are in the natural world.

              • jjjalljs@ttrpg.network
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                1 hour ago

                Sports are games and have some degree of artificial difficulty. The size of the goal and ball, for example, is arbitrary (within the bounds of practicality. No moon sized basketballs, for example)

                But that doesn’t really address what I was trying to get it. I feel like sometimes people online complain about “artificial difficulty” in video games, and it’s unclear what they actually want. I’ve seen it applied to everything from “The enemies hide around corners” to “you can’t quicksave”. I think it’s a kind of duckspeak thing that people say to just mean “i don’t like it” while making it sound less subjective.

                • SpaceNoodle@lemmy.world
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                  6 hours ago

                  A list of every single game with difficulty settings? Or just one example, such as Death Stranding, which was explicitly referenced in the original post?

                  • jjjalljs@ttrpg.network
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                    6 hours ago

                    Sorry, there seems to be a misunderstanding. I was asking what you mean by artificial difficulty.

                    Sometimes people use that phrase and they might mean anything from “you can’t quick save” to “if you don’t take a healer you can’t heal”

          • Datz@szmer.info
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            8 hours ago

            If the main difficulty is intentional, then it’s not an artifical barrier, the easy mode is an artificial easener. How easy is easy enough? Some people can’t beat Clair Obscur on the story mode (presumably by not doing side content) In case of gardening, it’d be getting someone to garden for you, and just chilling with the results.

            Let’s plays/walkthroughs exists, and only lock you out of interactivity. And interactivity doesn’t mean much if every option beats the game.

            Case in point, if I see some post-game superboss with lore behind it, I just look up the thing online.

              • drosophila@lemmy.blahaj.zone
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                4 hours ago

                If you think that gameplay is just meaningless busywork in between cutscenes then sure.

                But I am of the opinion that games are not movies just because they are on a screen. They are much closer to tactile or kinetic sculptures.

                • Honytawk@lemmy.zip
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                  2 hours ago

                  Gameplay isn’t meaningless busywork.

                  Tedious and boring gameplay, shrouded under the name “difficulty” is.

                  If you have to replay the same section over and over, that is the real meaningless busywork.

      • audaxdreik@pawb.social
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        9 hours ago

        Difficulty is not simply one aspect of a game that can be adjusted with a slider. Difficulty is the confluence of many different gameplay aspects coming together. Sometimes, those systems allow for easy and discrete adjustment like with the old Doom games where settings can simply vary the enemies that spawn, the damage dealt, or the health and ammo from pickups.

        The deliberate decisions and balance that make Dark Souls good also make it difficult, it’s not good simply because it is difficult. Take Blighttown for example, one of the most notoriously difficult areas of the game. It’s difficult because the architecture is hostile and confusing, and encounters place immense pressure on the player through application of Toxic and confined or deliberately open spaces that allow you to dodge yourself off a cliff. How do you make that “easier”? There really isn’t an abundance of enemy placement throughout most of the game, it’s very deliberate. Equipment attribute numbers are all low to maintain a tight balance and even things like parry windows are affected by the specific shield you have equipped. Adding in additional difficulty options is a retuning of the entire game, which also retunes the formula. Look, I’m sorry if it sounds snobby but there’s just no other way to say that if you start making substitutions to a dish at a restaurant it’s not the same dish!

        This insistence that all games MUST be for all people is what leads to the bland homogeneity of modern game design. Dark Souls comes from the rich legacy of dungeon crawlers like King’s Field before it and those games are notoriously oppressive and difficult, it’s why people like myself love them. Everyone attributes poison swamps to Miyazaki but go back to Eternal Ring or Shadow Tower: Abyss in the early 00’s before his involvement and you’ll find mandatory poison damage areas there as well. It’s a staple of the genre. Heck, play Megami Tensei (no, not Shin Megami Tensei, MEGAMI TENSEI from the NES) and there’s a whole section of mandatory fire damage that you can’t negate until you’re already 4/5 of the way through it.

        I also find the accessibility angle disingenuous and a little insulting even. All props to devs that add difficulty to their game as a means of accessibility when they are able to or want to, but it should not be necessary. This also diminishes real accessibility options like colorblind modes, reading assistance modes, keybinding modes, etc. I do not appreciate that.

        Everyone thinks they’re a critic because they don’t like a game or certain things about a game and that it would be better if it catered to them, but difficulty is already highly subjective to begin with and insisting that devs find ways to foresee and cater to all possible permutations is untenable.

        If you don’t like the game: fine. If you want to levy valid criticisms about the game in your opinion: fine. But this insistence that the developers are being foolish for creating a game to their vision and not yours is the actual thing cheapening it as art.

          • audaxdreik@pawb.social
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            9 hours ago

            Honestly don’t care. Because see the thing is, I get to enjoy these games while you gotta come online and whine about them. I wrote my post out of passion because I see something there worth valuing. You wrote your post to whine and tear something down you didn’t understand.

      • Cold_Brew_Enema@lemmy.world
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        10 hours ago

        Because it’s their philosophy and they can do what they want. If the game is too difficult, then don’t play. Some of us enjoy difficult games.

        • Honytawk@lemmy.zip
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          2 hours ago

          Are you claiming the only saving grace of those games is the difficulty?

          If not, then why not allow people to enjoy the other parts of the game?

          Their philosophy sucks. They lose nothing by adding more options.

            • kinsnik@lemmy.world
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              9 hours ago

              it is. but if the reason that you think something is poor is because you were not the target audience, you can come across as entitled and clueless. it is not like their games pretend to be easy games, it is clear from the start that that the challenge is part of the design

                • Soggy@lemmy.world
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                  24 minutes ago

                  It’s like making music and experimenting with discordant harmonies and unusual rhythms. Art can be challenging, it can require engagement and time and study to fully experience. It can make people uncomfortable and it can appeal to only a small audience and still be good.

            • foodandart@lemmy.zip
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              8 hours ago

              I wouldn’t say a difficult game is poor art, it just challenging and may be more than the user wanted.

              This is part of why reviewing a game’s difficulty and it’s play options are critical.

              I mostly play sandbox games because the online ones come with the constant strife and challenge which is the antithesis of what I want.

              Will really enjoy a well thought out puzzle game however…

              My introduction to that was Myst, way back in the early 90’s and my main love are games of that nature.

              • Brave Little Hitachi Wand@feddit.uk
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                8 hours ago

                It’s like with any other art. Some of it is a simple pleasure, and some of it wants you to struggle. Some people read Gwenpool, some people read Cerebus.

            • Brave Little Hitachi Wand@feddit.uk
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              9 hours ago

              Is poor the word you’d use for art that fails to be amusing and charming? Because a lot of art is not trying to be amusing and charming.

              Edit: I don’t care if people disagree, but at least have an answer. Not liking art because it wasn’t intended to be delightful and pleasing is not how to do art criticism.

              • DaGeek247@fedia.io
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                9 hours ago

                Ah, I think there’s a bit of a disagreement here between what types of art are respectable and what types aren’t. For context, I subscribe to the definition of art that says “everything made with intent” is some form or other of art.

                Suppose you go to a gallery. Would you consider handicap-hostile architecture, which is part of the exhibit itself, to be worth respecting as a art enthusiast? (Stairs required to be used in order to see a painting, specifically because the artist wants you tired from walking, not pushing a wheelchair, which they don’t like, when you look at it, for example.)

                I could see it both ways, but I fall more on the side of accessibility. If an artist requires someone to use stairs to see their art, they are an asshole, regardless of how good their paintings actually are.

                • Brave Little Hitachi Wand@feddit.uk
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                  8 hours ago

                  This is exactly the kind of conversation that I’d rather be having. Thank you! I’ll try to disagree at least interestingly.

                  I subscribe to the idea that art is the study of choice, and that’s fairly close to your definition of art, but the difference is that I’m not saying I can draw a circle around what is and isn’t art. Gun to my head, I’d probably define it as something like “anything done with aesthetic intent”, to exclude the act of intentionally kicking a puppy as performance art. We intend many things in life, many of which are also intentionally artless.

                  I think I see what you’re driving at with the bit about ramps. To hew to the heart of the matter as the metaphor applies to video games, I would still call that exhibit art - it would simply be limited in how successfully it achieved what it was attempting, which is a severe flaw. I would want to talk about how it could have better achieved its aims. The aim of such an art installation could have merit, if it was more intelligently done.

                  The reason I do not place the accessibility question from the metaphor on the same level as difficulty in video games is that completion of a game is, I would submit, something that the creator should only endeavour to guarantee if they believe completion of the game is part of the intended experience. I would caution against taking this as a maxim.

                  When media is highly interactive, as with games, it is a mistake to take it as an implicit assumption that that this media must be completable by a broad majority of participants. Booksellers do not make such guarantees, and books are far less interactive.

                  If we all raise our voices on behalf of accessibility proponents with the idea that games that are not as easily completed are of lesser value, or if we even become so strident that we say they are not even art, we are limiting the space of an art form that is still in its nascence. We are very permissive with other, older art forms (and they have all taken their lumps with highly prescriptive and proscriptive schools of thought, over the years). It would be like saying music with too many notes isn’t music, or that music isn’t good if I can’t personally dance to it. Those are preferences, not art critiques. We should be asking how the choices of a game developer serve or betray their creative aims. We won’t always get what we want out of every game, but at least we’ll have better conversations.

                  I like games that take a generous view of accessibility, and I respect that vision. Celeste is a masterpiece. I like games that take a stern view of difficulty also, when it serves their aesthetic vision in a meaningful way.

                  That last bit is easy to get wrong, and I respect people who struggle with the subject of difficulty in how it interacts with creative ideas, but I have less time for people who hate the music just because they can’t dance to it. That’s not always the point.

    • Glifted@lemmy.world
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      9 hours ago

      Easy games are fine. It can be a nice way to just plow through a good story. However, I’m absolute trash at games and beating Dark Souls was one of the best and most memorable gaming experiences I’ve ever had. (it took me well over 200 hrs because I am a garbage-person) Had the game been easier I don’t think it would have hit the same way.

      That’s not to say every game has to be like that but it’s great when it works

      • azertyfun@sh.itjust.works
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        3 hours ago

        Celeste is the perfect embodiment of that philosophy IMO. The whole story is an explicit metaphor for overcoming a great personal challenge. And the gameplay’s difficulty is what drives that point home and makes the game an all-time great.

        I’ve seen a couple streamers with G4m3r Skillz breeze through Celeste, and the game didn’t leave them much of an impression. But it touches very deeply those who struggled through it because the struggle is the bond that ties the player to Madeline.

        Other games it doesn’t really matter. Portal 2 is a great game even if the puzzles are quite easy, because the greatness lies in its writing, atmosphere and worldbuilding. There’s an Aperture miniseries just begging to be made - but a Dark Souls or Celeste cinematographic adaptation would miss the entire point.

      • Honytawk@lemmy.zip
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        2 hours ago

        I don’t think it would have hit the same way.

        You don’t know, because there was no option. That is the point we are trying to make.

      • Datz@szmer.info
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        9 hours ago

        Doing Fire Emblem soft Ironmans (not reloading when a unit permadies) made me love the series even more, it went from “ughhhh do I really have to move on without this guy? This sucks, what if I’m underpowered later” to “I lost 40 people and died for the first time at the penultimate map, this is a beautiful, sorrowful story”.

        I now let a unit or two die even when playing for the first time, because it basically adds your own personal death scenes to the story. I will always pay respects to wolf boy who died to make that one final push happen, or respect the axe bro who went through his Kratos arc with a dead wife, kid and second dead wife.

      • foodandart@lemmy.zip
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        9 hours ago

        Oh, can totally relate to winning that final battle or overcoming that boss in a fight.

        My best favorite was in Horizon: Zero Dawn when I worked out how to take down a Thunderjaw with just the bow and arrow. I’m too easily visually overwhelmed by fast motion and end up just mashing buttons in melee fights, so the long, tactical takedowns are the cat’s pyjamas for me.

        (I’ve been told that I would love Skyrm based on my play style. Will have to check that out at some point.)

        Right now I’m on an ultra hard playthrough using just the Banuk Powershot Adept bow, (which is a mean weapon) and if done in the right order, you can disassemble the machines you’re hunting, get all the parts off, kill it then make fat bank picking up the pieces.