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That’s a mentality that was the norm back in 2010, and one of the reasons the og dark souls got called a “very hard game”. It wasn’t that hard of a game, it was just a game that let you die as many times as mistakes you made, and it’s both objectively a better game for it, while also being hugely influential to the industry on this particular matter. To the point that it has been given the title and award of “ultimate game of all times”. Deserved for reminding that games are supposed to be games, and failing is 100% supposed to be part of it.
To the point that it has been given the title and award of “ultimate game of all times”
I wish people into niche genres with limited appeal would stop making claims like that. By all means enjoy the game but also acknowledge that this kind of play style is not for everyone, especially not for people who don’t have hundreds of hours to put into a game.
It’s not a claim I made though. It got that award from the voting public by the golden joystick. And souls are definitely no longer niche, Elden Ring success is an obvious clue, but the fact that most AA or AAA action games with a melee weapon from the last 5 years implements some mechanics from souls games is another huge indication of the mass appeal and impact dark souls has had on gaming culture.
Nobody is denying that it founded a new genre, doesn’t mean that that genre’s mechanics are now needed in every game ever made in the future or that it is the most popular genre among all players.
It’s not what I’m saying either. I don’t know where you found any such claims in my comment. All I said is that games are supposed to be games, and failing is supposed to be part of games. You can fail even in a chill game like Stardew Valley, and you probably will on your first playthrough if you don’t look anything up. The game won’t game over because of it, but you will spend your entire second year suffering and trying to fix the mistakes you made in your first year. I can’t remember a single game I played where failing was not something that could happen that felt better because of it. Case in point: I was playing Jusant and was interested in the game, until I realized I couldn’t truly fail in that game, and all of the mechanics in place that looked like they were game mechanics, were actually just smoke and mirrors.
It almost like, when you learn the lesson the encounter is designed to teach you, you get better at the game 🤷🏼♀️
This rubber banding bullshit is like if Mario’s original 1-1, very carefully crafted to introduce you to the basic mechanics of the game, just started letting you walk through pipes if you never jumped over it. You don’t have a game any more.
That’s a mentality that was the norm back in 2010, and one of the reasons the og dark souls got called a “very hard game”. It wasn’t that hard of a game, it was just a game that let you die as many times as mistakes you made, and it’s both objectively a better game for it, while also being hugely influential to the industry on this particular matter. To the point that it has been given the title and award of “ultimate game of all times”. Deserved for reminding that games are supposed to be games, and failing is 100% supposed to be part of it.
I wish people into niche genres with limited appeal would stop making claims like that. By all means enjoy the game but also acknowledge that this kind of play style is not for everyone, especially not for people who don’t have hundreds of hours to put into a game.
It’s not a claim I made though. It got that award from the voting public by the golden joystick. And souls are definitely no longer niche, Elden Ring success is an obvious clue, but the fact that most AA or AAA action games with a melee weapon from the last 5 years implements some mechanics from souls games is another huge indication of the mass appeal and impact dark souls has had on gaming culture.
Nobody is denying that it founded a new genre, doesn’t mean that that genre’s mechanics are now needed in every game ever made in the future or that it is the most popular genre among all players.
It’s not what I’m saying either. I don’t know where you found any such claims in my comment. All I said is that games are supposed to be games, and failing is supposed to be part of games. You can fail even in a chill game like Stardew Valley, and you probably will on your first playthrough if you don’t look anything up. The game won’t game over because of it, but you will spend your entire second year suffering and trying to fix the mistakes you made in your first year. I can’t remember a single game I played where failing was not something that could happen that felt better because of it. Case in point: I was playing Jusant and was interested in the game, until I realized I couldn’t truly fail in that game, and all of the mechanics in place that looked like they were game mechanics, were actually just smoke and mirrors.
It almost like, when you learn the lesson the encounter is designed to teach you, you get better at the game 🤷🏼♀️
This rubber banding bullshit is like if Mario’s original 1-1, very carefully crafted to introduce you to the basic mechanics of the game, just started letting you walk through pipes if you never jumped over it. You don’t have a game any more.