MagusMajul
Member
The phrase "Get good" has become a common retort among gamers today. It's often directed at complaints from inexperienced or casual players who lack the skill or determination to persevere through challenging games, particularly those from FromSoftware. Personally, I never found FromSoftware games too challenging, but I can understand how someone new to gaming or those accustomed to MMOs and MOBAs—where luck and gear often outweigh skill—might struggle.
FromSoftware games are renowned for their intimidating yet compelling design. Unlike many titles that overwhelm players with mundane tutorials—like "Press A to jump over a log" or "Press Start and A to equip, B to unequip a weapon"—FromSoftware takes a different approach. A glaring example of an overly intrusive tutorial is Alan Wake, where a disembodied voice breaks the fourth wall to deliver a tedious tutorial. I found this not only boring but a complete waste of time, leading me to abandon the game. Considering Alan Wake is an M-rated title, the developers should expect players to be mature enough to navigate basic controls. If I encounter difficulties, I can consult the game manual.
In contrast, FromSoftware games steadily guide players through their tutorial sections. While the enemies are challenging and can kill you if you're not careful, there's enough leeway to funnel them into narrow corridors, isolate them in bushes, stealth kill them, or simply evade them. Ranged enemies are usually positioned on high ledges or stairwells in these early areas, teaching players to dodge and counter ranged attacks. Ambushes by enemies serve as a lesson to always stay vigilant. Early bosses, though seemingly insurmountable at first, offer a profound sense of catharsis once defeated. In these initial stages, players are gradually introduced to the game's mechanics, their abilities, and the threats posed by enemies. This methodical progression is a hallmark of FromSoftware's design, consistently elevating the challenge and hooking players as they press onward, despite the anxiety and perceived threats.
My ideal Dead Space game would take place on an open-world spaceship. Initially, the player would learn the “rules of the game” through predictable, scripted environments and events. Then, they’d be thrust into a spaceship where anything could happen. Imagine sixty different types of enemies, each operating through emergent behavior or controlled by an “AI Overlord” that manages the mutants like a player in an RTS game. The player would have access to fifty different weapon varieties—because the more options a player has in the sandbox, the greater the replayability. As the player ventures deeper into the ship, the AI would introduce increasingly complex obstacles, forcing them to evolve their strategies and adapt to ever-changing circumstances.
Human NPCs would also be present on the ship—some friendly, like fellow engineers and survivors, others hostile, like cultists and military personnel. These NPCs would operate through emergent, non-scripted behavior, allowing for dynamic interactions. Perhaps you could recruit them to fight alongside you against the monsters or even pit them against each other. The more compelling a game’s mechanics, AI, and options, the more players are encouraged to adapt, think creatively, and ultimately, get good.
In conclusion, I believe the real reason gamers get frustrated with challenging games and give up is that they feel they lack sufficient options. They perceive the tools provided by the developers as too limited. However, the more dynamics and choices presented to the player, the more they are encouraged to think critically and experiment. The “aha” moment arrives when the crazy plan they devised is just crazy enough to work. This is the proper motivation to not only get good but to get better.
FromSoftware games are renowned for their intimidating yet compelling design. Unlike many titles that overwhelm players with mundane tutorials—like "Press A to jump over a log" or "Press Start and A to equip, B to unequip a weapon"—FromSoftware takes a different approach. A glaring example of an overly intrusive tutorial is Alan Wake, where a disembodied voice breaks the fourth wall to deliver a tedious tutorial. I found this not only boring but a complete waste of time, leading me to abandon the game. Considering Alan Wake is an M-rated title, the developers should expect players to be mature enough to navigate basic controls. If I encounter difficulties, I can consult the game manual.
In contrast, FromSoftware games steadily guide players through their tutorial sections. While the enemies are challenging and can kill you if you're not careful, there's enough leeway to funnel them into narrow corridors, isolate them in bushes, stealth kill them, or simply evade them. Ranged enemies are usually positioned on high ledges or stairwells in these early areas, teaching players to dodge and counter ranged attacks. Ambushes by enemies serve as a lesson to always stay vigilant. Early bosses, though seemingly insurmountable at first, offer a profound sense of catharsis once defeated. In these initial stages, players are gradually introduced to the game's mechanics, their abilities, and the threats posed by enemies. This methodical progression is a hallmark of FromSoftware's design, consistently elevating the challenge and hooking players as they press onward, despite the anxiety and perceived threats.
My ideal Dead Space game would take place on an open-world spaceship. Initially, the player would learn the “rules of the game” through predictable, scripted environments and events. Then, they’d be thrust into a spaceship where anything could happen. Imagine sixty different types of enemies, each operating through emergent behavior or controlled by an “AI Overlord” that manages the mutants like a player in an RTS game. The player would have access to fifty different weapon varieties—because the more options a player has in the sandbox, the greater the replayability. As the player ventures deeper into the ship, the AI would introduce increasingly complex obstacles, forcing them to evolve their strategies and adapt to ever-changing circumstances.
Human NPCs would also be present on the ship—some friendly, like fellow engineers and survivors, others hostile, like cultists and military personnel. These NPCs would operate through emergent, non-scripted behavior, allowing for dynamic interactions. Perhaps you could recruit them to fight alongside you against the monsters or even pit them against each other. The more compelling a game’s mechanics, AI, and options, the more players are encouraged to adapt, think creatively, and ultimately, get good.
In conclusion, I believe the real reason gamers get frustrated with challenging games and give up is that they feel they lack sufficient options. They perceive the tools provided by the developers as too limited. However, the more dynamics and choices presented to the player, the more they are encouraged to think critically and experiment. The “aha” moment arrives when the crazy plan they devised is just crazy enough to work. This is the proper motivation to not only get good but to get better.