SmurfMustard
Member
True gamers really love their gatekeeping.
Why doesn't this logic apply both ways? How come stupidly easy games like astro bot or mario not have a hard mode to satisfy the hardcore gamers?I like and enjoy video games a lot, and I want everyone else to enjoy video games too. Difficulty/accessibility options allowing other people to enjoy the same game on their terms is not taking anything away from my enjoyment of the video game. Main point of gaming is to have a good time, so as long as you're having fun, you do you!
No, for fuck's sake we've been over this. Fucking journos on their neverending bullshit quest to show what great people they are because they're "opposing" "gatekeeping".
Something like this might work for Doom, or shooters in general, because it's more about slaughtering hordes of enemies. Similiarly this might work for something like Dynasty Warriors, yes.
I guess these are the same people that most likely applaud Nintendo for their "Super Guide" hand holding gimmick for children. Go play with Legos or something.
Miyazaki has explained why From games don't have difficulty settings. Why is it so difficult for some people to just respect that that's what they want to create? You don't have to play them if you don't like it. I don't play hero shooters, because I don't like them. I'm not constantly demanding that the studios behind those games change them to suit me, I just play games that do suit me instead.
It kind of sucks for people who enjoy the Souls genre but don't have the ability to play them. As long as Souls games are developed first and foremost for their standard level of difficulty, I see no reason why an easier mode shouldn't be addedMiyazaki has explained why From games don't have difficulty settings. Why is it so difficult for some people to just respect that that's what they want to create? You don't have to play them if you don't like it. I don't play hero shooters, because I don't like them. I'm not constantly demanding that the studios behind those games change them to suit me, I just play games that do suit me instead.
Miyazaki has explained why From games don't have difficulty settings. Why is it so difficult for some people to just respect that that's what they want to create? You don't have to play them if you don't like it. I don't play hero shooters, because I don't like them. I'm not constantly demanding that the studios behind those games change them to suit me, I just play games that do suit me instead.
I mean, I play games for challenge and the fun experience. "Growing and improving" is a stretch, do enough of that in my life outside of video games. That being said, fromsoft games are specifically built for the challenge, so adding difficulty options to them takes away from their place in the gaming world.
I see no reason why an easier mode shouldn't be added
If the Souls games were very easy I doubt they would be as popular as they are.There's a key difference with accessibility options like "colorblind" mode and simply adding trainers for the game. The Souls games are so tightly woven with its mechanics that making an easy mode is similar to Gran Turismo having a "Ridge Race mode", it goes against the purpose of the game itself. It's like building a step-by-step instruction manual in the game to build a house in Minecraft. You could, but it would dismiss the sandbox purpose of the design.
If the souls games theoretically have an easy mode, any game designer worth his salt would simply make a beat-em-up action game instead. One, it has a lower barrier entry for gamers than Souls games. A half-baked design does no good for the game because it applies the "cater-to-everyone" approach which dilutes the game itself.If the Souls games were very easy I doubt they would be as popular as they are.
Besides, you can level up your character to help fight more tougher enemies, and spawn allies if needed.
To keep going against this, I think they should also stop trying to perfect AI behaviour and shaders and general performance. Provider high level presets, stop obsessing to have things such as a coherent vision and polishing passes before you ship, and offer more source access to some components to enable gamers to optimise the code on their own (game would ship the source code back on the cloud and send you back an optimised binary module or a compiler error but game themed). A lot of games have gamers take the QA role over already, why not more .FromSoftware Soulslikes May Want to Keep an Eye on One Doom: The Dark Ages Feature
Difficulty has been a hot topic surrounding FromSoftware for quite some time, and Doom: The Dark Ages might actually have the answer.gamerant.com
FromSoftware games are infamously challenging. In a FromSoft action-RPG, it's not just bosses that will one-shot players, it's regular enemies too, and that high level of challenge has caused a bit of a stir in recent years. But Doom: The Dark Ages, surprisingly, might have the key to solving this ongoing FromSoftware difficulty debate.
First announced back at Xbox's June 2024 Showcase, Doom: The Dark Ages is the next mainline entry in the long-running Sci-Fi shooter franchise, and this time, things are getting a little more fantastical. During the recent Xbox Developer Direct, id Software shed some more light on Doom: The Dark Ages' combat, story, and exploration, providing plenty of gameplay footage for each aspect. id Software also showcased a new custom difficulty setting for Doom: The Dark Ages, which could be something for FromSoftware to consider in the future.
FromSoftware Games Need to Strike an Impossible Balance
While FromSoftware games have been challenging since the studio's debut (1994's King's Field), a discussion surrounding that high level of challenge has continued to grow louder over the last decade, usually resurfacing with the launch of a new FromSoftware action-RPG. On one side of the fence, some FromSoft fans believe that the high level of challenge is an inherent part of the experience, and that removing it would remove a core part of the developer's unique identity.
While that might be true, it's undeniable that FromSoftware's higher level of difficulty can often be a major barrier to entry for newcomers. Contrary to some fans' beliefs, this isn't always a "skill issue." There are many gamers out there who experience physical disabilities that affect their reaction timing or ability to perceive minute changes in enemy attack patterns. These gamers have frequently discussed how FromSoftware's games are simply inaccessible to them due to the lack of any difficulty options. This is where Doom: The Dark Ages' difficulty customization could offer a solution.
How Doom: The Dark Ages' Difficulty System Could Work in a FromSoftware Game
Though it's certainly not the first AAA game to offer custom difficulty options, Doom: The Dark Ages' mechanics do share some clear similarities with FromSoftware's action-RPGs, making a direct comparison between them appropriate. Doom: The Dark Ages' custom difficulty settings will allow the player to manually adjust individual components of the game, such as enemy aggression, projectile speed, parry windows, damage to the player, and general game speed. Those who don't want to adjust any of these values can simply choose one of Doom: The Dark Ages' preset difficulty options, just as they would in any previous entry in the franchise.
This might be a good way for future FromSoftware games to strike a balance between the two aforementioned schools of thought. The players who want to experience FromSoftware's intended experience could simply play the game like normal, while those who want to adapt the difficulty to best suit their needs or desires could. The introduction of accessibility options doesn't mean it would inherently detract from the experience for some fans, or even affect their experience at all.
True gamers really love their gatekeeping.
Yea I'm ok with that option.
Games are made for fun folks, pull back a bit, touch grass and realize this is made for the point of fun.
If someone modded the game and made it easy, fuck does that have to do with anyone here? Why would that effect how anyone else plays the game?
Journalists are obsessed with telling From Software what to do, which is stupid because From games are good as is. And they're popular enough that there's no demand for change. And yet they're somehow desperate to push for change. Typical out-of-touch journalism (more like activism).
The enemies themselves had a lives count, if I'm remembering right, which was an interesting idea that made the local area easier (fewer enemies) but the overall game harder (collecting souls became even more of a grind with an eventual hard cap on the number you could collect*). You could reset enemies' lives with a bonfire ascetic but then they would get levelled up, again making things harder. I quite like the mechanic -- it helps you out in the immediate but stiffs you long-term... very Dark Souls.IIRC Dark Souls 2 removed some enemies if you died too often in the same area. I think that was a terrible idea.
My mind immediately went to Witcher 3 when reading this, and how some players talked about wanting to disable the objective markers but it just making the game painful because it really wasn't designed to be played with them off. For this kind of thing I reckon there's a sweet spot somewhere between "patronising" and "unnavigable" that's quite tricky for developers to nail.I liked all the options in Indiana Jones so you could decide exactly how much hand holding you wanted and how immersive an experience you wanted. Like you can have objective markers on your screen or not, you can have guard detection indicators etc.
Don't really play From games but I bet there are things that people would turn off if they could to give themselves the experience they want.