cormack12
Gold Member
Source: https://www.gamesradar.com/games/ac...-relief-players-will-eventually-want-to-quit/
We’re in what is roughly our 14th year of every game that’s difficult being called 'Dark Souls,' so it’s pretty safe to say that one of the main things associated with the soulslike genre is difficulty.
Lee was later asked at what point does difficulty become too punishing and stop being fun. The director responded, "When the risk outweighs the reward, difficulty stops being engaging and starts feeling unfair. Balance is key. If a player takes on a high-risk challenge and succeeds, but the reward is too low, the experience becomes frustrating rather than satisfying. Games are meant to be engaging, not exhausting. If stress keeps piling up without relief, players will eventually want to quit. This is what we consider punishing rather than challenging. Likewise, when the relationship between challenge and reward breaks down, the game loses its meaning and becomes repetitive."
We’re in what is roughly our 14th year of every game that’s difficult being called 'Dark Souls,' so it’s pretty safe to say that one of the main things associated with the soulslike genre is difficulty.
Lee was later asked at what point does difficulty become too punishing and stop being fun. The director responded, "When the risk outweighs the reward, difficulty stops being engaging and starts feeling unfair. Balance is key. If a player takes on a high-risk challenge and succeeds, but the reward is too low, the experience becomes frustrating rather than satisfying. Games are meant to be engaging, not exhausting. If stress keeps piling up without relief, players will eventually want to quit. This is what we consider punishing rather than challenging. Likewise, when the relationship between challenge and reward breaks down, the game loses its meaning and becomes repetitive."