• 4 Posts
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Joined 1 year ago
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Cake day: June 30th, 2023

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  • Accessibility is absolutely fine and highly encouraged but they don’t go directly against the core gameplay loop.

    The rhythm game might have been a vague example. They have difficulty sliders but are still on rhythm. That’s the core mechanic, being in rhythm. There’s not a “press whenever you want here’s your participation trophy mode.”

    Arguably adding an easy mode would rip a lot of the core from the souls games. Their purpose is to be difficult. That’s the point. They are made to be a challenge. Majority of other games don’t have good difficulty mechanics besides making the enemies damage sponges. It’s fucking boring.

    Like playing GTA while following traffic laws. You are missing the point.

    A practice mode has been in souls games before like Sekiro. Would be a fair addition for practice but that doesn’t change the core gameplay loop.

    If there are no mountains to climb why bother to challenge yourself?















  • But the bosses are only half the game if that. The getting to the bosses and exploring an unforgivable world is so core to the experience that you can’t just overlook it.

    There are also a lot of games out there like monster hunter that focus on quick boss action.

    Outer wilds has a great story but no combat and Subnautica has way too much resource gathering and open world grinding a la Minecraft.

    The fromsoft Souls games are still the place for unforgiving exploration and combat. They shouldn’t have to compromise on the unique experience and simplify it for everyone and ruin what makes them good.

    If you try to appeal to everyone you loose what makes you special and become generic. Look at resident evil 6 for the perfect example.

    ( I do have to note I’m all for accessibility options, giving more people access is very important, but it shouldn’t change the core game into something else. Just play a different game, we have so many options nowadays it’s overwhelming. )