I love how all the comments insist on discussing the difficulty, despite OP literally pointing it out as bait.
That’s good bait.
I know it’s bait. I’m just looking for an opportunity to unload.
The circle of “just want to feel something” wraps round and round.
I never understood the obsession with stupid difficult games at all. It’s like, let me bang my head on a coffee table for 3 hours trying to make 5 minutes of progress. No thanks
Edit: Wow, this blew up, quite a controversial take, and not a hint of irony from all the people commenting about how I don’t get it.
Edit 2: For what it’s worth, I have played Dark Souls 1 all the way through, some of Dark Souls 2, got to the end of Bloodborne, played about 3 hours of Elden Ring, and a bit of Lies of P. These games just aren’t for me. I played them bcz my friend loves them, and I was trying to make a soulslike bcz that seems to be all the rage right now.
On the flip side, I don’t understand why people like playing video games that just tell a story and pretty much spoon feed every victory to the player. It feels hollow and incredibly boring.
like movies?
You know there’s a middle ground, right? There exist games that manage to balance difficulty in a way that gives players a consistent challenge that they’re just able to overcome. The best games have these things called “difficulty settings” that let you customize that challenge so that you can decide how hard you want it to be
Cool… But why are you acting like I said every video game is either too hard or too easy?
I will agree with that sentiment somewhat. I don’t play games on easy either, that’s boring. I don’t mind dying a few times to a boss. It’s the soul crushing difficulty of Souls games I don’t enjoy. 17 deaths in, and i still have barely cracked half health of some bosses. Not my cup of tea.
On the flip side, I don’t understand why people like playing video games that just tell a story and pretty much spoon feed every victory to the player. It feels hollow and incredibly boring.
Do you feel that way about movies? Because what you’re essentially describing there is an interactive movie. Maybe they’re selling it as a game, but that’s because there’s no market for a product that calls itself an interactive movie.
I don’t expect a movie to have gameplay. I don’t expect a video game to be a movie.
If I want to watch a movie, I watch a movie. When I want to play a game, I want to actually play something. Not just sit back and watch.
Well I guess it’s too bad for you that other people have other tastes and those tastes are also catered to. 🤷
Did I say I dislike people who like those things, or something? I just said I don’t understand it. You have a choice of an active or a passive medium; why would you insist on turning the active medium into a passive one instead of just sticking to the passive medium in the first place?
Must’ve struck a nerve here because dude who says “I don’t understand hard games” gets people explaining why people would like a hard game; but I say I don’t understand extremely easy games and everyone treats it like a gotcha moment.
This is my viewpoint as well.
From immediate memory I feel Mass Effect, and Ratchet and Clank, fit this category.
Both are still very fun despite the fact.
There was a company that actually put out two “games” which they came right out at front and called interactive movies. They were called Quantum Gate and The Vortex.
The first one was, in my opinion, really good. There was no game at all. It was basically a choose-your-own-adventure where you walked around and encountered people and there were short video clip interactions with them in a first person perspective. With the second one, they tried to do too much and it was nowhere near as good, but the concept was sound and I wish it was more common.
It’s me, the target audience for “walking simulators.” Sometimes I just like experiencing stories that stick with me, be it as a movie, book or game. On the other hand, I can’t stand games that try to have a story but it’s just not a good story (or only good by video game standards).
I like games because of freedom to do things and make choices.
ER is not even difficult unless you specifically want it to be
I played it for 3 hours. Unless I’m missing something, it’s incredibly difficult.
Here’s 2 tips:
-
Level up Vigor. Health is how you make early game easier.
-
Skip bosses. There isn’t a hard linear progression path and different builds struggle with different parts of the game.
Counter-point: No.
I rather play something fun.
Everyone experiences fun in their own ways. You’re allowed to not want to play hard games just like other people are allowed to want to play hard games. It doesn’t have to be an argument about which is “better.”
Fun is subjective. For me, challenge is fun.
That’s fair, maybe I’ll give it another shot one of these days. A friend of mine also suggested running from some of the enemies.
Yeah, that’s what my 2nd point is about also. It is natural to hit roadblocks, and in ER usually the correct move is to pursue a different path and come back once you’re stronger. It can be a fun game, but forcing yourself to play it is not right either
-
Did you spend that time trying to fight the Tree Sentinal (mounted knight boss) just in front of where you start? You don’t have to, and you shouldn’t unless you’re extremely skilled or masochistic. You can go around and find less dangerous enemies.
I don’t remember anymore. This was like two years ago now.
I think you’re missing something.
You don’t have to engage with the angry strong monsters.
Video games have made us believe we are the heroes. In Elden Ring, we are specks.
Depends on what you define as hard. Sometimes, simply dying a bunch doesn’t mean a game is hard, Armored Core 6 for example. Yeah you can die a bunch in Armored Core 6, but a particular level can become downright easy if you have the right build for it, especially since the game actually encourages you to change builds consistently, since after you die you are allowed to change your build for a level. Experimentation, changing tactics, etc, is fun.
Also Dwarf Fortress, dying is fun.
Also for me, “hard” games would be stuff that are boring and grindy. Because they are literally hard mentally to play and maintain focus on lol.
I’ve refused to play it cause I’m bad at video games and I don’t feel like playing something punishingly difficult cause that isn’t fun for me. This is the first time I’m hearing someone claim it’s not difficult
I mean, it’s a valid point. I won’t claim soulslikes are all easy and it’s easy to play them all the time - they definitely have a difficulty curve, and not everyone is comfortable with the kind of difficulty this genre has. But to claim they’re all so difficult as to be unplayable and it never changes is equally fallacious
Agreed for the most part. That final DLC boss on release was pretty tough, even considering the other games. No orphan though. F that thing.
That final DLC boss on release was pretty tough
Yeah he was way overtuned. The last patch has nerfed him heavily though, and finally made the cross-slash attack dodgeable.
Nice. I played through a couple times near release on a high level character. Started a new character and haven’t attempted him again yet. Maybe I’ll go and do that.
That was overtuned, I’ll give you that. Tho you still have to play through the other 99% of the game to get to it
Definitely agree.
I got 60 hours in, got bored when while the world design looks nice it just feels so empty to me. Like Disneyland with extreme proportions, not a real place. That killed the vibe of the story for me- which was the only reason I was even trying to play. It was difficult for me, but that’s because I don’t enjoy trying the same fight 10-20 times.
Overcoming adversity, or maybe they just want to be the guy
It definitely was a nice distraction while shit in my life was going down. That and the gym…now only if I could get back into the gym.
It’s not for everyone, but there’s a subset of people who enjoy hitting their desk 10 hours straight just to beat a single boss. It’s very satisfying in the end, and often also repeating the fight perfectly just feels so damn good it’s worth the struggle.
It’s really not different than fighting hard battles with your other hobbies, learning that difficult technique or whatever
It feels like old 2-d shooters on NES. You’re just expected to memorize patterns in order to win. So you have to die a couple times to figure it out, but it’s just tedious to me. I enjoy things designed for you to figure out on the fly without requiring dying in your first try.
Sometime, I want to make a VR vs Action “Proof of Concept” game that shows how much modern game combat is memorization. The VR player can do as much extensive windup as he wants, essentially creating a new “attack animation” on each go, and the action player must desperately try to work out when to dodge for iframes or parry.
Exactly, I love VR because of the freedom/creativity of input. Even just playing an FPS and seeing a table you can duck under or a corner you can blindfire around
I have no experience in neither dark souls or the NES shooters, but used to do a lot of raiding in world of warcraft and I feel it’s kind of mix of both, memorizing patterns, thinking on your feet and on top of that coordination of the 25man raid group. Loved that shit
I found Elden Ring much easier than people said it was, but I did get some very good advice on grinding early so I was kinda overleveled through a lot of it. I had a blast, though! I’m finding the expansion extremely tough, but I need to explore for more buffs!
I spent like 3 days trying to beat Ornstein and Smough in Dark Souls 1. One of the hardest bosses in the game from what I’m told. Just not my taste, but I played it bcz one of my friends loves it, and I was trying to make a soulslike game at one point.
I remember that fight. It was my first souls game and I went in blind and didn’t summon. Took me like a week straight of trying in-between studying for exams in the last year of uni.
I remember my partner and I had a friend over for a study party and I decided to take a quick break for a try. Somehow I beat them, and proceeded to scare the others when they heard my yelling. Great times.
100 % my favorite moment in my gaming experience.
For me it was great challenge. Sure it was not easy but it’s doable and the feeling of overcoming a fight you thought to be impossible gives a great feeling of growth and succes.
I get that, that’s what my friend says too. He really enjoys Souls games. I just don’t feel the same way.
See, I feel that way about some games, Celeste for example. I guess I just don’t like the punishing difficulty of souls games.
The draw of elder ring and soulsborne games in general is the challenge. Taking the time, failing, learning and getting good, finally beating that challenging boss, the thrill and rush of seeing the big “You Defeated” text across the screen is truly unmatched by most other games.
I also totally get not wanting to go through that. The low moments in the game can hit really hard on the motivation to play. Hitting a difficulty wall and just not having the ability to progress, dying a second time and losing a ton of souls/currency you were going to use to level up.
I’ve actually gotten to the point that I can stomach playing Soulslikes, I just don’t care to play them. My friend loves games like this, so I’ll once in a while give them a try. I played some of the classics, DS1, DS2, and Bloodborne with him. But by myself, I’m pretty meh about these games.
Totally understandable, not trying to say you need to play the genre if its not your cup ofntea, I’m just highlighting what draws people to these games.
Oh and beyond the “it’s a challenge to overcome” crowd, Soulsborne games also draw in the lore nerds too. There’s a lot of stories about the world and it’s inhabitants to discover though the flavor text on items and through the environmental storytelling.
Do you like a 1000 piece puzzle or a 100 piece
I’m not a big puzzle person, but when I do them with my wife, I usually go for like 500ish piece puzzles.
Very game dependant for me. I enjoy metro/stalker on their highest difficulties and play CS2 sometimes but most other singleplayer games yeah no thanks. It’s mostly just a flat increase to health and damage anyway
What I like about ER compared to the other games is that if I find a section too challenging, I have the option to go explore somewhere else and come back better leveled.
Maybe stop and think that it isn’t that difficult to everyone? I don’t want to sound elitist, but people have different level of skills at video games (or anything really).
Saying no games should be hard is like saying no books should be difficult to read. To take the book analogy further, at some point after reading a lot of books you want to read more and more complex books. To say we shouldn’t have difficult books would be a disservice to those who want them.
Both easy and hard games should exist. And everything in between. Not every game needs to be played by everyone, which I think really is the issue. People feeling left out or pressured into games that aren’t their play style.
Complaining that the game is too hard , or the opposite, that the player is too bad. Both of these are the wrong approach. The best approach is “I’m not the intended audience for this game”
But what if I want to play ER for the story that everyone keeps gushing about?
See, there are many soulslike games that have attempted this; make the base game play normally, but also add invincibility options or low-difficulty modes for those who prefer it. BUT, those games don’t work, and utterly fail, because --TODO: INSERT BULLSHIT MADE UP REASON BEFORE POSTING–
Then watch someone on YouTube do the suffering for you. At that point it’s just a movie.
I’d recommend looking up guides to help griding up to level 150 and do a guided build. Then you can take on every boss pretty easily with 20min of practice.
And here is the problem with elden ring.
Grinding.
Since when is grinding fun? The word itself, grinding isn’t even fun.
Elden ring is my most played most hated game. I come back for the vistas, the art. But there is no story and if there is it’s stupidly well hidden. Some story quests are so very easily missed and other things just impossible to do without a guide. Also the fact that there is no quest log (do this for that guy) makes returning to elden ring after a hiatus almost impossible.
Choosing a fighter class makes the game way too hard. But if you choose a caster the difficulty drops like 400% or even more.
No guidance. Nothing. Fuck you if you chose a samurai because he looked cool on your first playthrough.
Everything is hidden behind a grind wall. And so many quests are so very buggy. In my current playthrough I should meet blaidd the half wolf down below looking up to whats the cities name. But he isnt there. Doesn’t spawn. Apparently i went of on another quest and it conflicts or something. Now im stuck.
Do bushes talk? Here they do. Because one of them isn’t a bush. A voice says: over here! But what is that, exactly? Here? Where is here? Im on a computer, directional audio doesn’t really work. It took me hours to find that useless guy.
Jellyfish. Just kill them, they are inconsequential and do not really interact with the player. They cant talk. Untill… You’re far into the game and suddenly you hear a voice. Talking about his/her lost spouse. Who? Where? You just slay that jellyfish because they cant talk, that cant be it. Or… It could? Fuck it was. Important item forever locked to you.
If you like that kind of foolery in a game i seriously recommend the 80s/90s sierra online games. Police quest, kings quest, the larry games. But i thought we where way past those kind of stupid game mechanics. Ken sent me. Flush the toilet. But not too many times because then you drown. Go to the hooker but if you forgot to buy a condom you die. Dont give a too big tip to the cabbie. He will buy liquor, get drunk and kill you both. The dialog made that fun. The first time.
The difference was, in those ganes i could save scum. Here I can’t.
I fucking love AC6. that’s a masterpiece by from software. But ER? ER shouldn’t be easier, it should explain more. Not much but a little. I see you chose a fighter. Are you sure? We recommend a caster class for beginners. Give me a quest log. Unbug those quests. Give a warning if something breaks something else.
And thats the problem with ER. It could be fantastic
I love grinding. That’s why I still play wow 15 years later.
Then you gotta push through, beat it. Or decide it’s not worth it.
I’ve done that couple times with Silmarillion, decided that the story is not worth it.
I have played Dark Souls 1, Dark Souls 2, and Bloodborne. I just don’t like Souls games, but my friend does, so i played them with him.
They gotta make something their personality!
Sarcastic hilarity must be yours!
Because finally conquering that boss and getting to explore further feels so good. It feels good to git gud
Removed by mod
Always someone in here who unironically comes in here with some weird elitist attitude assuming I haven’t played Souls games.
Removed by mod
I agree. So, let me explain it to you:
People play video games for a large variety of different reasons. Some people appreciate the media as an art form, possibly for the story writing, and possibly for the unique and stylized graphics of certain games like Okami or the cel-shaded Zelda titles.
Other people appreciate the media as a way to scratch an itch, like the drive to optimize that comes with playing games like Satisfactory.
Or, sometimes people play games because they want to be intellectually challenged. There’s nothing quite like figuring out the answer to a cryptic puzzle in FromSoft games.
Another reason people appreciate games is because they want something physically challenging in terms of reaction times and coordination. The Osu! community is an excellent example of this, with some truly impressive demonstrations of gamer skills.
Sometimes, people enjoy being frustrated so that they feel accomplished after failing repeatedly. I’m sure there’s some developer dedicated to this kind of game that I can’t quite remember, but I know Getting Over It is a good example of one such game.
Interestingly, some people play games for an adrenaline rush. Horror games like Amnesia and Outlast are excellent such titles for building up tension and adrenaline.
Video games can also be a wonderful social experience. Nintendo has always been good at offering couch co-op and party games, but we have a lot of other good offerings these day too, like with Jackbox games.
They’re also a good way to unwind after a day, like with a good couple levels of Candy Crush. In fact, the majority demographic of people who play video games are those who play games on their smartphones.
And, last and certainly least, some people play video games because they have nothing else going for them in life and want to feel superior over others.
Not everyone’s content to be spoon fed their dopamine.
I guess…
All difficult games should have an easy mode for accessibility.
Signed, a Dark Souls enjoyer.
For mechanically difficult games, definitely agree. Celeste is an example I usually bring up - it’s a platformer that can get pretty tough at times, especially in the after-story optional levels. But it also has one of the most flexible and useful accessibility modes I’ve ever seen. It allows you to adjust basically every aspect of the game a player might struggle with (game speed, additional jumps, timed mechanics, you name it). And the game itself is very good as well.
It also has a different sort of difficulty. It’s all in bite size chunks, and you can try again immediately. It never feels punishing in the way Souls games do.
Honestly… I disagree. What is accessibility? Every souls game has been beaten with dance pads, rock band drum kits and guitars. They’re also frequently beaten by people with serious disabilities using specialized controllers. Input speed is not an issue here, Souls has always been about carefully choosing your moves to manage the end lag and stamina cost of your actions. It’s about making the right move, not about moving quickly or pressing a lot of buttons at once.
IMHO, accessibility is frequently cited as an excuse for lower difficulties here, when in reality the difficulty isn’t a serious part of the barrier for disabled players. It could use better accessibility options, like configurable colourblind modes, audio indicators, more configurable text size, some kind of clear colour indicators on attacks for low vision, but difficulty? No.
There are also lots of good reasons not to add explicit difficulty options, which is y’know, why From Soft haven’t done it yet.
Accessibility isn’t just a case of ‘accessible to the handicapped’, man.
That’s a fair argument then, but… this is literally what accessibility means, whether or not you can “access” the thing.
If someone isn’t willing to invest the time or frustration into Souls, then fair enough, but that’s a matter of priorities/convenience, not a matter of accessibility.
Also, frankly, the difficulty of Souls for regular people is insanely overblown. Stuff like “Prepare to Die” is just a marketing gimmick, and the games have become substantially easier and more flexible over time. Like in Elden Ring, where you can leave bosses for later, and can frequently just bypass them entirely, experiment with an insane variety of builds, use effective ways to grind ridiculous amounts of souls, and just generally become ridiculously powerful. They’ve done essentially everything but creating an explicit “easy mode” to make the game playable for as many people as possible. If you want an easy mode, basically every souls game has builds or guides that function as that easy mode.
Difficulty counts as an access barrier. You always have to consider that there are people who, for whatever reason, have a skill capacity that is lower than required for the game in question. And for those people the game will be inaccessible.
Time is also an accessibility factor. If a person with a disability or lower skill has to grind and extend the playtime for 3-4x what a normal player would have, that’s not inaccessible but it’s less accessible comparatively. Especially if that kills the fun.
That being said obviously these things can be tweaked within reason and the problem can’t be solved for every player unfortunately. And they don’t need to be. Some games can just be too hard for some players.
The ultimate point for me just seems to be that the community needs to be listened to. You shouldn’t ever be in the positions as a dev where you are telling disabled or low skill gamers to get good or no dice. If a large portion of people are saying “I’d love to enjoy the art you’ve made, but I can’t. My disability/inability is stopping me” then I’d change my approach.
I think there is a balance that can be struck, grinding is one of the balances and you’re right there are ways to make those games easier that way. But the other people are also right, the games need to be hard sometimes. I just want people to stop being dismissive of people who want to enjoy the same entertainment and art but can’t just because of difficulty.
Apologies in advance for the essay lol, Souls is one of my favourite franchises, and I’ve spent a lot of time thinking and talking about these games.
You always have to consider that there are people who, for whatever reason, have a skill capacity that is lower than required for the game in question.
I don’t think Souls requires any amount of skill beyond just… basic understanding of how to control a 3D character. They even tutorialize that, actually. Everyone starts somewhere, I personally got thrashed immediately after the tutorial in Dark Souls 1, and it took me hours to beat the first proper boss, with many deaths to regular enemies. Like any good video game, Souls teaches you the skills you need progressively, and gets gradually harder and asks more of the player over time. It’s not like just starting Guitar Hero on the highest difficulty, the game is balanced for anyone.
Time is also an accessibility factor.
I don’t actually think these games require an excessive time investment. Howlongtobeat puts Dark Souls Remastered’s Main Story at 30 hours. Even if you’re somehow spending 4x that time, that still only puts it at 120 hours, which isn’t unreasonable, lots of games have runtimes around that length.
I also take issue with the idea that you can consistently take 3-4x longer than most. In reality, you only get seriously walled a handful of times learning the game, and surpassing those tough challenges teaches you how to play. For example, in Sekiro, I got walled for hours on one of the games earliest minibosses, but once I got a solid enough grasp on the game to beat him, I wasn’t seriously walled like that again for several hours of gameplay. Getting stuck just means there are lessons you’re learning, and you tend to remember what you struggled hard to learn.
The ultimate point for me just seems to be that the community needs to be listened to.
A key part of developing anything for millions of people is that you have to learn what feedback to take and how to implement it properly. From Soft absolutely has listened to their community. First of all, there’s a vocal community that doesn’t want difficulties, which is what this whole post is joking about. I’d argue From Soft have done a phenomenal job of listening to their audience, and catering to the niche of people that want a tough, unyielding experience is how they’ve slowly built themselves into the multi-GotY juggernaut they are now.
But second of all, they’ve put a ton of effort into introducing ways to make the game easier. In Sekiro, if you’re hard stuck on a boss, tough luck, that game is mostly linear, and has key story moments that leave you no alternatives but to “git gud”. In Elden Ring, you can go elsewhere to learn the game more against a different boss, level up, and come back. In most cases, you don’t even need to come back. You can also explore different builds, respec your character, try a different weapon or spell or summon, summon a friend in multiplayer, go find more equipment, anything.
And personally, I really preferred Sekiro, it’s my favourite game they’ve ever made. I got stuck for hours on every key boss, and that game absolutely wiped the floor with me. It has barely any buildcraft, you truly do just have to “git gud”. And the purity of that experience really speaks to me and what I want out of a game. There’s no “questioning if I’m doing it wrong”, I just need to get in there and learn the required skills head on.
Ultimately, I’m really just tired of being villainized (not that your comment is doing that, to be clear) for wanting some games to pursue a single well-crafted and balanced hard experience that challenges me to push myself, when basically everything else on the market is pursuing the widest audience possible, with aggressive hints telling you how to do puzzles before you can even think, and several difficulty options that make things incredibly easy, at the cost of the harder difficulties usually being poorly balanced and uneven. I’m not going around saying every Mario game needs to be a Kaizo, with no way to tone it down, but it feels like many are coming to my favourite games and telling me they’re bad for being what I love.
Especially when I feel like From Soft is hitting that balance you’re talking about, and giving the player lots of options, but some people will seemingly just never be satisfied until they can choose “Easy” from the start screen. I don’t feel like me or From Soft is being dismissive when there are an abundance of accommodations and options to make things easier, you just need to actually engage with the game to use them.
I don’t think Souls requires any amount of skill beyond just… basic understanding of how to control a 3D character.
That’s obviously not true. Try playing an FPS with a mouse and keyboard vs controller and you’ll see understanding how to do something theoretically is less than half the battle. Say someone is missing arms so plays with their feet, it is far far more difficult to get a higher level of precision, and some people just won’t be able to no matter the amount of practice. People have a peak of reaction time no matter the amount of practice, and its different for different people. People have a peak of ability to move with precision no matter the amount of practice(see dyspraxia). People have shakes that cannot be controlled no matter the amount of practice.
I also take issue with the idea that you can consistently take 3-4x longer than most. In reality, you only get seriously walled a handful of times learning the game, and surpassing those tough challenges teaches you how to play. For example, in Sekiro, I got walled for hours on one of the games earliest minibosses, but once I got a solid enough grasp on the game to beat him, I wasn’t seriously walled like that again for several hours of gameplay. Getting stuck just means there are lessons you’re learning, and you tend to remember what you struggled hard to learn.
Ignoring that that experience just isn’t fun for a lot of people, you’re using your own experience of your own ability.
Ultimately, I’m really just tired of being villainized (not that your comment is doing that, to be clear) for wanting some games to pursue a single well-crafted and balanced hard experience that challenges me to push myself,
… It doesn’t detract from your experience at all to add an optional mode for quick save or other similar features.
Accessibility is literally how this thread started. I also disagree that the game requires a high degree of precision. Dark Souls originally came out with only 8-directional rolling, which you could do on a D-Pad, Fight Stick, or any other accessible controller. There’s no FPS-style aiming or anything, and again, you can find challenge runs of people beating the game while wearing oven mitts and other such shenanigans. The series main difficulty is in making the right decisions with the committed attack animations, end lag, and stagger mechanics, not quick reactions or precise inputs, although I’ll absolutely grant that the combat has become faster over time. Not that you can’t conquer the game with good buildcraft anyway, check out an “all hit run” for ways to beat Elden Ring while literally not dodging any attacks.
Ignoring that that experience just isn’t fun for a lot of people, you’re using your own experience of your own ability.
Sure, but skills and muscle memory are skills and muscle memory. Unless you’re referring to learning disabilities, people improve at things with practice, and time spent practicing the combat will make you better at the combat.
… It doesn’t detract from your experience at all to add an optional mode for quick save or other similar features.
I’ve also replied to that in this thread. But I’ll also add that something like a quick save is very different from adding a new scaled difficulty option, and Souls already implements a wealth of options to make the game easier. Adding another option in that same vein is a separate conversation from adding an Easy Mode.
P.S. I don’t mean to be snarky by linking my own comments. It’s understandable that you wouldn’t constantly be re-reading every comment I’ve made on this thread before replying, but I am getting a bit fatigued after debating this all day with Lemmy, and don’t feel a need to re-hash the same arguments here.
Accessibility also includes time constraints. You say yourself, it took you hours to get to a point where you could get through the game, let alone the hours it takes to just pass through the game with that aside. I personally missed out on a lot of Fromsoft’s stuff because, at the time, I was working 70+ hours a week, with 3 hours of commuting. I would have loved to spent some of the little free time I had putzing around in those games, an experience their art. However, I never had the time to spend double digit hours honing skills, just to get through the game in a reasonable time frame. Sure, now that I don’t work like that, I prefer games with high difficulty, doesn’t mean that when I play those games, now that I have time, I still don’t wish I had that access back then. If you can access a broader audience by offering a selected difficulty, why not? Many games with the highest skill ceilings have, traditionally, had difficulty modes, no on talks shit on all the boomer shooters for having easy/hard/harder/nightmare modes.
Mmm, I feel like under heavy time constraints like that, there are worse barriers than difficulty to a game’s experience. For example, it’s hard to appreciate a narrative and big reveals when you’re spreading your play out so much that it’s hard to remember who characters are. It’s also hard to enjoy exploring a large space, and feeling like you’ve covered it well.
Elden Ring, for example, is a massive game. I soared through Elden Ring, as I played the whole franchise (besides what’s locked to PlayStation) first, and happened to stumble into an extremely powerful build. The game still took me 140 hours, including the DLC.
I also still don’t think it’s an accessibility constraint. I’d totally understand why you don’t want to commit to a 150hr experience when you’re playing less than 3hrs a week, you’d be stuck on it for a whole year. But learning over time in little pieces is totally viable. Stuff like muscle memory and skill sticks with you, I could put down Souls for the next few years and when I came back I’d still be much better at it than when I first sat down.
Also, I actually find small time slots one of the best ways to conquer a tough challenge. When I get hard stuck, like I did on the final boss of the ER DLC, I chose to play like, 20 minutes of attempts a night, and then go to bed and sleep on it. We know from academia that studying something right before you sleep helps, since your brain can lock that fresh experience into memory better. You’re also starting each attempt “fresh”, in that you aren’t already frustrated and annoyed by the boss. And this worked great, it took a boss that I couldn’t beat with a whole free evening, and I beat it after only a few days. It’s a technique I’ve used repeatedly.
All that to say, I don’t think difficulty is the best reason to not play a Souls game while working 70+ hour weeks. And I don’t think it’s exclusive to Souls, I’d also avoid story-heavy JRPGs, and massive open worlds in general. Not that you couldn’t sacrifice the time to play any of those things, but frankly, I’d recommend a game that’s better consumed in bits and pieces, such as GotY nominee Balatro, a competitive multiplayer game with constrained matches, or a roguelike experience such as Hades. And that’s not that odd, I also wouldn’t recommend reading an epic novel like Dune, or trying to binge Game of Thrones or something.
My honest take on your story, is that I’m really glad Souls didn’t have an easy mode for you at that time. As you say, you prefer games with high difficulty now. I would hate for you to have played a compromised version of what From Software carefully designed here, when the intended experience ultimately really worked for you. It’s the same reason I avoid trailers for games I know I want to play, that is, if you would’ve even came back to replay a game you’d already “beaten”.
In other comments, I’ve already talked about my friend who only played games on easy before playing Souls, which made him realize how much he enjoyed hard games and the rest of beating a tough challenge. He fell in love with the experience From Software set out to make. If DS1 had had an easy mode at that time, I’m not sure he would’ve ever learned that about himself, because he would’ve played it on easy. He might’ve enjoyed the art, and the visual design of the creatures, but it’s only because From Software had the confidence to assert their intended vision that it’s his favourite game and franchise ever made.
Your first point about spreading out the narrative in such a way… that is how most media worked until very recently. I grew up waiting upwards of months for the next installment, if those are large installments, years. Also, Elden ring came out after I stopped working those hours, I am mostly having this experience, in terms of Fromsoft games, with Demon’s Souls - Sekiro, but that doesn’t change the argument, just putting up my time frame.
I am more likely to not retain the patterns of attack, etc., when I have to break it up, in such a fashion, unlike the experience of seeing the new things, and partaking in the world, and its lore.
The reason I was unable to get through the souls games was that I had time to learn things like the attack patterns of the monsters, or time to experience the world and its lore in a way the memorization part was getting in the way of. When I learned something, and returned to it weeks later, I had to relearn a lot of the rote aspects of the game play. This blocks access to me experiencing the art, and lore, which is more important to me, in such games, than the mechanics of it. So, yes, I lost access.
Having now played the games, I do not wish it had this barrier back then, as I still would have preferred to experienced and easier version, so that I could participate in the larger zeitgeist, of the pop culture of the time, and then got to enjoy it how it is, now that I have time. Let me repeat that, I would have preferred to have had an easy mode, back when it was new, to experience my p