Dark Souls: an experiment in logic

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Exius Xavarus

Casually hardcore. :}
May 19, 2010
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I don't have good internet. I actually have very, very awful internet. I wouldn't mind being invaded if it didn't mean being unable to fight them. But I've played and beaten Dark Souls entirely on my own, all the way from NG to NG++, so I fail to see the need in summoning people to help me out. I wouldn't mind playing it online like I did Demon's Souls, but I fear I may not get that chance anytime soon.
 

Rooster Cogburn

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May 24, 2008
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BreakfastMan said:
I... don't see how you got that conclusion. The mechanics are still there, simply making the player less easy to kill doesn't take them away from learning them. It just means they are not forced to use them, so they can learn them at their own pace. Players will still explore their options, they will still try new things. There is no logical reason to cut mechanics because some players don't learn them fast enough, it makes no sense. Yet, this is what you are proposing the devs are going to do if an easy mode is added.

And the easy mode might be boring and crappy for you; for others, it might be awesome. Don't generalize your experience to everyone.
You can already learn the mechanics at your own pace. What you're talking about is effectively making them irrelevant, and eliminating or at least minimizing that carefully crafted learning experience. That's the only reason to scale down the HP, that's all you accomplish. There is little technical skill in taking advantage of the mechanics after you have learned them. The game is impenetrable when you start, but it's all easy one-hit kills (heh just about) when you master it. The fun is in getting from Point A to Point B, that's why the game is designed the way it is. That's why you can't expect people who aren't learning the mechanics because the game doesn't require it of them to have any fun.

There is every logical reason to cut and adjust mechanics to accommodate new audiences who don't want to engage the existing content. I don't see how anyone in 2012 could deny that is typical developer behavior.

No, it would be boring and crappy for them as well, unless they have a thing for boring and crappy games. I'm human, I can generalize how people may feel about things, that's allowed.
 

Lonewolfm16

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Rooster Cogburn said:
Lonewolfm16 said:
Heres the thing... no one is forcing you to play the easy mode. If you don't like it, you cna pretend its not there.
How about I put my finger in your face all day and you pretend it isn't there? Has anyone ever spoiled the ending of a movie for you? It changes the tension of the situation even if I never touch it.
It may be a option for other people, but you have made it very clear where you stand on the issue, so I can almost guarentee it is not a option for you. I just don't see how the mere knowledge of its existance would ruin everything.
Well the mere knowledge would only affect the tension (no small point by the way), the sense of reward offered by the learning experience, and arguably change the community aspects. Now that wouldn't be such a huge deal in most games, but Dark Souls is not most games. You wouldn't take exploration out of Skyrim, because Skyrim sacrifices everything else in the name of exploration. So you shouldn't take the learning experience out of Dark Souls, and you shouldn't add anything that fucks with it or makes it less rewarding. And that learning rests on the difficulty of the encounters. From creative director Hidetaka Miyazaki:

"What Dark Souls is offering is a feeling of accomplishment. That is the game concept of Dark Souls, so it looks a difficult game. Dark Souls is a game offering a feeling of accomplishment which may be relatively rare among other games nowadays"

(emphasis mine) I use this quote not because I care what his intentions were, but because I think he succeeded and that's the experience I am looking for.
Unless you are argueing you would be tempted to use it then I don't see your problem. What if there was a check box, that you clicked and then it asked you to confirm a few times, and that made sure the easy mode was never accessible to you. Would that help?
No, I would know it's there. I would know I can beat Ceaseless Discharge. I would know I can beat Nito. It would not be the same. In some other game, that may not be a big deal. But as I keep saying, this isn't that game.
I don't see why anyone would purposefully limit the options avalible to them on how to play the game but you are argueing for limiting everyone who plays the game's options so I guess my normal logic has failed here.
Because not having that option is integral to the sense of helplessness in the game and the sense of achievement I get when I beat that boss. Not having the option is the whole point. It's the difference between "oh neat, a gaping dragon" and "OH MY GOD IT'S A GAPING DRAGOOOORRRRN!!1!" It's the difference between "phew, that was tough" and "I... AM... GOD!!!" It also makes the process of learning how to beat enemies and encounters more rewarding. Overcoming a genuine obstacle is always more rewarding then one imposed by the player on him/herself.

And it's true, if there's no easy mode, people who want an easy mode won't like it. But if you trivialize tension and accomplishment in one of the very few games that are designed around them, I won't like it. So we're at an impasse. Everyone tries to make me out the bad guy, but is it really so freaking wrong to have ONE difficult game? Think about it. The question is whether any game, any, at all that doesn't have an easy mode, should be allowed to exist. And you're basically telling me that even ONE instance of that is bad, that LITERALLY EVERYTHING should have this particular option, and there is LITERALLY NO CIRCUMSTANCE that could be an exception. Do you really think that is fair to me? If you want an accessible game, why don't you play, oh I don't know, anything? Literally anything that isn't Dark Souls? Let me have one freaking game, for the love of all that is holy.

At the very least, I think it's POSSIBLE for a game to exist that would not be improved by the addition of an easy mode.
barbzilla said:
I am not making any assumptions as to how they would have implemented the easy mode. I realise that they can massively screw up the way the game plays if they do not implement it correctly. I'm not so thick as to be unable to empathise with your points entirely. I am sorry if I came off as calling you elitist, that wasn't my intention. I only wanted to point out that in your previous post you claim to want the game to remain the same so that you can have a game that is difficult for others to beat. If that wasn't the actual point and I am off base I am sorry.
You are correct in that, but I don't think you understand why I think it should be difficult for others. It's not because I want them to be frustrated, it's not because I love to brag, it's not because I want to cull out the weak, it's nothing like that. It's because if Dark Souls wasn't hard, it wouldn't be a very good game. And it's because if an easy mode exists, it exists in my reality too, not just yours. You seem to view the game's difficulty as incidental. You are not understanding that it's integral. No difficulty = no learning process = no significant content = shit game = bad reception = no more Souls series. Either that or they change the entire design focus of the game.

You however keep making a correlation fallacy by saying x = y. You are saying if they implement an easy mode it WILL effect your gameplay. I am simply saying that it does not have to. I actually agree with you about games that went the route of the elder scrolls by slowly dumping game mechanics and adding new ones just to appeal to a broader audience. I don't want that for dark souls either, but them implementing an easy mode does not mean they will do that (yet another correlation fallacy that you make).
"Seeking a broader audience leads to selling out the core audience" is only a correlation fallacy if one isn't causing the other. And it's very obvious that selling out the core audience has very often come as the direct result of seeking that broader appeal.

It does not make sense to seek a broader audience (what implementing an 'easy' mode actually is) and leave the normal Dark Souls experience unchanged. Would you leave the story inaccessible? How about the level progression? Or the combat mechanics and encounters? No, you adjust them to accommodate the new audience, the same audience you designed the easy mode for. It's a severe practical challenge and it pulls you in two direction in terms of design, and history leaves no doubt which tends to win out.

I get why you think it is possible for both sides of the issue to pull a win out of this, but I think it is so unlikely it is only reasonable to assume that won't happen. And the stakes are ten times higher for my side of the issue then the other.

So please feel free to have your own opinion on the matter, I know I do. But, maybe, try to take others points into consideration instead of refuting them absolutely. The argument is null and void at this point anyway as From has said there will be no Easy mode. This is the very reason I wanted discussion on the multiplayer aspect and not the previous arguments.

Happy Hunting
Maybe I feel like people are trying to refute my arguments absolutely lol.
How does my check box that permanantly blocks off easy mode not help? Sure you can say someone else might be able to beat Nito and the rest, but you don't have that option. It would restore the game to its normal state, for you leaving everyone else to choose their own path. Also I am with Yahtzee on this one, every game that can have difficulty options, should. Difficulty is hard to nail down because players bring vastly diffrent expierences, difficulty prefrences, and natural skill levels into each game. Normal mode is basically what the devlopers worked out as the ideal difficulty, then usually have a hard mode for greater challenge, a easy mode for those without expierence or who lack confidence in their abilities, and mabey a hardcore mode for those who like nail-biting frustration. This difficulty system is popular because it works, it allows as wide a range of players as possible the best expierence possible. Of course some games don't work well with difficulty settings. Again to use Yahtzee's example platformers would do poorly trying to incorporate difficulty. Mabey Dark Souls need a little bit less tradtional difficulty adjustment, but some adjustment option would be nice. Again I stand by my "option to permanently disable difficulty settings thereby preserving tension" system. Explain why this wouldn't work. It gives you your prefered "true" darksouls and everyone else a nice choice.
 

Tallim

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FriedRicer said:
barbzilla said:
FriedRicer said:
barbzilla said:
j-e-f-f-e-r-s said:
barbzilla said:
snip
I don't feel tension, I don't get scared when a dragon plops down in front of me, I generally just move forward thinking about how to improve my character (though I do feel a little tension when someone invades me as I'm almost at the boss in a difficult area), and yet I agree with you. The difficulty does make the game better. In both instances you mention, the difficulty made the game better (as evident by Ninja Gaiden 3). But why does an easy mode effect that? A small change in the damage of the monsters would make all the difference in the world to some players. Hell just slapping something called easy mode in the game with no changes other than no pvp would probably make more people play the game. I don't advocate the changing of the core game at all (other than perhaps tightening the controls a bit, the still feel slow to me).

The main reason this is an argument at all is that people ASSUME that From adding a new difficulty will change the core experience, and I just don't think its the case. I do think that some players who could beat the game just fine on traditional mode will play on easy mode thinking "Oh, I just want to see the story" and be disappointed (unless they know where to look), but those players will either quit afterwards or join traditional mode to see what the fuss is about. So... Yay! more net players.

The other people who would use an easy mode are people who otherwise wouldn't play the game. We are talking about more sales for From and (potentially) more players for us on Traditional mode. Win Win situation.
The game was made with an emphasis on tactics NOT reflex.In fact,that is the very reason why Miyazaki spoke so highly of the shield.I have beaten the game with multiple "tactics" and strategies and I can honestly say that if you can't beat dark souls the problem lies with you.There are far too many ways to tackle most bosses and item drops that allow you to tackle each challenge with absolutely no reflex.Name a boss.I can probably tell an item on that bosses way that could help you.

Oh and I know you beat the game,so you are not who I am addressing with my entire post.

Also, Easy Mode?-No trophies...discuss.
Well the game does emphasise tactics. I agree ( I seem to be saying that a lot), but (I seem to be saying this a lot too lol) the initial battle with a new enemy is reliant of reflex. People who are slow learners or people who have poor reflex will have many battles with these enemies before they can potentially figure their movements out. If it is one battle too many, that is one player lost. That player isn't coming back and we have a net loss. Once they get past the initial "Ohhh, I see" they can rely on tactics 90% of the time instead of reflex.

I'd be fine with Easy Mode = No Trophies/achievements/steam thingys. My only argument in favor of an easy mode is giving from more money to make more games like this. I've encouraged all of my friends to buy it and try it, but that is about all I can do as an individual (short of donating mass funds I don't have).
I agree,but(lol),When you see a new enemy-put up your shield.They will expose their pattern and then you kill them.p No enemy I can think of escaped this method when first seen.
Very much depends on level and equipment. There are several things whose opening assault could mangle you even with a shield if you aren't properly upgraded. And a couple that could even if you were.

But otherwise a good tactic.

OT: Erm would it bother me if they added 'Easy?' Probably. Although I couldn't tell you exactly why. Dark Souls is already a lot easier than Demon's Souls and since release the patches have made it much easier in general over the vanilla game.

I don't actually remember this coming up about Demon's Souls :/ Maybe the multiplat has just got so many more people into it than Demon's where the fact that we got an official English release was good enough.


I'd like to think that From just made the game that they wanted to make regardless of reception. The thing that seems to be mostly missing this generation is that not all games are for everyone. We're losing niche markets in regards to professional titles.
 

Mikeyfell

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Aug 24, 2010
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There's no other form of art (Media, what ever) that gives the audience control over the creators intentions.

"I don't like how hard this game is. I'm going to change it."
"I don't like that The Mona Lisa isn't smiling. I'm going to change it."
"I don't like that that character died. I'm going to change it."

If the creators intended to make the game that punishingly hard that's the experience they want to convey. That's the experience you either accept or don't.

In the case of Dark Souls making it easier doesn't diminish the experiences it removes it. If a menu option is all that stands between you and a formerly insurmountable challenge that's not what the creators intended, that's not Dark Souls.
 

barbzilla

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Dec 6, 2010
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poiumty said:
The thousands that I said comes from an article I read when the easy mode was mistakenly announced. The POTENTIALLY hundreds of thousands is just an extrapolation based on the thousands information I was provided with. Assuming they don't know about every person on the earth who would play it one can safely assume there will be more than an already known quantity. Either way I wasn't trying to get an exact number across, I was actually aiming more for a percentage of the current user base as I was informed about a demographic regarding the number of people abandoning the game before getting much farther than the Asylum that states around 12% of the people who purchased the game quit (this is quoting a person and not a source so I can't validate its authenticity).

As for the argument on if we should or shouldn't I have finally gotten a viewpoint I can validate in favor of not implementing the change, so I have taken a step towards your side. I was more interested in the why of it though, I don't mean to change From's mind.
 

BreakfastMan

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Jul 22, 2010
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Rooster Cogburn said:
BreakfastMan said:
I... don't see how you got that conclusion. The mechanics are still there, simply making the player less easy to kill doesn't take them away from learning them. It just means they are not forced to use them, so they can learn them at their own pace. Players will still explore their options, they will still try new things. There is no logical reason to cut mechanics because some players don't learn them fast enough, it makes no sense. Yet, this is what you are proposing the devs are going to do if an easy mode is added.

And the easy mode might be boring and crappy for you; for others, it might be awesome. Don't generalize your experience to everyone.
You can already learn the mechanics at your own pace.
No, you can't. You really, really can't, the game forces you to learn most of them quite early on.

What you're talking about is effectively making them irrelevant, and eliminating or at least minimizing that carefully crafted learning experience.
No, I am not. I am talking about letting the user learn them at a more relaxed pace, not cutting the need for them entirely.

That's the only reason to scale down the HP, that's all you accomplish. There is little technical skill in taking advantage of the mechanics after you have learned them. The game is impenetrable when you start, but it's all easy one-hit kills (heh just about) when you master it. The fun is in getting from Point A to Point B, that's why the game is designed the way it is. That's why you can't expect people who aren't learning the mechanics because the game doesn't require it of them to have any fun.
Okay, so everybody needs to be forced by the game to learn all the mechanics? They can't learn it by exploring what different weapons can do, what they get from talking to different merchants, and what they get from exploring the environment? They have to be forced to learn by the difficulty of the game, they cannot learn by exploring. That is basically what this is coming across as: that people don't learn mechanics as they explore the game, they have to be forced to use them because of the difficulty. And that is absurd.

There is every logical reason to cut and adjust mechanics to accommodate new audiences who don't want to engage the existing content. I don't see how anyone in 2012 could deny that is typical developer behavior.
Yep, because it totally makes sense to make your game easier in order to attract the COD market to your still niche title, and not make it harder to attract more people. Oh wait, they already did the later.

No, it would be boring and crappy for them as well, unless they have a thing for boring and crappy games. I'm human, I can generalize how people may feel about things, that's allowed.
You can't assume everyone enjoys things the same way you do, though. Not everyone plays games for the challenge.

poiumty said:
Congrats, you're a genius. Have you thought about how this would affect low level PVP? As in, people who start playing on a harder difficulty only to be ganked by easy moders who have access to all the loot from the earlier playthrough.
That is what match-making is for. Have easy players only get into matches with others who played on easy.
But that wouldn't have a chance to happen for many people because easy mode would become the no-brainer choice for a first playthrough. Some people would get bored before they get to the game's challenging parts. By introducing NG-1, you've screwed NG vanilla.
Just like some people got frustrated with the harder parts and quit in NG vanilla? I don't see how introducing an NG-1 mode would screw NG.
 

Alcamonic

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Good to know I was not the only one who went for the graveyard at first. Man I sure did feel like a total idiot after spending over an hour sloowly grinding a couple of levels on those skeletons.

I avoid the online part of the game as much as possible. Mainly because I don't want to risk being invaded by cheaters.
 

Rooster Cogburn

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Lonewolfm16 said:
How does my check box that permanantly blocks off easy mode not help?
Because I'm not an ostrich? lol. I still know it exists. For the purposes of creating tension in the game, knowing that I could've chosen to make Gaping Dragon easy isn't much different from knowing that I still can.
Sure you can say someone else might be able to beat Nito and the rest, but you don't have that option.
In your check-box example, yes I do.
It would restore the game to its normal state, for you leaving everyone else to choose their own path. Also I am with Yahtzee on this one, every game that can have difficulty options, should.
I find that close-minded. Even Yahtzee cannot see all ends. If game design was as simple as separating the good features from the bad ones, no one would ever make a bad game. It's what you are able to accomplish from the interaction of features that counts.
Difficulty is hard to nail down because players bring vastly diffrent expierences, difficulty prefrences, and natural skill levels into each game. Normal mode is basically what the devlopers worked out as the ideal difficulty, then usually have a hard mode for greater challenge, a easy mode for those without expierence or who lack confidence in their abilities, and mabey a hardcore mode for those who like nail-biting frustration. This difficulty system is popular because it works, it allows as wide a range of players as possible the best expierence possible.
I totally agree with all of this. The question is how does it apply to Dark Souls, a game which incorporates difficulty in its design in an unusual way.
Of course some games don't work well with difficulty settings. Again to use Yahtzee's example platformers would do poorly trying to incorporate difficulty.
Dark Souls has the same problem, the mechanics are far more relevant than numbers by design. Dark Souls has the additional problem that it's specifically designed to convey a sense of achievement through a learning experience anchored by the difficulty of it's encounters. If the encounters can be breezed through without learning, there is nothing for the player to do that they couldn't have gotten a million other places, probably better.
Mabey Dark Souls need a little bit less tradtional difficulty adjustment, but some adjustment option would be nice. Again I stand by my "option to permanently disable difficulty settings thereby preserving tension" system. Explain why this wouldn't work. It gives you your prefered "true" darksouls and everyone else a nice choice.
I don't see why you think giving me the option to turn off the easy mode once and never see it again is significantly different from my option to just never play easy mode. If I'm an idiot for not being satisfied with the latter then I'm the kind of idiot that won't be satisfied with the former.
 

UnmotivatedSlacker

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ReinWeisserRitter said:
krazykidd said:
We got enough easy games to last a lifetime . People that want that can go play the wide array of games for them . This is a game for the challenge seekers. Niche , if you will.
It's been said a billion times already, but this game isn't hard; it's unfair. It's full of cheap deaths, surprise bullshit, bad controls, one-hit deaths, attacks that track you illogically, and enemies you're not supposed to be fighting yet in areas you have no choice but to be in if you want to progress. Anything you can see coming or know is there already is extremely easy to beat; enemies are predictable and have lengthy tells, you have a lot of useful options for dispatching them, and none of it poses much challenge the second time around. It's bad design that became popular because it makes certain people feel good about themselves.

I wouldn't go so far as to say the game as a whole is bad; there's some strategy that does need to be employed, and beating the crap out of the game on its own unfair terms can be satisfying, but from a design standpoint, as someone who enjoys difficult games and goes out of their way to play them, this game falls flat on its face, no question whatsoever about it, and I've never met anyone not of the opinion of "IT'S HARD AND ONLY REAL MEN CAN PLAY IT" who doesn't agree.

Then again, I don't talk to many people, but I still know crappy design when I see it.

A poorly-designed "hard" needs to skulk about and kill you in one hit because you didn't know a boulder was around the corner and had no way to avoid it logically without falling off a cliff. A well-designed one will kick your ass even when you see it coming.

Totally didn't mean for that to be an essay. Sorry.
There are very deaths in this game I would actually call cheap. Most of time if you die, it's most likely your fault. I'm currently watching a guy play through it blind and he's doing very well. He takes his times, observes his surroundings and is very careful on how he takes on new enemies. He's even beaten some bosses I've had trouble with on his first try. And this game is not full with one-hit deaths, that's bullshit. I'm currently doing a SL1 run and nothing in the game so far has been able to one-shot me. If you're getting one-shot by stuff, it's because you haven't been upgrading your armor or health and it's not the games fault if you don't do that. You call it unfair, I think you're just bad at the game.
 

FriedRicer

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Sep 19, 2010
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barbzilla said:
FriedRicer said:
barbzilla said:
FriedRicer said:
barbzilla said:
j-e-f-f-e-r-s said:
barbzilla said:
snip
I don't feel tension, I don't get scared when a dragon plops down in front of me, I generally just move forward thinking about how to improve my character (though I do feel a little tension when someone invades me as I'm almost at the boss in a difficult area), and yet I agree with you. The difficulty does make the game better. In both instances you mention, the difficulty made the game better (as evident by Ninja Gaiden 3). But why does an easy mode effect that? A small change in the damage of the monsters would make all the difference in the world to some players. Hell just slapping something called easy mode in the game with no changes other than no pvp would probably make more people play the game. I don't advocate the changing of the core game at all (other than perhaps tightening the controls a bit, the still feel slow to me).

The main reason this is an argument at all is that people ASSUME that From adding a new difficulty will change the core experience, and I just don't think its the case. I do think that some players who could beat the game just fine on traditional mode will play on easy mode thinking "Oh, I just want to see the story" and be disappointed (unless they know where to look), but those players will either quit afterwards or join traditional mode to see what the fuss is about. So... Yay! more net players.

The other people who would use an easy mode are people who otherwise wouldn't play the game. We are talking about more sales for From and (potentially) more players for us on Traditional mode. Win Win situation.
The game was made with an emphasis on tactics NOT reflex.In fact,that is the very reason why Miyazaki spoke so highly of the shield.I have beaten the game with multiple "tactics" and strategies and I can honestly say that if you can't beat dark souls the problem lies with you.There are far too many ways to tackle most bosses and item drops that allow you to tackle each challenge with absolutely no reflex.Name a boss.I can probably tell an item on that bosses way that could help you.

Oh and I know you beat the game,so you are not who I am addressing with my entire post.

Also, Easy Mode?-No trophies...discuss.
Well the game does emphasise tactics. I agree ( I seem to be saying that a lot), but (I seem to be saying this a lot too lol) the initial battle with a new enemy is reliant of reflex. People who are slow learners or people who have poor reflex will have many battles with these enemies before they can potentially figure their movements out. If it is one battle too many, that is one player lost. That player isn't coming back and we have a net loss. Once they get past the initial "Ohhh, I see" they can rely on tactics 90% of the time instead of reflex.

I'd be fine with Easy Mode = No Trophies/achievements/steam thingys. My only argument in favor of an easy mode is giving from more money to make more games like this. I've encouraged all of my friends to buy it and try it, but that is about all I can do as an individual (short of donating mass funds I don't have).
I agree,but(lol),When you see a new enemy-put up your shield.They will expose their pattern and then you kill them.p No enemy I can think of escaped this method when first seen.
Works very well once you get a 100% shield and enough stam/stability to withstand the attacks. The first time that new player comes up on the most basic enemy doing the rapid slash you will stagger pretty quick. Although it really isn't that hard to figure out once you understand the leveling system and what the game requires of you. That being said, how long was it before you even understood what Stability on a shield meant?
You will stagger-but it will never be enough to one-shot after your stamina is drained.Also,they don't chain "flurry"(name?) into oblivion.I pressed select and read what each stat did and I personally checked stability in shields on mobs.It really rewards you the more you treat the game like your are not supposed to win and ANYTHING you can learn is an advantage.Hit skelly with long sword.Hit with mace...hmmm?Why?!Sees weapon attack type.Oooh!No wonder clerics and such pilgrimage towards them!

TL;DR:(How do you do this?)Dunno I walked like a wuss with my shield up and read everything I could. Even if we made bosses and such do less damage, if the player cannot grasp the pattern or "trick" to the enemy(Balder parry/Stone soldier TWOP/BLIGHTTOWN(rofl)),they would still die.
 

Naeras

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As long as the players that play easy mode don't get to interact with players playing on the original (and far more manly) difficulty level, there isn't a problem with this.

No, don't even try to argue with me, because there's not even a discussion here. If you seriously think that FROM getting more money from casuals without affecting your gameplay experience is a bad thing, there's seriously something wrong with you. If the notion that "omg casuals are gonna be able to beat my SRS DIFICULT HRD GAEM ON LOWER DIFUCLTIZ" even remotely bothers you, you're probably the kind of guy that only bought Dark Souls to brag about it on the internet.
 

Rooster Cogburn

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BreakfastMan said:
Rooster Cogburn said:
You can already learn the mechanics at your own pace.
No, you can't. You really, really can't, the game forces you to learn most of them quite early on.

What you're talking about is effectively making them irrelevant, and eliminating or at least minimizing that carefully crafted learning experience.
No, I am not. I am talking about letting the user learn them at a more relaxed pace, not cutting the need for them entirely.
The game doesn't force you to learn all the mechanics all at once or even particularly early or even at all. I didn't learn them all early, but I still progressed. And I'm not bragging, because I'm not that good.

Okay, so everybody needs to be forced by the game to learn all the mechanics? They can't learn it by exploring what different weapons can do, what they get from talking to different merchants, and what they get from exploring the environment? They have to be forced to learn by the difficulty of the game, they cannot learn by exploring. That is basically what this is coming across as: that people don't learn mechanics as they explore the game, they have to be forced to use them because of the difficulty. And that is absurd.
Learning by exploring is what we have now, along with a hefty dose of trial-and-error and assessing the situation. Not learning at all is what we will have when you cut the damage output without adjusting the mechanics to match. Players won't bother taking advantage of the mechanics when they can just tank the shit out of everything. That's what you're accomplishing by just lowering the enemy damage. You're not making reflexes less relevant because they're already not very important. Your making that learning unnecessary and therefore unused.
Yep, because it totally makes sense to make your game easier in order to attract the COD market to your still niche title, and not make it harder to attract more people. Oh wait, they already did the later.
And you're asking them to do the former. Not sure what your point is.

Are you seriously denying that developers frequently adjust their games to make them more accessible and chase "the COD market"? Seriously? It defies all logic and video game history to tell me any company is going to implement a new mode designed to create a broader appeal but they're not going to do anything to make their game more enticing to the audience that already finds it inaccessible. You have to understand how ludicrous that looks considering the current state of the industry.

You can't assume everyone enjoys things the same way you do, though. Not everyone plays games for the challenge.
But I can hypothesize about what people may or may not enjoy. And in Dark Souls, the challenge is integral to the gameplay. It is what drives the content and the learning process. The learning process is the game's content. It's the interesting part of the game and it's the only thing stopping people from going from start to finish in five hours. Take that away and you are left with a short, crappy RPG because you have gutted the game's content.

This does not apply to all games. I don't think I will shock anyone to say that Dark Souls uses its difficulty in an usual way. The difficulty in Dark Souls isn't incidental. It's not a coincidence, it's not an accident. It's integral. It's the skeleton that everything else hangs off of. Take it away and you have a game that I don't think many people would be satisfied with.
 

Windcaler

New member
Nov 7, 2010
1,331
0
0
It seems to me that the escapist really needs to have a thread to talk about why an easy mode would be good or bad from their perspective. One with rules and a moderator because there are a lot of logical fallacies in some of these arguments (on both sides but most on the pro easy mode side).

Ive done this dance before so Im going to just repeat what I said in the previous thread. I am a Dark souls purist. My hope and desire is that everyone play the game how I experienced it, to overcome the challenges, and to stand with me next to the rest of the Dark souls community so they can say, with pride, that "I beat Dark souls". That is my wish

I am not, nor will I ever be the kind of person that says someone shouldnt play a game but I will make observations that perhaps a game isnt for them just as racing games arent for me. My Dark souls resume consists of more games and characters then I can count, and I am an avid PVPer who participates in weekend fight clubs every couple of weeks. Even though I play PVP matches a lot I like to build heavy and my favorite character wears the full black iron set with a flaming greatsword

So here as how I see it. I approach this discussion from the outlook of games are art. The original design of the game, as spoken by the development team, is "to create a sense of accomplishment and discovery through the games difficulty." Its already been said that the development teams intentions are unimportant but I whole heartedly disagree. This is a game and games are art. Each piece of art I have ever looked at, watched, read, played, has intentions. Sometimes these are social commentaries, sometimes theyre idealogical outlooks, sometimes its emotional portrayal. The different kinds of intentions that someone can put into a piece of art is as widely varied as people themselves. You can clearly see that the difficulty as well as the cryptic method of storytelling is an artistic method to accomplish the games design goals

Now I believe it is fair to critique art. However unless someone has been promised something I feel that expecting change to piece of art is wrong. In fact I would go so far as to call it hubris.

That said, lets take a look at what the back of the box says and see what consumers were promised. This comes from my Xbox 360 copy with the spanish text and legal xbox info cut out

From the makers of Demon's souls

Prepare to die.

Tense dungeon crawling, Fearsome enemy encounters, Groundbreaking online features

incredible challenge provides an absolute foundation of achievement and reward

Explore a massive seemless world

Overcome terrifying enemies & reclaim your soul
No where in that do I see a promise of completing the game. No where in that do I see a promise that you will love the game. No where in that do I see the promise of difficulty levels (even though theyre already in the game they just arent a menu option). In fact I see a promise that says "incredible challenge".

Just to put the nail in the coffin, lets define incredible. Taken from dictionary.reference.com

in·cred·i·ble
   [in-kred-uh-buhl] Show IPA
adjective
1.so extraordinary as to seem impossible: incredible speed.
2.not credible; hard to believe; unbelievable: The plot of the book is incredible.

So when you pick this game up and read the back (which you should always do if you didnt then frankly I dont know what to say) you know that there will be a challenge level that may seem impossible to overcome. For a lot of new players, and for me, this seems true. Thats why many people fail at the game (failure defined as putting the game down and never picking it up again). As you can see the great difficulty of dark souls is promised to you on the box and it is one of the critical artistic methods used by the developer to create a sense of accomplishment and discovery

So that goes back to my earlier question. Is it right for gamers to ask a developer to change their artistic vision? Very few people will answer the question but my answer is no. I whole heartedly believe that artistic method is sacrosanct. Some people may disagree though I doubt they will really be able to tell me why. Now from my point of view gamers who are approaching this easy mode debate are viewing Dark souls as a product, not a piece of art. I believe this is because they arent used to the idea of games being legally and socially regarded as an artistic medium but it doesnt change the fact that Dark Souls is a work of art and the artistic methods used in the game run counter to how people view what a product should be. Its going to take several years for gamers to evolve past this paradox but I think, given time, we will view games more as art and less as products

That all aside, lets talk about the easy mode and what it means for the stated goal of the game and how it turns counter to the difficulty as artistic method. To me, an easy mode is designed as a mode thats purpose is so anyone can complete the game. This is how an easy mode has been defined since the early days of the NES which is where most aging gamers began (including me). That said the difficulty is there to inspier a sense of accomplishment and discovery. When something is hard and you eventually overcome it and experience the rewards theres a "Holy crap I did it!" moment for a lot of people. Rewards can be a lot of different things but in dark souls it could be a new weapon that looks cool and/or has a great move set, a new set of armor thats amazing and look awesome, lore about the setting and characters, or just secrets which by their definition are inaccesible. Now go back to how I defined an easy mode earlier, how its designed so anyone can complete it. Without that chance of failure there can be no sense of accomplishment in return. Its a yin/yang kind of idea where one can not exist without the other. Dark souls must have unforgiving difficulty if it is to have a genuine sense of accomplishment and discovery (the stated goals of the game)

So now that Ive made my artistic side argument lets talk about some fallacies

1. Not wanting an easy mode just makes you an elitist prick: Incorrect. An elistist prick would tell you suck it up like one of the pro easy mode people told us to do. Not only is this a fallacy because its a personal attack (something the mods should really be curtailing) but its unintelligent and close minded. Unintellgient because it fails to properly explain why an easy mode should be included and close minded because it fails to take into account the feelings of the three sides of the debate.

I want to include everyone that wants to overcome the challenge of the game in our community. I want to help people overcome the challenges, thats why my most played character is a Sun bro whos covenant is designed around jolly cooperation. Purists like me want you to play the game how we played it, to love the game how we love it, and to stand with us.

2. An easy mode wont effect your game what so ever.: Again incorrect. There is no way to put an easy mode only into some players games. The optional patches argument could be made but that fails to take into the account that lessening difficulty means lessening the sense of accomplishment across the board. Let me make a wow comparison here. There was this hunter only set and the bow was called Rhok da lar (or something like that). A person had to solo several elite demons to get the set and it was a real accomplishment to get it. Having it meant you were a good player, not just competant. However as more people got that weapon it lessened the special significance it had. Its the same with dark souls, Im one of three people I know of that PVP in full or nearly full black iron gear but if more and more people get that gear and use it in PVP then my look and play style become less significant. This is only one example of how it will effect my game

An easy mode does effect our game even if its not in our game. Its just the effects are far more subtle

3. You shouldnt care and you're just being selfish if you do! False and True. False because Im a fan, I feel very strongly about the game I love. Just how I love my family, my home, my dog, going hunting, and playing games. I care about the things I love, just as I would expect every human being to.

I know I said this was about fallacies but I think these deserves a special mention. Now its true that not wanting an easy mode is selfish. However as I see it, Human achievement is relative to what everyone else in the species can and can not do. You can call me selfish and Ill agree with that but dont come to me on a high horse trying to effect my experience. You are being just as selfish as I am, in fact more so since I came to dark souls on my own and now youre trying to change my experience

4. By including an easy mode and making the game more accessible Fromsoft will make more money.: Doubtful. What you're talking about here is targeting people outside your core audience. Over the years Ive seen many franchises reinvent themselves to target larger audiences. This has always had 3 outcomes. 1. The core audience it was targeting becomes disatisfied and leaves. 2. The reinvention never really targets new people, giving a mediocre experience to them and translates into less sales. 3. The franchises are quickly forgotten or slowly die out.

I understand why you would come to that conclusion, on paper it makes sense but a lot of things make sense of paper and dont work out in real life. If you think that fromsoft can reinvent dark souls as an easy and accessible game and make more money then you obviously do not know the history of video games. There has been no franchise in history that has successfully done this yet. Im not saying it cant happen but I am saying that it flies in the face of video game history
 

BreakfastMan

Scandinavian Jawbreaker
Jul 22, 2010
4,366
0
0
poiumty said:
BreakfastMan said:
That is what match-making is for. Have easy players only get into matches with others who played on easy.

Just like some people got frustrated with the harder parts and quit in NG vanilla? I don't see how introducing an NG-1 mode would screw NG.
1. I said earlier that with a 50-50 split this would result in half the people actually getting matched with eachother. In this case it wouldn't be a 50-50 split because there's much more people who prefer having an easier time, so you'd be screwing vanilla players even more.
Really? Do you have anything else to back up this idea other than assumptions?

2. First off everyone would recommend new people to start on easy because the game's "so hard".
I thought difficulty was a main part of why many people liked the game? I mean, if that is so, why would people be reccomending that people start in a mode that would not give them as much enjoyment? It seems like this would be a problem with the community, more than anything.
Then there's the idea that people don't generally want to cripple themselves for a higher challenge and will play on easy anyway.
So most people play games on easy? Good to know.
So instead of forcing you to adapt and be good at it, "NG-1" will take some of the challenge out of the game.
As it should, being the easy mode.
It may not be much of a problem on the short term, but more people will likely put down the game after they're done with it.
As most people do with most video games already. I mean, I completed Demon's Souls, and I haven't touched it since. Same with hundreds of other games. What exactly is your point, here?
And lastly, it screws up with the game mechanics directly a bit. Why be human when you can just take bosses on yourself?
Don't most people do that anyway?
Essentially, only people who are actively looking to get ganked (i.e. no one), gank, or want to do co-op with random strangers (i.e. few people, if there's no need to) will want to be in human mode.
If they are playing on easy.
 

FriedRicer

Senior Member
Sep 19, 2010
173
4
23
Naeras said:
As long as the players that play easy mode don't get to interact with players playing on the original (and far more manly) difficulty level, there isn't a problem with this.

No, don't even try to argue with me, because there's not even a discussion here. If you seriously think that FROM getting more money from casuals without affecting your gameplay experience is a bad thing, there's seriously something wrong with you. If the notion that "omg casuals are gonna be able to beat my SRS DIFICULT HRD GAEM ON LOWER DIFUCLTIZ" even remotely bothers you, you're probably the kind of guy that only bought Dark Souls to brag about it on the internet.
It is not always about the money(cheesy I know).Some products are made to be an exclusive experience rather than hit demographics for more money. If FROM made a game with more access to it's content for easy mode-fine.But the Souls series is built for learning and patience. Again,the game is not hard if you do these things. If you looked at the layout they gave you and still said that this game is hard or cheap or relies too heavily on reflexes-you have been playing the game with a mindset from another game and expecting it to work even though it fails.
Repeatedly. If you search every room before advancing to the next SLOWLY this game is on easy mode.The Difficulty is reflected on the way you play.Ironically the game has presented players with an easy mode-when they decided to play it at its base difficulty.

TLDR:I don't think you beat Asylum Demon.
 

BreakfastMan

Scandinavian Jawbreaker
Jul 22, 2010
4,366
0
0
Rooster Cogburn said:
Okay, so everybody needs to be forced by the game to learn all the mechanics? They can't learn it by exploring what different weapons can do, what they get from talking to different merchants, and what they get from exploring the environment? They have to be forced to learn by the difficulty of the game, they cannot learn by exploring. That is basically what this is coming across as: that people don't learn mechanics as they explore the game, they have to be forced to use them because of the difficulty. And that is absurd.
Learning by exploring is what we have now, along with a hefty dose of trial-and-error and assessing the situation. Not learning at all is what we will have when you cut the damage output without adjusting the mechanics to match. Players won't bother taking advantage of the mechanics when they can just tank the shit out of everything. That's what you're accomplishing by just lowering the enemy damage. You're not making reflexes less relevant because they're already not very important. Your making that learning unnecessary and therefore unused.
A: Some people really, REALLY don't like trial and error gameplay and B: people would still learn by exploring the game. I found Dishonored fairly easy, for instance, and I still took every opportunity to explore every nook and cranny and explore all the options and mechanics. It may come as a shock, but some people don't need difficulty as an incentive to explore a games mechanics: the simple joy of figuring out all the stuff that you can do is enough for them.

Yep, because it totally makes sense to make your game easier in order to attract the COD market to your still niche title, and not make it harder to attract more people. Oh wait, they already did the later.
And you're asking them to do the former. Not sure what your point is.
No, I am not. The COD market do not play COD because of how easy it is. They play it because it is fast-paced and has lots of explosions. Not the same thing.

Are you seriously denying that developers frequently adjust their games to make them more accessible and chase "the COD market"? Seriously? It defies all logic and video game history to tell me any company is going to implement a new mode designed to create a broader appeal but they're not going to do anything to make their game more enticing to the audience that already finds it inaccessible. You have to understand how ludicrous that looks considering the current state of the industry.
The FPS side of it, maybe. This isn't the FPS side. This is possibly the complete opposite side.
You can't assume everyone enjoys things the same way you do, though. Not everyone plays games for the challenge.
But I can hypothesize about what people may or may not enjoy. And in Dark Souls, the challenge is integral to the gameplay.
To you it is. To others, it is not.
It is what drives the content and the learning process. The learning process is the game's content.
Again, to you it is. To me, it is not. And giving the people the option to have a bit easier time with it will not take away from you enjoying your knifes-only NG++ run.
 

FriedRicer

Senior Member
Sep 19, 2010
173
4
23
Windcaler said:
It seems to me that the escapist really needs to have a thread to talk about why an easy mode would be good or bad from their perspective. One with rules and a moderator because there are a lot of logical fallacies in some of these arguments (on both sides but most on the pro easy mode side).

Ive done this dance before so Im going to just repeat what I said in the previous thread. I am a Dark souls purist. My hope and desire is that everyone play the game how I experienced it, to overcome the challenges, and to stand with me next to the rest of the Dark souls community so they can say, with pride, that "I beat Dark souls". That is my wish

I am not, nor will I ever be the kind of person that says someone shouldnt play a game but I will make observations that perhaps a game isnt for them just as racing games arent for me. My Dark souls resume consists of more games and characters then I can count, and I am an avid PVPer who participates in weekend fight clubs every couple of weeks. Even though I play PVP matches a lot I like to build heavy and my favorite character wears the full black iron set with a flaming greatsword

So here as how I see it. I approach this discussion from the outlook of games are art. The original design of the game, as spoken by the development team, is "to create a sense of accomplishment and discovery through the games difficulty." Its already been said that the development teams intentions are unimportant but I whole heartedly disagree. This is a game and games are art. Each piece of art I have ever looked at, watched, read, played, has intentions. Sometimes these are social commentaries, sometimes theyre idealogical outlooks, sometimes its emotional portrayal. The different kinds of intentions that someone can put into a piece of art is as widely varied as people themselves. You can clearly see that the difficulty as well as the cryptic method of storytelling is an artistic method to accomplish the games design goals

Now I believe it is fair to critique art. However unless someone has been promised something I feel that expecting change to piece of art is wrong. In fact I would go so far as to call it hubris.

That said, lets take a look at what the back of the box says and see what consumers were promised. This comes from my Xbox 360 copy with the spanish text and legal xbox info cut out

From the makers of Demon's souls

Prepare to die.

Tense dungeon crawling, Fearsome enemy encounters, Groundbreaking online features

incredible challenge provides an absolute foundation of achievement and reward

Explore a massive seemless world

Overcome terrifying enemies & reclaim your soul
No where in that do I see a promise of completing the game. No where in that do I see a promise that you will love the game. No where in that do I see the promise of difficulty levels (even though theyre already in the game they just arent a menu option). In fact I see a promise that says "incredible challenge".

Just to put the nail in the coffin, lets define incredible. Taken from dictionary.reference.com

in·cred·i·ble
   [in-kred-uh-buhl] Show IPA
adjective
1.so extraordinary as to seem impossible: incredible speed.
2.not credible; hard to believe; unbelievable: The plot of the book is incredible.

So when you pick this game up and read the back (which you should always do if you didnt then frankly I dont know what to say) you know that there will be a challenge level that may seem impossible to overcome. For a lot of new players, and for me, this seems true. Thats why many people fail at the game (failure defined as putting the game down and never picking it up again). As you can see the great difficulty of dark souls is promised to you on the box and it is one of the critical artistic methods used by the developer to create a sense of accomplishment and discovery

So that goes back to my earlier question. Is it right for gamers to ask a developer to change their artistic vision? Very few people will answer the question but my answer is no. I whole heartedly believe that artistic method is sacrosanct. Some people may disagree though I doubt they will really be able to tell me why. Now from my point of view gamers who are approaching this easy mode debate are viewing Dark souls as a product, not a piece of art. I believe this is because they arent used to the idea of games being legally and socially regarded as an artistic medium but it doesnt change the fact that Dark Souls is a work of art and the artistic methods used in the game run counter to how people view what a product should be. Its going to take several years for gamers to evolve past this paradox but I think, given time, we will view games more as art and less as products

That all aside, lets talk about the easy mode and what it means for the stated goal of the game and how it turns counter to the difficulty as artistic method. To me, an easy mode is designed as a mode thats purpose is so anyone can complete the game. This is how an easy mode has been defined since the early days of the NES which is where most aging gamers began (including me). That said the difficulty is there to inspier a sense of accomplishment and discovery. When something is hard and you eventually overcome it and experience the rewards theres a "Holy crap I did it!" moment for a lot of people. Rewards can be a lot of different things but in dark souls it could be a new weapon that looks cool and/or has a great move set, a new set of armor thats amazing and look awesome, lore about the setting and characters, or just secrets which by their definition are inaccesible. Now go back to how I defined an easy mode earlier, how its designed so anyone can complete it. Without that chance of failure there can be no sense of accomplishment in return. Its a yin/yang kind of idea where one can not exist without the other. Dark souls must have unforgiving difficulty if it is to have a genuine sense of accomplishment and discovery (the stated goals of the game)

So now that Ive made my artistic side argument lets talk about some fallacies

1. Not wanting an easy mode just makes you an elitist prick: Incorrect. An elistist prick would tell you suck it up like one of the pro easy mode people told us to do. Not only is this a fallacy because its a personal attack (something the mods should really be curtailing) but its unintelligent and close minded. Unintellgient because it fails to properly explain why an easy mode should be included and close minded because it fails to take into account the feelings of the three sides of the debate.

I want to include everyone that wants to overcome the challenge of the game in our community. I want to help people overcome the challenges, thats why my most played character is a Sun bro whos covenant is designed around jolly cooperation. Purists like me want you to play the game how we played it, to love the game how we love it, and to stand with us.

2. An easy mode wont effect your game what so ever.: Again incorrect. There is no way to put an easy mode only into some players games. The optional patches argument could be made but that fails to take into the account that lessening difficulty means lessening the sense of accomplishment across the board. Let me make a wow comparison here. There was this hunter only set and the bow was called Rhok da lar (or something like that). A person had to solo several elite demons to get the set and it was a real accomplishment to get it. Having it meant you were a good player, not just competant. However as more people got that weapon it lessened the special significance it had. Its the same with dark souls, Im one of three people I know of that PVP in full or nearly full black iron gear but if more and more people get that gear and use it in PVP then my look and play style become less significant. This is only one example of how it will effect my game

An easy mode does effect our game even if its not in our game. Its just the effects are far more subtle

3. You shouldnt care and you're just being selfish if you do! False and True. False because Im a fan, I feel very strongly about the game I love. Just how I love my family, my home, my dog, going hunting, and playing games. I care about the things I love, just as I would expect every human being to.

I know I said this was about fallacies but I think these deserves a special mention. Now its true that not wanting an easy mode is selfish. However as I see it, Human achievement is relative to what everyone else in the species can and can not do. You can call me selfish and Ill agree with that but dont come to me on a high horse trying to effect my experience. You are being just as selfish as I am, in fact more so since I came to dark souls and now youre trying to chance my experience

4. By including an easy mode and making the game more accessible Fromsoft will make more money.: Doubtful. What you're talking about here is targeting people outside your core audience. Over the years Ive seen many franchises reinvent themselves to target larger audiences. This has always had 3 outcomes. 1. The core audience it was targeting becomes disatisfied and leaves. 2. The reinvention never really targets new people, giving a mediocre experience to them and translates into less sales. 3. The franchises are quickly forgotten or slowly die out.

I understand why you would come to that conclusion, on paper it makes sense but a lot of things make sense of paper and dont work out in real life. If you think that fromsoft can reinvent dark souls as an easy and accessible game and make more money then you obviously do not know the history of video games. There has been no franchise in history that has successfully done this yet. Im not saying it cant happen but I am saying that it flies in the face of video game history
Your post sums up my thoughts completely.I feel that our expectations on control over books movies and etc should also be applied to games.Especially when one of it's core elements is being compromised. That there is an air of elitism is in no way the developers fault nor the players who beat the game.
"If everybody is super,no one will be."

Prepare to die or put the game back on the shelf.
Monster Hunter anyone?
 

Vuavu

New member
Apr 5, 2010
229
0
0
"OH LOOK, SOMETHING THAT ISN'T RUINED YET! HURRY, THEY'RE HAVING TOO MUCH FUN WITH THAT GAME, LET'S TAKE IT AWAY!"

Hmmm. Gotta say, an easy mode would bother me. Most of the reasons have been stated but I'll recap. The PVP would be ruined. Players would be invading with great equipment who did not do the same amount of work for it. Sure there are cheaters already, but why would you WANT to JOIN them (they're lowlifes)?? And that's what an easy mode would be: CHEATING. Not to mention you lose any sense of happiness from actual progress if you're just walking through the game. If you want achievement, you need tension, it's that simple.

This game is really really REALLY not that hard. It's not EASY, and the learning curve is steeper than most games, but simply paying attention to the game will almost guarantee success.

I'm not gonna try too hard to argue here because I have faith that FROM won't be willing to ruin their best franchise with an easy mode (they are much smarter than most developers these days).

From reading this thread, I'm getting the feeling that half of the people posting/debating have not even touched the game.... Like I said, just a feeling... Also, I'm willing to bet that that half is the same half that is striving for an easy mode :/ It's kinda how the internet goes, isn't it?

...Seems like lots of gamers these days complain mightily about stagnation in the industry, but once something different finally comes along, too many get uncomfortable and decide they want it to go away.
 

Naeras

New member
Mar 1, 2011
989
0
0
FriedRicer said:
It is not always about the money(cheesy I know).Some products are made to be an exclusive experience rather than hit demographics for more money. If FROM made a game with more access to it's content for easy mode-fine.But the Souls series is built for learning and patience. Again,the game is not hard if you do these things. If you looked at the layout they gave you and still said that this game is hard or cheap or relies too heavily on reflexes-you have been playing the game with a mindset from another game and expecting it to work even though it fails.
Repeatedly. If you search every room before advancing to the next SLOWLY this game is on easy mode.The Difficulty is reflected on the way you play.Ironically the game has presented players with an easy mode-when they decided to play it at its base difficulty.

TLDR:I don't think you beat Asylum Demon.
Waitwaitwait... did you just make the assumption that, because I'm fairly certain there wouldn't be any downsides worth mentioning about implementing an easy mode, I personally think Dark Souls is too hard?
Well, that's cute. This is internet arguing at its best.