Probably gonna get crucified for this but, honestly? The Souls games.
The gameplay's punishing. Okay, fine. That's the principal allure of the series. What really kept me from enjoying and finishing the games, though, was how opaque everything was. I kept wondering where my sense of agency was in all this, I didn't know where I had to care about the state of the Boletarian Palace or if I had to wonder why there was a big-ass dragon wrecking up one of its upper areas - nothing attached me to the game.
Playing through the Souls games, I kept hearing the designers going "Oooh, oooh! Here's an awesome setpiece! Ooooh! That awesome goat demon we talked about in another meeting? Let's put him there! Oooh, oooh! And the player turns into a zombie when he dies and there's Furtive Pygmies and OH MY GOD, I'M JIZZING IDEAS ALL OVER THE CONFERENCE ROOM IT FEELS SO GOOD."
All I saw were disparate, albeit nice-looking puzzle pieces. I don't mind difficulty in gameplay, but difficulty in narrative construction? I don't see that as a ground-breaking concept; it's more an admission that From Software didn't so much world-build a convincing universe as they just glued stuff together and figured nobody would care.
Why would anyone care? People like the Souls games because they're challenging, right? Fuck lore and world design, right?
*sighs*
The gameplay's punishing. Okay, fine. That's the principal allure of the series. What really kept me from enjoying and finishing the games, though, was how opaque everything was. I kept wondering where my sense of agency was in all this, I didn't know where I had to care about the state of the Boletarian Palace or if I had to wonder why there was a big-ass dragon wrecking up one of its upper areas - nothing attached me to the game.
Playing through the Souls games, I kept hearing the designers going "Oooh, oooh! Here's an awesome setpiece! Ooooh! That awesome goat demon we talked about in another meeting? Let's put him there! Oooh, oooh! And the player turns into a zombie when he dies and there's Furtive Pygmies and OH MY GOD, I'M JIZZING IDEAS ALL OVER THE CONFERENCE ROOM IT FEELS SO GOOD."
All I saw were disparate, albeit nice-looking puzzle pieces. I don't mind difficulty in gameplay, but difficulty in narrative construction? I don't see that as a ground-breaking concept; it's more an admission that From Software didn't so much world-build a convincing universe as they just glued stuff together and figured nobody would care.
Why would anyone care? People like the Souls games because they're challenging, right? Fuck lore and world design, right?
*sighs*