The Fonsz said:
I said in my quote its a video game not real life WW2 one shot. I can't believe im hearing this over a video game. Get you to put yourself on the front line you would be crying for your mama.
I'm not trying to be a dic but you honestly are with your reasons to be not playing it.
ITS A VIDEO GAME!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Actually, I play a variety of games because I'm a GAME DESIGNER. It's my JOB to play both good and bad games, easy and hard, and to identify where the games succeed and fail in their respective categories. I then analyze, break down, and study every facet of the game in preparation for my own ventures and collaborations. I have a pile of nearly 30 games I'm working through, from short survival horror games to epic and long JRPGs, and I wager I'd get through that pile long before I get through Dark Souls.
Rack said:
TrevHead said:
Look what happened to Ninja Gaiden 3.
Don't you mean Ninja Gaiden Black? That was the one that added an easier difficulty option, and I don't remember the sky falling in. Ninja Gaiden 3 was the one where they lost the creative director.
Precisely. Ninja Gaiden Black STILL makes the list of "hardest modern games ever" even WITH the OPTIONAL easier difficulty (which is still far from "easy"). The sky did not fall in, the fans did not cry and complain, and, in the end, the game appealed to the original audience AND a newer audience without sacrificing an iota of its identity, difficulty, and gameplay. These Dark Soul fans are being ridiculous... such as the following...
Dexter111 said:
It loses value and appeal by simply being there, exactly the same way a game loses a lot of its appeal once you start cheating (there's the popular saying "cheating ruins the game" for a reason).
The sheer EXISTENCE of an optional difficulty ruins YOUR experience? How? In what way? The original difficulty would remain unchanged. Also, I keep using examples of notoriously hard and beloved games such as Ninja Gaiden Black and Devil May Cry 3, which added in easier difficulty modes, and NOBODY complained and the games REMAIN highly praised and loved by the fans. The sheer existence of the easier difficulties did not make these classics "lose their value" in any way, shape, or form, and, actually, their re-releases are widely considered superior to the original releases. So why would Dark Souls lose ITS value when both Devil May Cry 3 and Ninja Gaiden Black (a game the director himself declared existed to "kill the player") both had them added with no loss of value whatsoever?
If you know that by the press of a button you can turn yourself invulnerable and pass anything that might be slightly challenging there isn't any challenge anymore, same with being able to turn the game to "Easy-Mode" at any point.
Let me show you a quick image which will make your argument at the bottom seem silly:
Super Mario 3D Land has an INVINCIBLE Tanooki suit available if you die several times in one level. If you choose to wear it, you will be invincible for the rest of the level. Die even more, and you even get the option to warp straight to the end of the level. It's an "instant-win" power-up and "cheat" to the end of a level.
And Super Mario 3D Land is STILL one of the most challenging and enjoyable Mario games in years. Why? Because that INVINCIBLE Tanooki suit? You can choose to ignore it. You can choose to not wear it. And I did NOT wear it. I'm playing the game and I wanted to beat the level fair and square and I ignored the power-up to overcome those difficult levels on my own merits.
However, the sheer EXISTENCE of it to help younger or less skilled players did nothing to take away the value or enjoyment of my experience. Quite the opposite, whenever I failed and the game offered me the power-up, I felt angry and mustered up my resolve NOT to need it. The game continued being a perfectly balanced, highly difficult adventure.
And Donkey Kong Country Returns, a game many players hail as one of the hardest games on the Wii, ALSO has its "invincible power-up" that you can choose to ignore. Just because the option for it exists did nothing to take away the intense challenge and rewarding satisfaction gamers experienced when they ignored it and beat the game on their own merits. And, see, the games are still designed in a way that encourages you and inspires you to do that, no matter how many "instant win" power-ups they give you the OPTION of using. The games are great, even with that easier option around.
If you read the book "The Art of Game Design", game developers reveal what they call the "difficulty curve", which is difficult to maintain for almost any game.
Well if some
*game designers* are saying that, especially the ones we have to thank for this generation of gaming and largely led by publishers and their desire to make the most money possible by making something that appeals to the masses (and the designers that are lately all tending to "social gaming" because it's the new thing), replicating the process from the TV and movie industry who have American Idol, Big Brother and Transformers they're obviously right!
Actually, they ones who wrote the book were collaborators on beloved games such as Deus Ex, Half-Life, Monkey Island, and others; old-school games with old-school difficulty that almost universally encouraged skill, resourcefulness, and innovative thinking.
Now if you want to actually design a great, unique and memorable game throw that crap away as far as you can throw it.
Again, Shigury Miyamoto, creator of Mario, Zelda, Donkey Kong, and involved in the creation of practically half of the Smash Bros. roster, ranging from Star Fox to F-Zero to Metroid Prime, argues against that. His advice was "let players play the game the way THEY want to play it, not the way YOU intend them to play it." It was his ideas to have the "invincible" power-ups in the new Mario and Donkey Kong games. And I would dare say his resume is filled with some of the greatest, most unique and memorable games on the planet, including many labelled as the GREATEST GAMES OF ALL TIME. I think he knows what he's talking about.
You also keep bringing up these games that have *added* difficulty options after the fact, and while I can't judge them since I didn't play any of them being mainly console franchises (I do expect the "added" difficulties were likely the same old stat buffs to HP/damage and the likes that more often than not turn awry and not an actual redesign of the games...)
You may not have played them, but I HAVE. I studied the games and their difficult options. No, they are not just "stat buffs" like Dragon Age 2. The enemy AI was rebalanced, difficult combat moves were either added or taken away, health and item drops were altered between difficulties, and enemies were either more or less aggressive, including the use of their more deadly attacks and counters. The games, even on easy, were brilliantly remastered to provide a satisfying challenge to those with less-than-perfect skills, timing, or reactions. Just because another studio screws up doesn't mean it can't be done and done WELL. The proof EXISTS, so don't tell me it CAN'T be done.
Super Meat Boy and the Souls games only became the way they are because of the uncompromising design and the attempt to achieve challenge and exactly because they didn't have the mindset to develop a walk-in-the-park for casuals to wade through from start to finish like they're in a sightseeing bus.
Why do you STILL not understand that OTHER people have varying degrees of skill, and what would be "easy" for you would be an "uncompromising design that achieves challenge" in the experience of other players. Again, Ninja Gaiden Black's "easy mode" is practically a Normal or even Hard mode for most other games; skilled players still have to jump, dodge, counter, attack, balance powers and health, use tactics, and they still will die. And die. And die. Just because it was "easier" did not make it a "walk in the park". It was a stiff challenge, even on easy, but it was still more accessible than the default difficulties and it provided the same satisfaction and challenge that a more skilled player would experience on the harder modes.
Why do you refuse to accept that Dark Souls could ALSO do this? Why does the "sheer existence" tarnish the "value" of your experience? That excuse did not work for Ninja Gaiden Black, or Devil May Cry 3, or Kid Icarus: Uprising, or Super Mario 3D Land, or Donkey Kong Country Returns, or Silent Hill 2, or Darksiders... even the cult classic Catherine altered the difficulty to be more forgiving, and fans of the original were more than okay with this.
"Accessibility" isn't something you should strive for if you want to design a great and memorable experience but rather stay the hell away from: http://www.hiwiller.com/2010/04/29/if-mario-was-designed-in-2010/
Again, funny you used that Mario spoof... considering the latest Mario games give you the option to be invincible when you die enough times. So, Mario in 2012 IS "accessible"... and it's also one of the greatest platformers of the past decade, filled with great challenges, incredible bosses, and loads of skilled gameplay and tense difficulty moments. Nothing was diminished. Nothing was lost. It's both as hard and easy as you, the player, WANT it to be, and it became a great and memorable experience that can stand alongside Dark Soul proudly as a pinnacle of great game design.
It's a great game, as are Ninja Gaiden Black and Devil May Cry 3, and NOTHING was lost with the addition of optional easier modes. NOTHING.