Phoenixmgs said:
Pretty much, this Rurikhan video [https://www.youtube.com/watch?v=67xtj8LY1nY&feature=youtu.be&t=348] about God of War's highest difficulty says encapsulates the pretentiousness the Souls "hardcore" fanbase. Basically, he watched a few videos of people playing on God of War's max difficulty just because 'Dark Souls is the hard stuff' and noticed how unhappy they were playing the game. If they would've just played on Normal, they would've had more fun.
I think what misses the mark a bit here is that people who tend to lend on those harder modes when given the option, enjoy the challenge. Even if it results in rage quits from time to time, outbursts, etc, they put up with that because: 1, They actually enjoy that frustrated feeling as it drives them forward and pushes them to be better and 2, The rush they get after succeeding is an incredible high that you just don't get from playing on lower modes.
It amazes me that people can simultaniously say that Dark Souls isn't even hard AND also say it needs an easy mode at the same time. Like how the fuck does that work. If it isn't hard, then why does it need to be easy...er?
At the same token, Dark Souls is challenging and very hard for different people. And people who say, "Dark Souls is EZ" are frankly just a bit disrespectful of others imo. It's almost a troll thing to say, even if you don't personally find the DS series difficult the general consensus and gamer population agrees that they are though games so mocking the game as easy is just being a dingus.
In reality the difficulty modes in games like Devil May Cry, God of War, Halo, etc. Games use difficulty modes, don't actually change anything but the numbers. Either the players or enemies have more or less health, and that's really it. Hard modes often equate to you die if you get hit once or twice. Which is why the Dark Souls have that illusion of difficulty, because the player dies far quicker than the bosses do (though most basic enemies die at a similar rate the player does). Dark Souls becomes a game about pattern memorization, a bit of timing, and holding off your greed. The player panic comes in due to the size and weight the bosses have, shaking the screen with attacks, filling the screen with their sheer size, it overwhelms the player's selfcontrol and deliberately causes them to panic which leads to mistakes which quickly leads to dying. Once the player learns to control that, the game smooths out difficulty wise and this is the point where most first time Souls players get the "click". The point in which suddenly the game falls into place and the game's difficulty plateaus for the most part. How long someone must play until they get the "click" will depend on the player and not everyone will have the patience to play until it happens, but how is that the game's fault?
Why should From implement a mode for players not willing to spend enough time with the game. Because let's look at things objectively in regards to difficulty adjustments.
1. Health changes: Either lower the damage the player takes, or give them a much bigger starting health pool, or lowering the enemy's damage. The problem this has it that it wont stop enemies from Sparta kicking your ass off a cliff, nor does it help with learning how to avoid attacks. If anything it makes it harder to train yourself into avoiding shit because you become comfortable with getting hit because your character can take it. While you would be able to tank hits with normal enemies, bosses tend to knock you back or down when they hit you which mean the player will need to "get gud" at avoiding the hits anyway, making it meanless how much health you have.
2. Changing enemy behavior: What would really need to change is how the enemies fight. DS1 and 2, would be hard to adjust because most everything in that game is already slow as fuck. Bloodborne and DS3 are were the games actually speed up and enemies have 10+ hit combos they'll charge you with. So you might be able to slow down those two games, but the first two Souls games are harder to adjust. How would you do it? DS2 literally has a boss that punches the ground and then gets winded for ten seconds while you beat his knuckles into pulp, in fact a lot of the bosses in that game are big things that do one incredibly slow attack every sometimes.
3. Make the player stronger: Perhaps giving the player more damage so that the fights become shorter, but again this doesn't do anything unless the player can avoid the monster attacks.
It boils down to forcing the player to learn the rules of the game. The damage dealt and taken becomes irrelevant when the player learns to dodge. Skewing numbers one way or another to try and give the player more "chances" might help with some of the game, but in the end you have to learn to play.
But hey, perhaps being able to muscle through more of the game might encourage people to keep going. Maybe it would help. I just don't think it's necessary. A player is going to decide to learn the game, or not, and I really don't think adding "easy" would increase the player base in the end.
I wonder if From put an "easy" mode selection on the title, but didn't actually change anything in the game, if people would suddenly be able to beat the game.