Egon [they/them]

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Joined 1 year ago
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Cake day: August 19th, 2023

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  • I agree but I also think accessibility is a weird discussion. To follow the book analogy that has been used in this thread: Rewriting books so they use shorter words and less flowery language would make them more accessible to a broader audience, but they would also lose something integral. I think it’s the same with games. Yeah super meat boy could just have a mode where you don’t die, but that’s not the story/art/whatever. Macbeth could be less weirdly written, but that’s part of it. Disco Elysium could just have an “auto win roll” button, but it doesn’t for a reason.
    I don’t think games should be hard, but I also think that’s not the entirety of the argument, and it saddens me to see people reduce it to that (not saying you’re doing that, I feel like we agree).
    And games like Elden Ring and dark Souls strike me as weird, because they have summons and so much more that’s meant to make the game “easier”




  • I don’t really know anyone who wants themselves off to being good at video games. I don’t think that’s what’s being said.
    Sekiros gameplay is in large part about parrying, if you remove that you’re playing a different game altogether. Same goes for not having objective markers - I dont really see how that is a difficulty question tbh. It does make it harder to navigate, but its a choice that forces engagement with the world. Firewatch did the same and to great effect. Elden Ring could have markers without being fundamentally different, but firewatch couldn’t. It’d be like eliminating the economy from Victoria 3.
    Sometimes it’s not possible, sometimes it is. I think Hades has a really good way of handling difficulty


  • I like difficult games not because I want to improve myself, but because I find joy in experiencing myself learning a system, getting better at it and overcoming obstacles. I think that’s fun. Finally beating a boss after a ton of tries is fun for me. Working out how to do these things is fun.
    By removing obstacles you will, at a certain point, kind of also eliminate the game itself. Sekiro gets an autoparry, and then later an auto-strike. If you jump off a platform you get teleported to the one you were aiming for. If you get discovered while sneaking, the spotter dies. I’m not saying you’re arguing for this, but I am trying to illustrate how “make things easier” can be difficult in game design.


  • I don’t want to waste a bunch of time and I hate reaching the midgame and suddenly finding out my build is completely terrible so now I gotta start over because modern day developers love “friction” which means I don’t get to respec.

    I also want to have fun and some classes aren’t fun, but you only figure out which ones are a ton of fun after a couple of hours, hours I’d rather spend doing side quests or exhausting dialogue trees or having fun.

    I like winning in a game, I don’t like reading thru skill trees and planning out builds for the future, it stresses me out. I enjoy that someone else has done the work for me so I can focus on the things I find enjoyable. It eliminates choice paralysis.

    A lot of games have unfun aspects that people have figured out how to effectively bypass. I have skipped so many poorly designed shopkeeper-minigames due to running a build that allowed me to make a bunch of money or the like and thus skipping some unfun aspect of the game.

    I have a tendency to waste a lot of time on inventory management and min-maxxing figuring out what is the “best” by a few percent. This isn’t fun for me, but I can’t stop me from doing it. Finding a build online stops it however.

    None of these things impact your experience of the game. However I agree min-maxxing and this approach to having to create “the best” character is prevalent and it influences game design. Games more and more require you run a “good” build to be able to participate in it, which then encourages meta play which then in turn encourages games to require more “good” builds.
    My favourite game in a long time was inscription, because it allowed you to do busted combos and make janky cards. I wish more game designers would allow you to be op (without just giving you a “godmode”)