>one of the main tenets of good game design is to not fail the player for things they had no way of preventing
>one of the most popular game series in the last decade is popular because of its supposed difficulty
>the vast majority of the difficulty comes from failing the players for things they had no way of preventing the first time
Why do zoomers love bad game design?
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git gud
Forgot to mention in this post that I'm trans btw if that matters
all me
Name one instance of this happening
Do also keep in mind you can run away in shame
>Boss delays swing an extra 16 frames
Just play better why are you being a pussy complaining lol.
Its all about learning timing, same as it ever was.
DS1 came out 2011, zoomers didnt play it.
The game forces you to die in order to learn the timings
>The game forces you to die in order to learn the timings
only if youre playing a 12 vig in late game build
The endless one-hit kills? Midir laser, Dragonslayer Armor, Snake Eyes
you can beat any of these of your first try, none are guaranteed deaths
most people having to practice to beat them doesn't make them impossible
the only unavoidable failstate is seath's first encounter
I’d like to see what kind of first run someone does in sekiro that can beat the snake eyes the first time. Only someone with a guide, and even then, I highly doubt it.
It's not likely but it can be done, there's nothing special about the first attempt compared to the nth that makes it a forced death. Players die because of mistakes they haven't learnt avoid yet, it's not how out of their control as OP claims. Having to practice a section of a game to overcome it isn't the same as unpreventable deaths, players have all the tools they need to avoid failure from the beginning (they just need to learn how to use them right).
>The endless one-hit kills? Midir laser, Dragonslayer Armor, Snake Eyes
I understand Midir lasers, even though learning the pattern is simple. What is a oneshot when fighting DSA or Snake eyes? I fought these bosses dozens of times and never have i noticed an attack that oneshots me with appropriate vigor/prayer beads at that point in the game
>the vast majority of the difficulty comes from failing the players for things they had no way of preventing the first time
Such as?
>one of the main tenets of good game design is to not fail the player for things they had no way of preventing
You mean make the player fail?
But if you're careful, you can alway avoid it.
Even with no prior knowledge.
Looks like the humiliation ritual is in full swing.
kek this. It is just a humiliation ritual so a discord can be more easily groomed by their mods. Sisters love from software and play their games for hundreds of hours like anyone else this is just part of their grooming lifestyle.
The problem with the Souls format is not that death is a required part of learning, it's that the game punishes death like it's not a required part of learning. Any reasonable challenge is one where you fail, and learn each time you fail, until you ultimately succeed. The problem is when the game punishes you or wastes your time for failure, as if to say "you shouldn't have let that happen". I don't mind having to die 20 times before I figure out how to succeed, but do I have to do a bunch of chores and errands every fricking time I take another shot? When you were learning to ride a bike, did your parents make you walk it back to the garage and then back out to the street again every time you fell?
>The problem with the Souls format
There's no actual problem.
>There's no actual problem.
Oh, really? Explain Dark Souls 2 then.
I'm okay with having to do parts of a level again if you've failed somewhere, but im really not big on long boss runbacks because even getting to the boss typically assumes you already explored the level to the fullest and found the useful shortcuts. There isnt any good reason to pad the game time like that, it just adds boredom. Luckily ER mostly got rid of long runbacks.
Souls design is incredibly non-punishing. There's a light punishment for playing like an absolute moron because you can lose your souls, but realistically this never matters because you just spend them.
Zoomers who post shit like this just have no concept of game design or actual punishment. Failing a 1CC on the last level, that's a punishment, because now you have to play a 30 minute game from the beginning again. Souls? It's like a 2 minute run back to the boss at worst. What the frick are you whining about?
Not to mention souls are infinitely grindable, there are several consumables that grant them, etc. Unless you're an absolute moron running around with millions upon millions, losing them won't set you back at all.
Even the exp/currency drop system was more punishing in other games that implemented it. For example, in Diablo 2, you drop your exp and currency upon death, but you also LOSE ALL YOUR EQUIPMENT, meaning you have to grab your shit while being completely naked. Meanwhile Souls just pops you back at the checkpoint, fully equipped, consumables restored. It's hilariously lenient.
>one of the main tenets of good game design is to not fail the player for things they had no way of preventing
Source: My Ass
>W-W-W-Who cares if you died because the game's a glitchy piece of shit and clipped you through the floor whereupon you fell to your death!
>GIT GUD!!!!111
I'll git gut after From gits gud at programming.
Surely you saved a recording of that happening?
No, because DSFix crashed the game if dxtory was running at the same time :^) and frick me if I'm going to play at a cinematic 25fps.