▲ | SyrupThinker 3 days ago | |||||||||||||
A good example of how the experience of something can be so different between people. I also feel the need to write an article about it, but I'm not done yet... At the surface I had a similar experience to what the author describes. The movement feels good to me (until it doesn't), the game is appealing in style and gameplay concept, and I die frequently. But unlike them I dropped it after throwing myself at the exact boss they mention. Not because I think the game is actually hard at this point (it seems quite early in the game), but because I don't think the game actually respects my time. Something they don't seem to have an issue with. They mention that they died over 30 times to the boss, and how it never felt unfair to them. And while I do not fully share this sentiment, I do not actually mind that part either. The difficulty of learning a boss is part of the game. What surprises me is the not really mentioned part, that these 30 deaths (if I were to take them) take up 1-2 hours of my time. And you might be thinking, 2-4 minute boss fight? Seems reasonable? To which I say, this person focuses so much on movement and dying to random stage hazards because at least 70% of that total time is spent getting back to the boss to begin with, a 1-2 minute run of the same segment of game, each attempt! That's right, I spend more time running to the boss, than actually fighting it, because it turns out that you make mistakes when you do something repeatedly, even if it is just getting to the boss. I wish I could learn the boss and "get gud", but the game just won't let me without wasting my time. Part of that is a skill issue on my part of course, but for this very segment at least, you just start to see all the little hazards the devs have placed on the optimal path, to trip you up if you ever lose focus for a second. For a part of the game you have already done, and are not actually concerned with at that very moment. At least for me this got tedious very quickly. And supposedly this actually gets worse in later parts of the game. At some point you start to wonder, "is the game punishing me by making me traverse the game world before fighting the boss again?" And this thought starts to infect the regular gameplay, were you are supposed to willingly explore the game world, you know, the core of a Metroidvania. At the end I just asked myself "why am I willingly playing a punishment?" The author even seems to have vaguely similar thoughts here, they say themselves that they are sometimes not having fun with this core part of the game. Isn't that worrying from a game design perspective? Anyway, I think that's enough ranting, sorry for not concluding this thought. | ||||||||||||||
▲ | crq-yml 3 days ago | parent | next [-] | |||||||||||||
Challenging fun is the kind that defers satisfaction to near the end of the process - so the more challenge there is, the more uneven the satisfaction is likely to be. It's the same satisfaction one experiences with language fluidity, and being able to "converse" with the mechanics. That is the cause of an essential problem in the design of such games: enjoying the game means becoming literate in what the game is doing. Some people are hooked on the pattern recognition particular to that form of challenge and find it easy to progress and satisfying to win. Others have difficulty maintaining attention, get frustrated quickly and quit. This is evident in reviews of UFO50, the anthology of "authentically fake retro games" from the makers of Spelunky. Most of the games in UFO50 are difficult in more-or-less the same ways that games of the NES era were, with some intentional anachronisms. People find games they love and games they hate in the collection, but their opinions on which ones, and how hard they are, are all over the map and in vigorous disagreement. It is an excellent litmus test for what kind of gamer you are. The most notorious game in the collection by most estimates, Star Waspir, is a vertical scrolling shooter. For most people, it's the hardest thing they've ever played, but they also like it if they persist, and the overarching goal of completing all 50 games propels them into developing appreciation. The enthusiasts in vertical shmups, on the other hand, find it a bit out of touch with where the genre is and not all that hard relative to other games: the mindset of shmup players is one of playing the same 15 minute experience repeatedly with incremental improvements in progress or score over weeks and months, and intentionally choosing between easier and harder routing according to their current skill - as opposed to the mainstream of continual progression through content with a binary conclusion of "beat the game/did not beat the game". Star Waspir has elements of the modern genre but it's also stripped down to be more within the 80's vintage, retaining certain rough edges. A large part of what hooked people with HK was that everything was "paced for mortals" and stayed in an accessible Goldilocks zone with a lot of room to grow into doing harder stuff. This also made it incredibly boring to Metroidvania enthusiasts who knew all the tropes: it's the plain vanilla version of this gameplay, given a lot of attention to detail, but it takes a while to get going and doesn't have many things for enthusiasts. Silksong has pushed a little more into the enthusiast territory, which is always going to be to popular detriment. | ||||||||||||||
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▲ | pansa2 3 days ago | parent | prev | next [-] | |||||||||||||
> you are supposed to willingly explore the game world, you know, the core of a Metroidvania This is why I bounced off Hollow Knight despite enjoying similar games like Metroid, Ori etc. The “shade” system actively discourages exploration: when you die, the game wants you to go back to the same place over and over, instead of going a different way or trying something new. | ||||||||||||||
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▲ | rand17 3 days ago | parent | prev [-] | |||||||||||||
It's not an easy decision, putting down a book, a movie or a game halfway through, but my lifetime on this planet is very limited. |