Raging Justice wrote:It's the same stupid, parry based gameplay that requires the same perfect timing. And just like Sekiro you and every enemy have stance meters that will break over time...unless of course you master the insane parry timing
Even before parries were a thing Platinum Games was essentially doing the same thing with perfect dodges in their games.
Limewater wrote:In my opinion, the real problem with modern games is that so few of them will be playable in fifteen years.
marurun wrote:Here's the thing, though. I don't think all this is REALLY about parrying. I think parrying represents something, and RJ mentioned that already.Raging Justice wrote:It's the same stupid, parry based gameplay that requires the same perfect timing. And just like Sekiro you and every enemy have stance meters that will break over time...unless of course you master the insane parry timing
Even before parries were a thing Platinum Games was essentially doing the same thing with perfect dodges in their games.
Now I actually agree with the underlying issue, which is that an awful lot of games right now rely on very exacting reaction timing for their difficulty curve, and that curve is pretty steep. I don't know that it's bad for games writ large, but it is bad for me, because as much as I love games I'm pretty bad at them, and I bounce hard off games that do that. I'm in the fortunate position that most of the games that do that don't otherwise look super interesting to me, so the specific implementation of this problem, parrying/dodging, isn't that big a deal (except in Zelda: BotW, but thankfully the timing is a little looser and you can tank in most cases). But there are other representations of that as well, and that is the FuckYouHard platformer. I love the aesthetic of Hollow Knight, but the game is too difficult. I made it a good bit in and hit a wall, and now there's a story I can't complete and a world I can no longer enjoy. It sucks, but thankfully there are enough other games out there I have not nearly enough time to play them.
Raging Justice wrote:I think it's unfortunate that too difficult is a taboo thing to say these days. The gaming culture has shifted in a way that no longer allows criticism of a game's difficulty. I guess maybe that's due to the success of Souls games. You'll be told to "git gud" or "stop whining". I firmly believe that video games should be challenging, but I also think it's possible to go too far in that direction. Unfortunately, nowadays a game can be as frustratingly hard as possible and will largely just get praised for it.
prfsnl_gmr wrote:I don’t put the fact that I’ve beaten R-Type Delta on my resume.
marurun wrote:Reprise wrote:That said, there are a few aspects that I find frustrating.
1. Extended tutorial sections
2. Increasingly complex games
3. Unnecessary and annoying talking, story exposition, characters explaining stuff in an obnoxious way.
I have some thoughts on these as well.
1. This arose as a response to the problem of players leaping into games and being confused because they don’t bother to read manuals. There is a very high chance of losing a player if they are confused or frustrated in a game world, so this is an attempt to acclimate players in a way they can’t route around easily. Better developers do this in less disruptive ways. Poor developers do not.
2. Complexity in games is not a new thing at all. Some early PC games were often needlessly complex (sometimes for all the wrong reasons). If you are talking about shoe-horning systems into games that don’t “need” then, that’s not an issue of complexity but rather a mismatch of game styles and expectations.
3. Game developers have wanted to do that forever, but only could when storage got cheaper. You see early signs of it in some SNES and it takes off in PS1-era and GBA games. Basically, it was inevitable.
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