• tetris11@lemmy.ml
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      17 minutes ago

      It’s not quite the same though, souls still keeps the items you dropped, its just up to you to retrieve them.

      You can’t claim you climbed a mountain, if each time you fell you just resumed from where you lost grip. Falling and reclimbing with renewed tenacity means that when you finally conquer the mountain, the view is all the more sweeter for the huge experience you’ve gained along the way.

    • LaLuzDelSol@lemmy.world
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      20 minutes ago

      I think soulslikes are appealing to a certain type of player. Personally I love Dark Souls it’s my favorite game.

      But I like playing with stakes. I remember stumbling around in the forest, down to my last scrap of health, with no more heals, desperately trying to reach the next bonfire. That for me is fun. Is it frustrating to lose your progress? Sure. But the only “penalty” is you have to try again or change your approach and try something else. And really, is being forced to replay a section inherently punishing? If the game itself is fun, you should still be having fun fighting and exploring even if you aren’t progressing.

    • filcuk@lemmy.zip
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      1 hour ago

      It can be the only way to punish people in certain games.
      If there’s no punishment for failure, there’s no reason to respect any dangers the game presents.
      In Minecraft, what should happen if you walk north for an hour and die? If you respawn with your inventory, why not just do that again and die as a quick way to get back? Why even bother with equipment or food at that point? Suddenly, half the game mechanics have lost their meaning, and there’s a lot less to do for the player.

  • corsicanguppy@lemmy.ca
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    1 hour ago

    Do we at least get a participation medal, or can we buy one?

    What other costly mistakes can we buy ourselves out of?

  • Victoria@lemmy.blahaj.zone
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    9 hours ago

    streamlining

    you mean instead of playing the game, i could pay you to not play the game i’m playing instead?

    sign me up

    • Buddahriffic@lemmy.world
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      2 hours ago

      I have this same mindset and it’s great because it results in 0 temptation to spend money on game progression or items. If I’m playing a game where it feels like spending money like that is the only way to have fun with it, I just drop the game.

      Actually, I don’t even really bother with any games that I understand to have p2w aspects or any mtx that aren’t just cosmetic.

  • paultimate14@lemmy.world
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    3 hours ago

    I know this is a sarcastic troll post but some QoL improvements can actually help old bad games. Like Save States.

    And yes, Super Mario Bros was always bad. I never understood how it got so popular, even when I was a kid in the early 90’s.

  • BeigeAgenda@lemmy.ca
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    7 hours ago

    Recently I re-played Wario Land: Super Mario Land 3 on an emulator and did not feel ashamed by making save points everywhere to avoid re-playing the levels, I had time for that as a kid.

    • wizardbeard@lemmy.dbzer0.com
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      3 hours ago

      I get the urge, but I wouldn’t reccomend doing that on any of the later Wario Land games. They’re puzzle platformers, so (especially in 2 and 3) the punishment for messing up is the short window of time it takes to get back to the start of the puzzle.

      • BeigeAgenda@lemmy.ca
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        44 minutes ago

        I used save states on them also, I can’t remember if there were any problems with the puzzles.

    • Lurker@sh.itjust.works
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      5 hours ago

      I use save function though but differently instead of saving everytime I breath I just save once at start of Level then everytime even if I take a single hit or Fall somewhere. I load my last start save no matter progress. That’s why it take me around 1 week just beat one game.

  • lime!@feddit.nu
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    6 hours ago

    dark souls would still benefit from difficulty settings

    • Adm_Drummer@lemmy.world
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      2 hours ago

      The difficulty settings are your stats. Literally.

      Depending on your build and your personal skill level the game becomes easy or hard. The souls games are notoriously difficult because people don’t have the attention span to learn boss patterns and want to kill every other enemy they see. The game punishes arrogance and forces you to figure out the mechanics yourself.

      Once you get a hang of it the games become really easy. Not even joking. I have a harder time playing Space Marine 2 than I do Dark Souls.

      • lime!@feddit.nu
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        1 hour ago

        sure but you won’t know that as a new player unless you go outside the actual game for info.

    • JokeDeity@lemm.ee
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      2 hours ago

      I tried to pay DS1 about 6 times now, hated it every single time. Played ER, fucking loved it. DS1 is just horrible game design.

      • Kitathalla@lemy.lol
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        2 hours ago

        Setting aside the graphics, the map/open world, and magic becoming mana based rather than vancian, they really feel like the same gameplay to me. I think the bosses were actually easier in DS1. Honestly. Fighting the final boss, or say that capybara demon, really felt more like I was being a badass, learning the mechanics and being better than the boss, than the utterly annoying final few bosses in ER, where it was all about getting my stats high enough.

    • Dyskolos@lemmy.zip
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      5 hours ago

      Aye. Unpopular but…that’s a reason I haven’t touched any of those yet. Fucking respawn. Stop wasting my time. We had that enough back in the days when there only was 1 game a month (if at all). But they must exclude us with not having a difficulty setting. Cheating also doesn’t help in this case.

  • TachyonTele@lemm.ee
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    11 hours ago

    Nintendo is way ahead of these guys. The last few mario games let you pick a character that can’t be hurt or killed. And if that’s too hard for you, they’ll even show you exactly how to play the level.

    • WolfLink@sh.itjust.works
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      8 hours ago

      Mario Wonder both had a “baby mode” mechanic and yet also had some genuinely interesting and challenging levels.

      Celeste is extremely difficult yet also has a baby mode feature.

      Many games have a “tell me a story” difficulty level which is more or less the same idea.

      Games having an easy difficulty without detracting from the game’s main challenge and balance is not a problem IMO.

      • Jesus_666@lemmy.world
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        5 hours ago

        The real problem with the “improved” SMB from the post is not that it has ways of making the game easier, it’s that the “fixes” amount to a microtransaction hellhole, complete with intrusive prompts.

        I’m all for games with configurable difficulty. Nobody thinks less of Doom for having difficulty settings. But everybody does think less of games that pair frustrating mechanics (like difficulty spikes or countdown timers) with bypass MTX.

        To use the default controversial genre, I think that a soulslike with difficulty settings would work just fine. But a soulslike where your healing flask only restores one charge every ten minutes unless you buy more charges from the store (but store-bought ones can exceed the normal maximum) or where game-breakingly OP equipment is available as MTX would not go over well.

    • TheTechnician27@lemmy.world
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      11 hours ago

      I can at least support baby mode for, like, extremely small kids and maybe co-op with that one person who’s never touched a video game in their life but wants to play along with the other three. You know, the kids are over at grandpa’s, and he wants to feel like he’s playing and having fun with them instead of just setting and forgetting them on the magic dopamine box, but he’s no good at it, so he takes the invincible character. I think that’s reasonable, inclusive game design.

      What I take issue with is when baby mode drags down the difficulty of the rest of the game modes. For example, you as a game designer benchmark “normal mode” against “being literally invulnerable”, and so you now have to play hard mode to even vaguely feel any sort of tension.

      • TachyonTele@lemm.ee
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        11 hours ago

        I agree completely. Idk why they do it. They got filthy rich off kids 5-10 playing the shit out of NES games.

        • PhilipTheBucket@ponder.cat
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          10 hours ago

          The way it works is this: The people catch hold of something, and make magic. It makes a ton of money, because people can recognize magic. Then other people with investment money get involved. Gradually, the magic oriented people are outnumbered, the fun of their average working day declines, and they leave or simply get shouldered into some niche somewhere by the unimaginable torrent of motivated people who have something else on their mind.

          No one involved in Mario, Zelda, Metroid, or Contra has been anywhere near the design team at Nintendo for decades. These guys own the rights to call it “Mario,” but if they weren’t making games where you can turn Mario into an elephant, they could be just as happy making sweat pants with writing on the ass. And the magic is off somewhere else, doing its thing.

          • imaqtpie@sh.itjust.works
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            9 hours ago

            These guys own the rights to call it “Mario,” but if they weren’t making games where you can turn Mario into an elephant, they could be just as [miserable] making sweat pants with writing on the ass.

            FTFY. But also nice one, I loled. And you’re absolutely spot on with what you’re saying too.

            • Farid@startrek.website
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              5 hours ago

              I’m not sure if I’m missing sarcasm here, but Super Mario Bros. Wonder is freaking amazing. There’s so much creativity packed into that game, that almost every level they introduce a new mechanic that could easily be it’s whole entire game.

              • imaqtpie@sh.itjust.works
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                3 hours ago

                Oh, I dunno about any of the newer Mario games, I was just taking people’s word for it.

                I was agreeing with the way that successful brands/IP tend to get milked to death by business types long after the creative types have moved on. But tbf I think Nintendo is one of the few corporations where they have been able to maintain the creative vitality of their franchises for 30+ years, they may be an exception to that rule. Especially with Mario and Zelda, they continued to make great games long after the original creative teams were gone.

                But still, all it takes is a few dumbass MBAs to ruin great things by driving away the people who make the magic happen.

                • Farid@startrek.website
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                  43 minutes ago

                  Yeah, I agree in general, IP milking is pretty bad right now (always been bad, but gotten even worse), but Nintendo is an exception. If they release a game at all, it at least has some merit to justify its existence. Except of course, Pokemon…