Making a game hard for the sake of making it hard is a cheap way to increase difficulty.
The challenge shouldn’t come from enemies being damage sponges or the AI having superhuman reaction times. It should come from player skill.
Balatro is one of the best examples of this. The game naturally gets easier as the player learns its systems and gains experience through playing.
Destiny 2 also had excellent skill progression. Say what you want about the game as a whole, but the core gunplay and the mechanics of its three classes rewarded players for improving their own abilities.
Even games like Madden and NBA 2K have, to a lesser extent, systems that reward player skill rather than simply inflating difficulty.
Many older games were made extremely difficult because they were relatively short. The increased difficulty extended playtime and made players feel they were getting more value for the price. That’s one of the reasons games like Ninja Gaiden on the NES earned their reputation for being brutally hard.
As for Soulslike games, they’re simply not my cup of tea. I fully acknowledge that they’re well-made games, and if you enjoy them, that’s great. They’re intentionally designed to be challenging. While the original Dark Souls was developed under a tight schedule and has some rough edges, its high level of difficulty was a deliberate design choice rather than the result of bugs or glitches.
Making enemies soak up more damage and deal more damage is lazy difficulty. Giving enemies more tools to use against the player is the better way to handle game difficulty IMO
Sekiro was my first Souls-like and honestly, it’s way too hard. There are moments in the game that lock you out UNTIL you defeat a boss. I even got the mod where it makes you near invincible, and I still struggled to fight bosses. Delivery and world was awesome, gameplay was impossible for people like me.
Then I played Elden Ring where you can literally be over-level. I was getting beat up in one zone, then moved to another area. When I returned, I was better equipped/more powerful/better as a player.
That to me is the perfect balance. Lemme go wander and git gud (by overleveling or finding useful items that make the bosses easier). Every game should allow the player to beat a boss with skill, or plow through them through cheesing/overleveling.
Sekiro bothered me, too, and I played all the Souls games. I got to the boss that wants you to jump and redirect lightning, and I stopped. I understand the philosophy behind making bosses unique, but it’s basically a QTE without the button prompt on the screen, and that’s not what I wanted from From. Also that weird fog that wants you to use consumables. I don’t do consumables.
Making a game hard for the sake of making it hard is a cheap way to increase difficulty.
The challenge shouldn’t come from enemies being damage sponges or the AI having superhuman reaction times. It should come from player skill.
Balatro is one of the best examples of this. The game naturally gets easier as the player learns its systems and gains experience through playing.
Destiny 2 also had excellent skill progression. Say what you want about the game as a whole, but the core gunplay and the mechanics of its three classes rewarded players for improving their own abilities.
Even games like Madden and NBA 2K have, to a lesser extent, systems that reward player skill rather than simply inflating difficulty.
Many older games were made extremely difficult because they were relatively short. The increased difficulty extended playtime and made players feel they were getting more value for the price. That’s one of the reasons games like Ninja Gaiden on the NES earned their reputation for being brutally hard.
As for Soulslike games, they’re simply not my cup of tea. I fully acknowledge that they’re well-made games, and if you enjoy them, that’s great. They’re intentionally designed to be challenging. While the original Dark Souls was developed under a tight schedule and has some rough edges, its high level of difficulty was a deliberate design choice rather than the result of bugs or glitches.
Making enemies soak up more damage and deal more damage is lazy difficulty. Giving enemies more tools to use against the player is the better way to handle game difficulty IMO
Sekiro was my first Souls-like and honestly, it’s way too hard. There are moments in the game that lock you out UNTIL you defeat a boss. I even got the mod where it makes you near invincible, and I still struggled to fight bosses. Delivery and world was awesome, gameplay was impossible for people like me.
Then I played Elden Ring where you can literally be over-level. I was getting beat up in one zone, then moved to another area. When I returned, I was better equipped/more powerful/better as a player.
That to me is the perfect balance. Lemme go wander and git gud (by overleveling or finding useful items that make the bosses easier). Every game should allow the player to beat a boss with skill, or plow through them through cheesing/overleveling.
Sekiro bothered me, too, and I played all the Souls games. I got to the boss that wants you to jump and redirect lightning, and I stopped. I understand the philosophy behind making bosses unique, but it’s basically a QTE without the button prompt on the screen, and that’s not what I wanted from From. Also that weird fog that wants you to use consumables. I don’t do consumables.