platformmaster918 said:
funnily enough I put the Soul's series in that category. At least when I played Demon's Souls I found the levels to be extremely easy other than the ones in tunnels or small rooms where targeting an enemy would result in me being unable to see. Then I would get to a boss and die before figuring out the pattern and have to start the whole level over. It was easy to get through most of the levels if you took your time, but damn was the no checkpoint at a boss thing dumb. I'm not asking for any advantage. Give me the same health I had after going through the level and same items, just don't make me go though 50 soldiers and tediously do the same half hour level again just to get back to the only hard part. Stupid design imo. |
It encourages you to be better at the game. What's the fun of dying to some soldiers when you respawn at the spot? I died a lot of times in Demon Souls and had to repeat the same areas again, but I was getting better, by doing some areas again I start learning the game and be better at it, which help a lot in future areas. It's not frustrating because the enemies are not really cheap (like everything, there are some exceptions in the game imo, but overall most enemies are fine), you just have to learn their patterns and know how to block and attack.
In this type of cases I think people confuses difficulty with perseverance. If you try a million times one part and never beat it or when you beat it you feel like you didn't learned anything, then that's a really bad design choice. When you try a part a couple of times and beat it and you feel you are getting better, that means the developers have done a good job.
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