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twintail said:
AngryLittleAlchemist said:

I think Dark Souls is one of the few games where the constants are as important as the variables. The linearity of the difficulty actually makes the game a lot better, because once you finally get past the learning curve you feel this huge sense of attachement to the game, but you also feel like you've passed a milestone in a community of gamers who've gone through the same thing. It's like a rite of passage.

Yeah of course. I can get this point. Though I dont see how that negates the option for something more managable for those who might need it.

spemanig said:

I mean, I still do.

Even if a developer believes in an idea, it doesn't mean it's a good idea. Sakamoto believed in using an inferior controller layout for Other M for example. Cases like these are why we critique games in the first place.

That isnt an apples to apples comparison though. And critque of a game that offers a lower difficulty for those who might need it is not the same thing as critique of a poor choice in control scheme. In both, if you have the option to play it the true way, you arent losing anything. 

Players shouldn't have the choice to play a compromized version of a game created by the devs. I'm not a "more options are always better" guy, so that won't work with me. Players don't need an an easier difficulty. They need an easier game, or to get better at the one they're currently playing. At least in cases like DS where the difficulty is an integral part of the experience. I hold no sympathy. Like I said, no one needs to play every game, and no game needs to make itself playable to every person.

And it totally is the same thing. At least, it addresses the same core problem, that being that a developer shouldn't get a pass on any choice they make in a game just because they personally believe it's the right choice.