Spindel said:
Dying is not the same as failing |
It depends on the game. Dying in Astrobot or any platformer, no problem at all. That's all about memorization for which repetition is the best way to learn. Yet dying in a game like RDR2 where you have to sit through cut scenes again or have a lengthy process to get back, or lengthy loading times, very annoying. My argument for Souls is not that you should not be dying, difficulty adjustments should be there to change the frequency of deaths. DS2 had an early difficulty spike for me, I died about 50 times just to get to the next bonfire at the start. Which resulted in me over powering my character making the game very easy later on. You can avoid this upside down difficulty curve with adjustable or dynamic difficulty.







