SvennoJ said:
Zkuq said:
I'm not sure I would enjoy an important fight becoming easier just by trying it again and again. I think it would take away from the feeling of accomplishment once I do win the fight. I imagine this does work fairly well in practice, but it has this downside as well. I guess it could work better for games that aren't so much about accomplishing anything, but I have my worries about this in games that are supposed to be hard. That said, I don't have experience with this described mechanic, so I could be wrong, or maybe it's just me. |
There shouldn't be any random elements in it either then :/
The boss fights in PoE2 are pretty amazing, very hard first time, but it wasn't rewarding to beat them. We tried (co-op) many times and then eventually the RNG serves up a survive-able sequence and it feels like, why didn't it work before...
But it would have been better if we still got XP from trying as instead we went back to grinding a couple times getting bored of the boss fight. Which made replaying the game far less fun as we already repeated the levels before the main bosses many times.
Anyway I seldom get any accomplishment from beating a difficult boss, just feels like I'm wasting my time (while wasting my time lol). So I rather avoid these kind of games and stick with easy mode. Experiencing the world is a much bigger draw for me in video games than beating arbitrary obstacles. When given the choice I'll skip boss fights or lower the difficulty temporarily not to have to repeat it. |
What you say about PoE2 sounds more like poor design to me. I don't doubt that the game is fun, and maybe even the boss fights are great, but I'm not at all a fan of challenges that you end up beating due to random factors. I don't mind some randomness for sure, but when it feels like all you did differently to pass was... nothing, besides get slightly different random factors, I don't personally enjoy that, and at that point I consider it poor design. It could be alleviated by giving XP simply for trying, but I think the core issue is still poor design.
What I meant by accomplishment is, well, I've only played Sekiro, but I imagine it's the same for soulslike games and probably some other kinds of hard games too. I think those are the kind of games where succeeding can feel rewarding (at least to many). I haven't played PoE, but I have played Grim Dawn, which to my understanding is at least in the same genre. In Grim Dawn, I've had some difficult fights, and while randomness wasn't a huge factor in them, I didn't feel like accomplishing much after beating them. In that sense, I think I understand what you mean, but you're talking about a different kind of difficult than I was.