Mnementh said:
| vivster said:
I think you have the wrong assumption here. No one is asking for a kiddie mode where you can't die ever. You seem to only know the two extremes between very hard and very easy. Believe me, even just making the health bar double as big an the potions double as effective goes a very long way. Then you could reduce the negative effects of dying. All this can be done with a push of a switch without affecting anything ingame. Yes, people will die due to mean traps and the way the game is designed. But if they're not completely brain dead they will only fall once for a trap. That's the charm of the game. I mean look at Minesweeper. It also has instant failure states that are not the players fault. Yet it's not described as a very difficult game. What makes it difficult is the timer.
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I think you don't really understand here. You think about games, where the difficulty comes from the enemies. Give them less HP and let them deal less damage and they are easier. But this isn't working that easy on the souls-games. The level-design is part of the difficulty. Let's think a moment, how would you make Mario an easier game? Goombas only have half of the HP? What would that change. Let Mario jump higher? Do you think it would be the same game anymore?
Looking over the thread you have people saying from themself they are enjoying the game standing in opposition to the idea of an easy mode. People who claim they dislike souls are infavor of an easy mode. It could be of importance, that the people who like it may have played it a bit more. We can see, that an easy mode makes no difference (Goombas have only half the HP) or would change the game (Mario jumps double as high).
So, say, how would you add an easy mode to Donkey Kong, Shovel Knight or Sokoban?
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Those are different games and not part of this topic as I described how DS could be easier. I played DS and it was not the environment that did me in. It was the enemies and the punishing stats after death that did it. Also the non existant tutorial.
As for jumpnruns. Shovel Knight and Mario aren't even hard to begin with. Shovel knight even has added challenges to make it more difficult.
But to make those less difficult it depends. More checkpoints within the games, more lives, less damaging enemies. Make it run slower is probably a great help generally for all those slef moving levels. Those make it not impossible to fail but at least easier to succeed. And also will not affect game design in the slightest.
Sokoban is a puzzle. The only redeeming quality of a puzzle is the challenge itself or it wouldn't be a puzzle. So I don't see a reason for people wanting to play it other than challenge.
Mario, DK, DS all have qualities above just the challenge that are enticing to less skilled players.