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Re:Hidetaka Miyazaki sees death as a feature, not a bug by marginalia_nu on Wednesday March 02, 2022 @12:19AM (#30524042)
It's in part this process of learning new encounters I'm talking about.

In the beginning of Dark Souls, you can kill every enemy pretty much the same way. Then gradually you need to use more mechanics to get forward. Very little of it is actually mechanically demanding. What's demanded of you is that you observe and correctly assess the situation, that you recognize that what you are doing isn't working, and the solution isn't to do it harder, but to find another solution.

The biggest problem most new players have is that they try to play too fast and they don't react to what's in front of them. They mash buttons and try to do everything at once. They approach every situation the same way, probably rushing in and probably pressing every button on the controller in a mindless flurry. An seasoned player will almost certainly play slower than a newbie because they're playing a lot more deliberately.

You have people playing these games with voice commands[1] and DDR mats[2] and whatever. If that isn't evidence this isn't a test of dexterity, I don't know what will.

[1] https://www.youtube.com/watch?v=5m2a2dLdZ0M [2] https://www.youtube.com/watch?v=UxKsRf6R-vc

Re:Hidetaka Miyazaki sees death as a feature, not a bug by sisu on Wednesday March 02, 2022 @05:24AM (#30525788)
> You have people playing these games with voice commands[1] and DDR mats[2] and whatever. If that isn't evidence this isn't a test of dexterity, I don't know what will.

I thought it's precisely the opposite: people find these kind of challenges meaningful because it is a test of dexterity that is particularly difficult to perform with such controllers.

Re:Hidetaka Miyazaki sees death as a feature, not a bug by filoleg on Wednesday March 02, 2022 @12:11PM (#30529737)
I think you misread the parent comment. They aren't saying that DDR mats and voice commands aren't a test of dexterity. They are saying that people beating the game using DDR mats and voice commands illustrate that the base game isn't a test of dexterity, because people use those weird difficult input methods as a way to add the actual dexterity challenge.
Re:Hidetaka Miyazaki sees death as a feature, not a bug by AmericanChopper on Wednesday March 02, 2022 @02:16AM (#30524684)
All of their games demand that you get better at the game mechanics as you progress through them, which is what you’re actually describing, but for some reason you think controlling your character in combat is something other than game mechanics? The fact that people have practiced these games enough that they can beat it with all sort of whacky interfaces doesn’t really prove anything.
Re:Hidetaka Miyazaki sees death as a feature, not a bug by lloda on Wednesday March 02, 2022 @02:56AM (#30524917)
Get better as in knowing what to do, not so much about fast reactions or very precise timing of the controls, etc. Those help if you want to beat the games 'the hard way' but there are always easier ways. The gameplay is more about finding what those are, rather than banging your head against the wall trying the same approach over and over, which is a trap some players fall into.
Re:Hidetaka Miyazaki sees death as a feature, not a bug by AmericanChopper on Wednesday March 02, 2022 @03:12AM (#30525031)
> but there are always easier ways. The gameplay is more about finding what those are

Many FromSoft fans would not agree that this is what the gameplay is about. They’ve always put easy modes into their games, but the game designers really want you to just keep practicing until you get it.

Many of the boss encounters they’ve designed are also specifically about fast reaction times and precise timing of the controls. In the souls games recognising the enemies patterns are reacting quickly with precisely timed attacks and rolls is very important. In Sekiro the entire game is about precisely reacting to fast paced combat, especially if you’ve got chip damage enabled.

Re:Hidetaka Miyazaki sees death as a feature, not a bug by krige on Wednesday March 02, 2022 @04:05AM (#30525351)
That entirely depends on the weapon you have chosen. I can guarantee that if you choose greatswords / ultra greatswords and gear up with that choice in mind, the game pace slows down tremendously as you one-hit a lot of the opposition and withstand many blows that would outright ragdoll other builds.
Re:Hidetaka Miyazaki sees death as a feature, not a bug by lmm on Wednesday March 02, 2022 @02:29AM (#30524757)
By that definition, "getting good at game mechanics" is so broad as to be meaningless, and "need to be rather competent in their demanding mechanics" is no explanation at all.
Re:Hidetaka Miyazaki sees death as a feature, not a bug by AmericanChopper on Wednesday March 02, 2022 @02:43AM (#30524841)
The basic combat mechanics of FromSofts games are specifically blocking, parrying, rolling, stamina, and general movement, along with all the different forms of attacking, casting and item consumption. Most of the difficulty of FromSofts games comes from mastering these mechanics, and then learning every boss encounter individually.

To say the games are mechanically easy just seems like such a nonsensical take to me. Simple perhaps, but lots of simple things are especially difficult.

Re:Hidetaka Miyazaki sees death as a feature, not a bug by marginalia_nu on Wednesday March 02, 2022 @03:41AM (#30525215)
Most of the difficulty is in using the tools at the right times. This completely permeates the design of the games.

At first the game will show you an enemy with his back turned, and you will discover that this initiates a devastating backstab.

Miyazaki has shown you a new tool, but in doing so has also given himself a new tool for manipulating you: A few moments later, the game will show you an enemy with his back turned, and you'll probably mindlessly rush in for the rewarding backstab, only to be bum rushed by an enemy hidden behind a corner that kicks you off the cliff. You really don't stand a chance at reacting to this, and yet again meet see the familiar "You Died"-screen.

This is the dialogue I speak of, it's easier to point out in level design but very much also exists with in the combat system. Some players will probably miss this aspect and think it's just cruelty. Like, how could you have known? Well you absolutely could have known by being being more careful and looking around that corner before taking the bait.

The combat in general works like that as well. First you're shown enemies that are susceptible to one particular strategy, and then the next, you're shown enemies that are not. The difficulty isn't executing, but coming up with an appropriate strategy for the situation. And the games are very cleverly designed to shut down one-size-fits-all approaches to combat. There are no universal combos to memorize because they don't want you to merely go through the same motions, they want you to engage with what is happening on a more direct level.

Re:Hidetaka Miyazaki sees death as a feature, not a bug by Bancakes on Wednesday March 02, 2022 @03:40AM (#30525208)
What? You don't have to 'learn' any bosses. You can beat all bosses by just striking a few times and rolling away. You don't have to learn any patterns or cheeses or weaknesses. IMO that's not a fun way to play.

You make souls games out to be "memorize the trick" simulators. No, no, no. That's the unfun approach.

Re:Hidetaka Miyazaki sees death as a feature, not a bug by gigaflop on Wednesday March 02, 2022 @09:18AM (#30527539)
Dancer of the Boreal Valley would like a word with you.

While the strategy could be oversimplified to 'hit hit run', it misses the nuance of learning how to apply that strategy to a given boss. I ended up clocking over 600 hours on DS3, between personal challenge runs and invasions, and as the other comment suggests, your level (and gear, and how you distributed your stats) will have a big impact on how difficult a boss feels.

My first playthrough was an absolute slog, since I had very little idea what I was doing with combat, and had no idea how to optimize my character. On my 20th (or whatever) time, with a purposefully under-leveled character (Strength build), most bosses were one-and-done with the right game-sense and cheese tactics (Greatclub is great, and if you disagree, you are liable to be flattened).

If I'm in the zone, Gundyr is a minor roadblock between character creation and Firelink shrine. I think my record is around 2 minutes to activate the shrine bonfire?

Vordt? Gimmie that raw +3 (I think) broadsword with lighting resin, and he's dead meat at SL1[0] since his timings are very predictable after the 15th time killing him. Getting a raw +3 broadsword is the hardest part there.

Dancer, Pontiff, and the wrinkly pink screeching guy in the castle side area are still my hardest fights due to their patterns and movesets.

[0] SL1 = Soul Level 1, achievable when you start as the naked guy with a club and never level up. All other base classes have a starting SL greater than 1.

Re:Hidetaka Miyazaki sees death as a feature, not a bug by deckard1 on Wednesday March 02, 2022 @05:53AM (#30525947)
running up to bosses and smacking them to death really only works if you're way over leveled for the place you're in. And not even then, for many fights. A lot of fights you need to deal with additional enemies before the main boss, or even simultaneously. Ornstein and Smough, from DS1. Or Rom from Bloodborne. You definitely need a strategy, especially when that second phase hits.