A game doesn't sell 2 million copies because only mascohists enjoy it. Have you wondered perhaps that that perpsective is off rather than those of the "defenders" and "vociferous fans"?
I love this kind of idiotic hyperbole. Dark Souls games are the best-selling Japanese games on Steam, by far. They sold millions of copies. They aren't even that niche anymore. "Only masochists can enjoy" is like saying "only stupid, deviant people enjoy this game", which is really insulting when you think about it.
Right, because games that sell don't have room for improvement? I don't see what sales have to do with anything. Hell, 3 of those sales are to me (4 if you include Demons' Souls on PS+).
Yes, I was being hyperbolic. My point is less about the flaws and more about how complaints are responded to. People who want a real pause feature or difficulty modifiers that don't require an Internet connection get routinely told to piss off, and there's multiple examples of that behavior in this thread.
Wild Card said:
While I think this particular point of discussion has been covered by More_Badass and others, and part of my point may intersect and overlap with theirs, the diffuculty of the game not only determines how the player interacts with the moment-to-moment gameplay, but the world itself. It contributes quite heavily to the theming of the game, the air of hoplessness that is much better appreciated, much more relateable because you yourself have experienced the same hardship the denizens of this dying world have. You must tread carefully throughout each area, even those you have previously explored. I'll put it like this. the way you behave thoughout this world seems like to could mirror a character written trying to live thoughout the world of Dark Souls.
I don't dispute the overall point Wild Card is making, but the bolded is the justification given against doing anything that might actually benefit the player.
And it's not for lack of effort, either. I own almost every entry in the series, hoping for refinements that might make it finally click, and it never does. My history with Souls:
- DeS: cleared quite a few areas, got stuck on I wanna say 3-1? The mine with the fire-breathing whatsit at the end. Got tired of carefully fighting my way to the boss only to die almost immediately against the boss.
- DkS: Multiple attempts. Most recently managed to ring the first bell. Got to Blighttown, got toxic'd, then ended up getting cursed by a goddamn basilisk.
- DkS 2: Made a fair bit of headway on this one too. Got to a boss with two giant guys in a tower. Forgetting the name.
- Bloodborne: Haven't put a lot of time into this one. Haven't even made it to the first boss.
I can handle an oppressive atmosphere, but there's no relief from the tension.
My personal wishlist for improvements:
1. Pause. There's no reason to disable pause when I'm playing offline. None. Quitting to the menu is not the same thing and not a reasonable expectation.
2. When killed by a boss, make it so your souls are outside the boss room. If I'm going up against a boss, I don't want to be both trying to learn the boss' patterns *and* dashing towards my souls to recover them.
3. Some kind of soul storage. There's ways to do this without sacrificing the overall tone of the game, like make it cost a level per transaction and limit to units of 1000. Or spend a level to convert carried souls to an item.
4. A checkpoint near the boss, or at least a short-cut that makes it take less time to get back to the boss after dying.
On the topic of an easy mode, it's definitely not as simple as a damage modifier, since there's plenty of hard spots that have nothing to do with damage dealing. But, a few things that could be done in a theoretical easy mode, such as:
- Reduced duration of DoT effects like poison/toxic
- No persistent status effects
- More iframes in general
- Rolling is always full speed and lowest recovery time regardless of stats
- Reduced knockback from hard hits/projectiles
- Souls dropped when you die stay there until you come back and pick them up (are not lost if you die before reclaiming them).
With tradeoffs, like enemies give fewer souls or levels cost more souls.