Shadow of the BEAST
Banned
id actually like an "light souls" game.
I dont have time nor energy to play games like dark souls.
I dont have time nor energy to play games like dark souls.
id actually like an "light souls" game.
I dont have time nor energy to play games like dark souls.
This is what I'm talking about. I'm sure there are numerous people like you all across the world. I don't see a problem with this unless it detracts from the core game.
Certainly there is no appeal for you, that is clear. But as many have echoed, not just in this thread but all across the internet, there is an appeal for an easier game. The world and art are interesting, the soul mechanics are interesting, the combat is fun, all of that sounds like an appealing game to me. There are people who play every shooter on the highest difficulty they can because they like the challenge. Do they complain about there being easier difficulties? More often than not, no. They just choose to ignore them.
This is what I don't get. Everyone just assumes that they'll dumb down the difficulty with out any evidence. Idealistically, every game should be easy to learn, hard to master.
Combat doesn't exist in a vacuum where the controls and the animations alone can be used to judge its quality. It's leveraged against encounter design and the difficulty of said encounters, and once you tone down the difficulty, or give an option to take it down a notch, that 'fun combat' loses its lustre.
Toss in the communal aspect of the Souls games and I think having separate difficulty options at all is a bad idea.
The controls are intuitive and responsive, there are no walls of text to get through, no fifteen-minute cutscenes, no forced tutorial. You get in, and after ten or fifteen minutes you're well on your way through the game, having defeated the first boss, and been taken to a new location. It's easy to learn, hard to master. The accessibility quirks people talk about are all facets of the game that are required to master it, not start it.
Most developers tend to dramatically fuck things up when they use buzz words like "accessibility"...so there's plenty of reason to be alarmed about what they might intend by that.
When a significant part of the appeal about Dark Souls is the fact that it doesn't hold your hand and expects you to "keep up"...improving accessibility could very well impact the game in a negative fashion.
Fucking "cool guys" getting bothered over "fucking gamers" getting bothered.
Seriously though, a minimap would destroy the game, i don't think they'd be such idiots.
The problem behind "chasing" big audiences is that your modest popularity comes exactly from your ability to fit in a precise niche, not from your pretty face.
The moment you chase another audience you grow out of that niche and fall flat on your face, we've seen this happen far too many times this gen.
They will never get the Elder Scroll popularity, because they are completely different games with completely different selling points and already TeS "sold out" on a lot of its pecuiliarities.
Combat doesn't exist in a vacuum where the controls and the animations alone can be used to judge its quality. It's leveraged against encounter design and the difficulty of said encounters, and once you tone down the difficulty, or give an option to take it down a notch, that 'fun combat' loses its lustre.
Toss in the communal aspect of the Souls games and I think having separate difficulty options at all is a bad idea.
An easy mode is actually easier to implement than more accessibility that can fuck up the pacing and the whole atmosphere.
examples:
-Buffed pyro glove (that was overpowered) that you can't bring with yourself when invading.
-Covenant that doesn't allow for invasions (on your part and the invaders') but does allow for summons.
-More humanity drop-rate with a certain "newbie" gift.
and so on.
Dark Souls already had an easy mode, but it wasn't outlined, and it was:
Pyromancer + MasterKey starting class, Way of the White covenant (that limits invasions, AFAIK).
This is what I'm talking about. I'm sure there are numerous people like you all across the world. I don't see a problem with this unless it detracts from the core game. People who want a hardcore experience get it, people who want something easier get it.
This is what I don't get. Everyone just assumes that they'll dumb down the difficulty with out any evidence. Idealistically, every game should be easy to learn, hard to master.
sooo... TeS started out as a more Niche rpg and wore away it's rough edges by "selling out" it's peculiarities and returned massive sales for the effort by oblivion and skyrim.... What lessons are we to learn from this?
As for your second point, do you mean like with summons and invasions and whatnot? I'm sure they could have separate servers for the difficulty levels. Or maybe easy mode could be an offline mode where you can't do that stuff.
sooo... TeS started out as a more Niche rpg and wore away it's rough edges by "selling out" it's peculiarities and returned massive sales for the effort by oblivion and skyrim.... What lessons are we to learn from this?
sooo... TeS started out as a more Niche rpg and wore away it's rough edges by "selling out" it's peculiarities and returned massive sales for the effort by oblivion and skyrim.... What lessons are we to learn from this?
Adding an easy mode to the Souls games is easy as pie.
Add an item that allowes some form of saving/respawning at fog gates, and have a class start with that. (And throw in a targeted summoning system too, aka co-op)
It's still the same old game for those who want that. And for the people who aren't as strong gamers or are just not patient enough to go trecking to a boss multiple times in order to beat it, you reduce the barrier of entry.
Gotta segregate servers for balance issues if they gave carebears a distinct advantage.
Or you just can't invade if you choose to use "the item" (and the effect is permanent on that character)?
Knew this was going to happen. Thought Dark Souls was much easier than Demon's Souls with its bonfire checkpoints and this seems like continuing the downward trend.
Gotta segregate servers for balance issues if they gave carebears a distinct advantage.
Knew this was going to happen. Thought Dark Souls was much easier than Demon's Souls with its bonfire checkpoints and this seems like continuing the downward trend.
sooo... TeS started out as a more Niche rpg and wore away it's rough edges by "selling out" it's peculiarities and returned massive sales for the effort by oblivion and skyrim.... What lessons are we to learn from this?
id actually like an "light souls" game.
I dont have time nor energy to play games like dark souls.
Knew this was going to happen. Thought Dark Souls was much easier than Demon's Souls with its bonfire checkpoints and this seems like continuing the downward trend.
Don't know why anyone would be against that.
Wait, someone else is making the game?
I think that the bonfires were a good idea. Sometimes it just gets frustrating having to go through the entire dungeon again just to face the boss one more time.
They should just have 2 separate vastly different difficulties. One of them being what series fans expect, how it's intended to be played. The other is just for new people who want to soak in the atmosphere without the intense challenge.
Don't know why anyone would be against that.
Isn't the intense challenge part of what makes the atmosphere so great though? I don't get all this "Souls should have an easy mode so I can play it too", yeah why RPG's must be 50+hrs? I don't have the luxury to spent more time than that so all RPG's should last 10-20hrs. WTF kind of logic is that?
imagine if there was 7 pages of that exact drive-by post, with excellent responses why it's an awful idea on this very page forky
Isn't the intense challenge part of what makes the atmosphere so great though? I don't get all this "Souls should have an easy mode so I can play it too", yeah why RPG's must be 50+hrs? I don't have the luxury or patience to spent much time in games so all RPG's should last 10-20hrs. WTF kind of logic is that?
I don't get all this "Souls should have an easy mode so I can play it too"
But having a separate difficulty for an entirely different demographic while still keeping the original is fine.
They should just have 2 separate vastly different difficulties. One of them being what series fans expect, how it's intended to be played. The other is just for new people who want to soak in the atmosphere without the intense challenge.
Don't know why anyone would be against that.
Observe: basically every other game/sequel that has claimed to go down that route.
I certainly hope so. We tested it with a few casual guys at the studio and, frankly, right now we’re not doing that great. So we’re going to keep working on that, and try to get it to a point where it’s much more accessible to a lot of our fans who maybe haven’t played one of our strategy games before as well as any fans who haven’t played any of our games before. So we’re definitely going to work on (making it more accessible). It’s definitely a goal.
“Players should be able to choose how deep they want to enter the story or the plot,” he said. “If they’re really hardcore, they can really dig deeper and deeper and deeper, and if they’re just casual, they can still learn about the characters and the story, but they’ll do that by going in another direction.”
Iwinski concluded, “Just to make sure we’re understood correctly by our fans, this does not mean that we are going to simplify our games. That’s definitely not the case.”
Valve believes that the solution to the huge barrier to entry is threefold. The first, obvious solution is to have excellent skill-based matchmaking for both individuals and teams. Valve believes that the work going into Steamworks for Dota 2's release meets that requirement. Second, interactive guides will allow players to do more than just read a guide for their favorite hero that has been deemed helpful by the community at large. Valve plans to allow guide-makers to tie their work back into the game by doing things like highlighting suggested item purchases or displaying useful information during a match.
That doesn't mean dumbing down the gameplay for everyone. Instead, Turn 10 simply added layers to the assists, including a replay function and an auto-braking system. In its easiest form, gamers can just hold gas and go. Bump into AI and you'll see some nifty collisions, but it won't really impact you. And if that's what it takes so you'll play and enjoy Forza 3, so be it. Don't worry, the hardest of hardcore racers can test themselves with all assists off and no replays. That's your choice as well. Either way, the single-player career mode carries on. There's no penalty for playing on easy (or using the replay feature to death), but those who play at harder difficulties do get more cash for each race.
Did you play post-patch, by any chance?
Let's wait before grabbing torches and pitchforks.
Let's wait before grabbing torches and pitchforks.
This.
It was, at first, merely saddening, that the enthusiasm of getting a new Souls game started to turn into caution so quickly, but now it's more annoying than anything.
All we have are a CG teaser and a few comments from EDGE, but people are acting like somebody has personally broken their copies of Demon's and Dark, for the Souls series IS NO MORE!
Knew this was going to happen. Thought Dark Souls was much easier than Demon's Souls with its bonfire checkpoints and this seems like continuing the downward trend.
If difficulty levels are implemented without sacrificing the normal mode, I don't see what the big deal is. Obviously if it was like Evilore outlined earlier, where the easy mode is the primary focus instead of the other way around, that's a problem.
That would be nice.Let's wait before grabbing torches and pitchforks.