As I said earlier, that’s an intended effect. Death in video games is a consequence free affair. DS upped the ante. If you think it didn’t make death more effective and didn't affect how you played at all, well, I don’t know what more to tell you.
Like, maybe it did on some subconcious level, but I don't see what it would have done differently in terms of how I go about things. Whether I have no souls or a bunch of souls, I don't want to die, I don't want to have to travel back to the start of the checkpoint. If I don't want those things, then I need to play carefully, which I feel I can say I generally do. All it does is enact a heavier punishment for what I'd do anyway. For that, maybe I played even more cautiously sometimes than I would anyway? Idk, it doesn't feel like it added a lot for me.
You are literally saying that you hate what makes these games so good... the tension. Just don't play these games if you don't like tension.
And here's the thing, this makes the games better for others.
It's not your cup of tea. That's cool. But that's life.... move onto things that are more your pace.
But Bloodborne IS my taste. I fucking love the game. I just hate that part of it. It adds an unnecessary level of tension that would already be present from the intimidating designs and ferocity of the enemies. I'm at the point where souls genuinely don't matter to me, and my experience is improved for it because now I don't worry about losing them, I just worry about dying, and this is a more positive experience for me. I still feel tension, but it's tension that comes from the threat of the enemies alone, a tangential feature like not on losing your game investment, and that's better for me.
Guys, it's extremely weird to be told over and over how one of my favorite games of all time is "not for me". I dislike one element of it and have outlined why I consider it unnecessary even if you do not, yet still love it. I feel this response to that kind of exemplifies the lack of willingness to put yourself in the shoes of others.
Think about how little this makes sense. If Bloodborne was not for me becuase this souls currency system is it's defining feature, how can I love the game like I do? And why would I love the game even more now that I've rendered it redundant through overleveling? I don't see how this conversation makes sense otherwise. Explain to me, in pure logical, modus ponens terms, If you believe the currency system is such a defining the game that the entirety of the game's identity is dependent on it to such an extent that the game is rendered pointless without it, and I hate it, how can I love these games with it in? These things just don't add up. I mean, whats the alternative explanation here? That I'm lying? Did I trick myself into putting hundreds of hours into games I believe I like but actually don't? Come on.
At some point you have to accept that I appreciate different things about the game than you do and hold to a different game philosophy of what is considered good or enjoyable design, allowing me to hate the currency system you may see as integral, but it certainly is not to me. That's the only way I see this being coherent.
Okay, Majin, I'm pretty much done with this debate because it is getting way, way too long and too much of a hassle to reply to every possible point being made, but I feel the need to respond to this post.
To be frank, I cannot say the same for you. It's not good for debate to continue to attack the other person while ignoring the actual points of the debate. I've put a decent amount of effort into these posts and I feel like you are not actually reading them. As you continue to say things I've already addressed or simply miss huge points. For example your insistence on how an easy mode could be done, whilst a levy of points have been made to the contrary, without any defense in sight.
I feel I have, if not to you, then others. But, lets go over a clifnotes version of my basic argument here, if only for the sake of clarity.
Here is what I understand the defense against the easy mode to be: "if an easy mode happens, it will change the whole game. How you interact with the NPC's, the world, the level design, even the culture of the game, not just the combat"
Okay, lets go over this step by step. For one, you criticized me for not being specific on what an easy mode would entail. I don't do this because it's not my job to create an easy mode, it's the developers, because while I think some people oversold the idea of how much such a mode would cost to make, it would require testing and tweaks. I don't think we can apply a blanket "cut all damage by 25%" or anything like that. It also depends on how easy easy mode is. Would you want a mode that subtly turns down enemy damage, one that changes the aggression value, or do you just give the player more recovery items than they would ordinarily have? Any one of these, or a combination of them could work, but I am not going to put together a design doc right here and now. For the sake of argument, assume it's a bit of everything and the easy mode was built to make the game more survivable relative to the main game, while still challenging. To make things simple, it's a mandatory offline mode. So, things that would be affected:
The combat: This is the most obvious and tangible affect, and it is the entire point of an easy mode as this will be what 99% of the player base gets stuck on. This is the part that I think, if one were to do an easy mode, it's what ought to be changed. But then we have a rippling affect that does indeed affect other areas of the game.
The NPC's: You mentioned something to the affect of how you share a relation to the NPC's because your living a similarly horrible life of death. Well, in my personal experience, this isn't what I felt at all. In all 3 of my playthroughs, I feel I am above the rest of them in a way that clearly evokes aspects of a power fantasy. I mean, first off, they are extremely lifeless, while I'm constantly getting out there and taking down monsters and gods. You get a few every so often that are on a journey themselves, but it's always noticeable how often they feel outmatched by the world around them, while I don't. And I usually play with an overleveled build, do it's not long before I stand head and shoulders above these NPC's. Not to mention that I have immortality. It's canonical that no matter how many times I die, I just come back, which is not something afforded to other NPC's. They die, they're not coming back. So I find this connection that I'm supposed to feel with the NPC's tenuous at best. But okay, easy mode. They're still suffering while the player has a slightly easier time of it than they do. Well, assuming that the easy mode still challenges the player somewhat, they will feel the strain of the world's violence to some extent, like they do. But assuming that it's super easy....well, if I had to pick who my favorite Souls NPC characters are, it'd probably be Eileen and Maria and Arianna and the Samaritan from Bloodborne. I try to imagine how their interactions play out if the game is easier, and honestly, the things I like about them are the things I would remain the same. I like how the Samaritan is so kind even though he's got anxiety issues and the world is a jerk to him. That doesn't change even if the game is a walk through, because it's about his personality and interactions with the world, not mine. The only one of those that could even potentially change is Lady Maria. I think it's important that she is a powerful boss to get a proper feel for who she is. However, if the easy mode is only easy relative to normal mode, she could still be a challenge to lesser skilled players, who would be the audience for the mode.
The world: Honestly, the intense difficulty of the game is kind of what hurts the believability of the world to me for a little bit. I mean, this is a world where you can't go 10 feet without something trying to kill you, but somehow people built these amazing castles and buildings with this incredible architecture and art. Even 'normal' people are inert and passive in this world and all act super weird. No matter how hard I try, I don't picture how this world came to be in a normal, functional, anthropological sense. The people in it act too alien for it to seem plausible. And I don't think this is an flaw, because this lends the world a sort of mythological feel, where you're in an epic where not everything might make sense, but it feels grand. I don't feel the difficulty of the world affects this overly much. The mythical feel of the world here is less about how the souls games are oppressive and more about how they're just...weird. If we're talking about the clues about the world we find, I see a similar disconnect. Why, precisely, would finding an item that tells me Hollows love the taste of Mountain Dew or whatever be any more or less interesting for the fact that I had to fight a small army to get to it vs just finding it lying on the side of the road. More important and obscure pieces of information can be hidden away in the world, sure, but how you acquire that information just doesn't feel like it'd be more important than the information itself.
Level design: Well, this is related to combat, so some of the answers are going to be the same. The ambushes aren't going to have the same punch to them, but they're not really supposed to since the goal here is for greater player survivability. But would it mean that players would be more careless in exploring? Eh, maybe, depends on how easy easy mode is. But there's other things, like how worlds are explored. Well, I don't see a difficulty change affecting this too much, atleast if I were playing it. I'd still be collecting all the stuff I could, which would mean I'm scouring every area looking for stuff to pick up. I'd want armor, for the sake of fashion if nothing else, or to pick up new weapons that would still make an impact for the player. I just don't see new items as ceasing to have worth even if the game is easier, because I'm a hoarder and because of the chance they could be useful even considering the lowered difficulty. I'm trying to think of what you actually do with level design other than kill enemies and scour for items. This would also probably be different depending on the game. DS1, with it's open world hub, would be different from bloodborne's more linear level design.
Lastly, the culture: You mentioned camaraderie in your post. Well, this wouldn't disappear, especially since online stuff would be relegated to normal mode, so people who interact with other players will still have their experience. Communities will always be there for players and an easy mode will not quell such a thriving one right off. I can agree that it would then be harder to hype the game up as the hardest mainstream title, but people would still be able to hold normal mode as the standard by which the souls games would still be played. So, all in all, this would probably be the aspect that takes the hardest hit after combat, but it would definitely survive and continue to thrive.
Still, I feel that you will insist "But it will be
different...." Well, I can give you that. On some subtle, psychological level, you will be affected by knowing you could have chosen an easier path. An easy mode player might feel a slight more disconnect with the NPC's than they otherwise would, might approach levels more carelessly than they would otherwise would...but not so much that everything about the series would be ruined for them. That's just dramatizing it beyond realism.
But things would be different. But for this argument to work, you have to put yourself in the shoes of someone who is not interested in the same things as you. They don't want to overcome adversity and be rewarded for it. Some people just want to see the burning ruins of Old Yharnam or figure out who the fuck Gherman really is. They will care that they aren't getting it the proper way far, FAR less than you would in a similar situation, and I see no reason why they shouldn't have that chance unless it would impede other players in some way.
Which brings us back to the crux of the argument, the thing that is the reason I can't get passed and reconcile with people who disagree with me here. How would it affect YOU that some guy you don't even know played an easy mode version of the game that you didn't? A game mode which, for the sake of argument, lets say we know for a fact had no impact on the development of what would otherwise be a normal Souls game. I mean, as far as you personally go, you said you were able to SL1 your way through DS3 on your first playthrough and like to choose the hardest modes from the onset, so the idea that you'd lack the self control to not go for the easy mode is not the case. What about the gaming public at large? Well, I would imagine the easy mode to be locked in once you chose it at the start, similar to your stats, or name, or whatever, without a respec option. That would prevent people from just backing out and playing the easy version if them resisting the urge to lower the difficulty is such a problem for you. They wouldn't want to lose the progress they have made. But even if they could, I just don't get why you'd care.
You run into a post occasionally that says 'Man, the boss was just too tough for me, I had to lower the difficulty for him". So what? It's not even that different from summoning for the sole purpose of trivializing a boss fight. But this is just a barrier I cannot seem to get past to truly empathize with your position. You apparently feel you've offered plenty of evidence why this would absolutely murder the soul of the souls games. But I just don't see it. "Someone played the game differently than me." Having read many posts on this matter, I still simply can't see why anyone would care.