• 1 Post
  • 923 Comments
Joined 5 months ago
cake
Cake day: August 21st, 2024

help-circle









  • thief sticks out to me in that list. all the others are run-based with metaprogression (except the original rogue of course) which means there is never a time where you get stuck. you die, you restart, you get an entirely new experience. thief is not only linear and slow, it is almost entirely devoid of combat and encourages savescumming because that was the style at the time. by thief 3 that was mitigated.

    souls games, in contrast, are not run-based, heavy on combat, and not liberal with the opportunity to save. in addition there’s the retrieval mechanic which means that when you fail, your only option is to redo the run that you just failed but with higher difficulty.

    and with “plays like a video game”, my main gripe is the dissonance between the world and what you do. the story is interesting, but it’s like the game itself doesn’t care about it. the developers do, and the player is supposed to, but the game doesn’t.


  • it’s hard to get better at a story.

    i don’t know if it’s your intention but i take umbrage with the choice of the word “grasp”. it implies that the issue is one of skill rather than interest. i do agree that it is not for me, but the reason for that is not the game itself. as i said, explicit settings for difficulty would not hurt the experience of playing the game for anyone, but people are reacting as though it would.



  • with king’s quest progression i meant that the game is designed around players getting stuck, possibly without them knowing.

    RPGs center around the story and the role you play, and the mechanics are built to aid that. you play for the story. in most RPGs, failure still progresses the story because failure is interesting. getting stuck is not interesting. having the mechanics without a story to reinforce would just be going through the motions.

    someone else said that the fromsoft games are made to feel like videogames, and that resonated with me. that explained the disconnect i see in the mechanics and the world.





  • that’s… the most concise way to explain it i’ve ever seen, and something that has never clicked for me until now. it’s always looked to me like this lore-heavy dark RPG and i’ve never been able to square the gameplay with the feeling. hearing that it was never supposed to gel at all and it’s all just background noise makes a lot of sense, and made all the remaining curiosity i had for the series disappear.

    now if only other games could stop getting infected by the fromsoft bug…