All of them, but especially V. I have tried a few times to play them but never get more than a few missions in before losing interest in the story. I think I have to like or identify with a protagonist to enjoy a game, and most GTA characters are pretty unlikable.
I'm with you on this one. I can see the appeal, but for me it ends up being a cycle of: do a mission or two, get bored of the larger than life characters, do some open world stuff, get my wanted level up too high, die, repeat until I quickly get bored and shut it off.
Which is odd because I do that exact same thing in other games I love (BotW, WoW (long since quit) or Destiny) and its all golden... but in a game like GTA? Yawn.
This War of Mine. Honestly can't believe nobody else has mentioned it.
You play as a group of civilians in a war torn country. By day you craft things needed for survival like a stove for cooking, guns for protection, barricades to prevent raiders. At night you send one person with a backpack to scavenge an area of your choice for things like food, medicine, supplies etc. The others will either sleep or guard the property. Things you do while scavenging have real effects on your characters. Decided to rob an elderly couple? Your characters will react based on their personality.
Things become grim fast if you decide to start robbing supplies or get attacked. Your players get sick, become depressed, starve, get hurt etc. I've never made it to the end.
It's a great way to understand the struggles of being a civilian in a war. The Polish government actually recommends it for educational purposes and the devs have donated a lot of proceeds to charities serving people impacted by war, including Ukraine most recently.
I was a bit aggressive on like my second playthrough and ended up killing a couple people to get their medicine. The guy that killed them was too depressed to scavenge and killed himself. Then another person got depressed because of that and wouldn't do anything. Then she got sick and died shortly after. I was too sad to play for awhile after that one.
It’s very good, but the tone can be totally broken if you master combat. Killing soldiers doesn’t lower morale, so they are free targets.
Depending on what locations spawn, it is possible to completely ruin the intended vibe. I’ve wiped out the military outpost and ended up with so many supplies I didn’t know what to do with them all.
Trying to desperately survive in a world that’s upside down, fighting the hopelessness and trying to survive just one more day and slowly realising the you’re just one day closer to death…
Man, it’s a really great game, but I can’t play it again anytime soon.
I have two steam accounts, and I was not able to see anything related to a game marked private from my second account except when family sharing was enabled between the accounts. With family sharing on I could see all private games from my primary account on my secondary (including games which were not installed on the local system).
If you have family sharing on, hold off. Otherwise as far as I know it works as intended.
Exclusives suck for everyone. Especially when Epic started out, they only had payment processors in certain countries. This meant that some people literally had no legal way to play the Epic exclusives. I'm not sure where they stand today, but that annoyed me enough, along with other shenanigans by Epic and Sweeny, that I avoid the whole ecosystem.
Majora’s Mask: a 3-day timeloop where everything resets when you go back
As far as time loop mechanics go, there are some other strong contenders for playing with the concept:
The Sexy Brutale - you are stuck in a short time loop in which people die, and you need to save them. Successfully saving someone grants you a special power that can be used to try to save others. You have to untangle who and how to save each one and exactly what’s going on. You keep the powers between loops, and also start each loop from the last clock you checked in at.
Deathloop - Arkane stealth shooter stuck in a one day loop. Several locations, different events in each location each day, goal is to arrange the right day so you can kill all your targets in one loop.
Death Come True - interactive film game. You wake up in a hotel room, and have to figure out what’s going on. Loop continues until you die, at which point you wake up in the hotel room again.
12 Minutes - You come back to your apartment, and unless you change the course of events (or on the first loop, do not touch the controls at all) you will die in less than 12 minutes. Then loop until you understand what’s going on.
Oh man, I just want to give a shout out to the Splatoon ink mechanic.
The game is a competitive arena shooter. That would be pretty uninteresting, but instead of competing for kills or holding objectives, the teams are competing to cover the largest surface area with ink or paint. That’s pretty neat. But there’s more.
Every player has a special “squid mode” they can use when standing on ink of their colour. When in squid mode players travel much faster, can travel up walls, and are extremely hard to spot, but can not attack or lay new ink.
This makes the laying ink in specific areas valuable, as it makes it faster to get from the spawn point to the front faster and easier. It also rewards holding contiguous trails of ink, or conversely, cutting off your opponent’s ink trails.
Mmm yess. Recently did a play through, and luckily I played most of it with a fellow pilgrim. IMO Journey will always be gorgeous. The graphics are perfectly balanced between realism, performance and art. To me, it’s a timeless classic.
Hate: disproportionately excessive penalties for falls (usually found in platformers).
If you get shot in the face by an enemy, you lose your shield, lose a life, whatever. In a bad platformer, if you don’t time a difficult jump exactly right, you lose a life, lose everything in your inventory, get sent back to the very beginning of the level, get audited, and have to mow the developers lawn for an entire summer.
Platformers are “guilty until proven innocent” - I won’t play one until I know it won’t destroy my will to live.
I honestly can’t even remember the one that first set me off. It’s been a while. I just remember realizing that gravity was more punishing than any of the enemies, and thinking “oh, to hell with this.”
For platformers, maybe. But for certain genres – like battle royale – the risk of losing it all after one mistake is part of the thrill. It all depends on the game.
Most games are better about this now, but subtitles, difficulty options, and the ability to turn off flashing lights are critical to the point I can’t play for long, sometimes at all without them.
Thank you for saying difficulty as an accessibility feature. So many people think difficulty is something inherent to a game’s design but completely miss the fact that difficulty is subjective.
Every game should have difficulty options. No exceptions.
I completely disagree. Difficulty is not an accessibility option. It’s a cheap way out of fixing more complex problems, but ultimately easier difficulty just means that you won’t have to interact with the game as much to get through it. No problem if the parrying lacks clear indications when you can just take the very weak hits from the enemies instead of learning the parry system.
But for most games, it doesn’t really impact anyone if you add a difficulty slider, so game developers just do that instead of dealing with accessibility issues in their core systems.
And then there’s the souls games. These games would become objectively worse by adding a difficulty option. When overcoming impossible odds is the core principle of the game, then adding a slider to make the odds mildly inconvenient instead of impossible will actively jeopardize that very principle!
In fact there are countless stories of people with severe disabilities who found new hope in clawing through the souls games. They let go of their learned helplessness precisely because they realized that what their playing is hard and failing over and over again is an important part of the process.
That being said, the souls games do deserve some criticism in some aspects regarding accessibility. There’s a lot in the UI and feedback department that could be done to improve accessibility without having a negative impact on the game itself.
And as a last point, there are plenty of ways in which you can tweak several difficulty aspects of the souls games. Mavic is way easier than heavy strength builds which is way easier than dex builds. So, if you just want to go sight seeing, then why not use cheats and magic?
Yes agree.
I cant get into elden ring because I'm not learning anything when i die.
The odd time i get a dodge, or, parry or combo to work right, i can't repeat; so i'm obviously not picking up the right cue or the timing. Maybe it's steamdeck controller lag or something.
Or maybe i'm just too old - i spend half an hour here or there.
I just can't do 5-15 hour long playing sessions anymore which might be what it takes to learn this stuff.
I'm not sure they should change it to make cues more obvious though - there are just some games I'm going to be shite at.
I don't want it to be Moonstone on the amiga, turned into dull as shit within a few hours.
I disagree with the idea that every game should have a difficulty option. If the difficulty is there just for the sake of challenge, then difficulty options should be there because in that case it’s not all that different than setting self-imposed rules for additional difficulty. But when difficulty serves a bigger purpose I can absolutely understand keeping a standardized experience.
For example in ARC raiders the ARC are so dangerous that they’ve pushed people underground and going topside is this risky endeavor. But if the ARC were pushovers you get this narrative dissonance where the enemy is supposed to be so dangerous that humans can’t thrive but when you fight them they die instantly so why can’t humans thrive? ARC also pose as a balancing act to the game because if the ARC weren’t dangerous the game would just be PVP with looting. You have to take ARC seriously even if you know how to deal with them because of how easily the script can be flipped on you. ARC raiders obviously doesn’t really have difficulty options because of its multiplayer nature but it does show that difficulty can have a narrative impact and difficulty can impact how you approach the game. If the game was easier it would arguably end up as a worse experience.
And difficulty can also be used to make you feel a certain way. This is why I’ve argued against Dark Souls needing difficulty options (and to be clear, I’m talking about ONLY Dark Souls 1). There’s a reason some people call Dark Souls a cathartic experience, because that’s what the game is going for. Lordran is a world in despair. The end of an era is coming and the world has been plunged into decay. The denizens of Lordran have fallen into despair, given up and hollowed. And Dark Souls wants you to feel that. Dark Souls wants you to feel the despair and find the will to continue despite that despair, lest you become one of the hollowed people of Lordran. The game is challenging specifically to make you feel like you’re being treated unfairly, like you’re against impossible odds, like you’re supposed to fail, like there’s no point playing and just give up and never play again. Because when you eventually overcome that unfair and impossible scenario you’ve failed a dozen times all the emotional tension gets released and you achieve catharsis. If you don’t feel the failure you can’t feel the catharsis thus by making the game easier the game loses a part of what it is.
Dark Souls is not just a game, Dark Souls is a piece of art. We give other art the respect to be their own thing. People accept Kafka novels are hard to read. People accept The Downward Spiral is hard to listen. People accept Requiem for a dream is hard to watch. But when Dark Souls is hard to play we complain? I say let art be art. If we want to treat games as art then every game can’t have difficulty options. Some games can, will and do use difficulty in a way that elevates their artistic vision. In my eyes denying games the tool of difficulty is to deny that games can be art.
And not everything is for everyone. Do you think (former) drug addicts would be comfortable watching Requiem for a dream? Would you argue the movie needs a cut that is suitable for addicts?
How is that a strawman? It’s literally my point translated to the movie medium. If it’s okay to demand easier options for games that deliberately use difficulty for artistic purposes why wouldn’t it be okay to make similar demands in other mediums?
If you have a specific trigger you may want to research the movie ahead of time for content. Resources like does the dog die help. Depending on your exact needs you may be able to use other tactics like watching with a friend.
With games this is different in a couple big ways.
Difficulty is tuneable after the fact. The developer had to make choices about the numbers and implementing them in a way they can be scaled isn’t necessarily more work. Lazy scale the number difficulties are still more accessible than single difficulty.
Games are often too long to reasonably ask a friend to help you re-edit it by dealing with a specific mechanic every time. It’s also likely that a friend may not enjoy waiting around for their time to shine.
With movies, there are still accessibility things that people do rightly complain about, like the sound mixing. Whispery actors mixed purely for movie theaters is an accessibility problem, even if it’s not typically framed that way.
If you have a specific trigger you may want to research the movie ahead of time for content. Resources like does the dog die help. Depending on your exact needs you may be able to use other tactics like watching with a friend.
And if people don’t want a challenging game they can research beforehand and decide not to play it. Or they can get a friend to help or they can find mods for the game or they can watch a playthrough. But with games instead of working around the vision (like you’ve suggested with movies) we decide that developers should compromise their vision.
Difficulty is tuneable after the fact. The developer had to make choices about the numbers and implementing them in a way they can be scaled isn’t necessarily more work. Lazy scale the number difficulties are still more accessible than single difficulty.
I think you’re mixing up difficulty for the sake of difficulty with difficulty for the purpose of something else. You can tune difficulty for the sake of difficulty and I don’t an issue there. I don’t think you can tune difficulty that’s designed to evoke a specific feeling or guide the player in a specific way. Take the Asylum demon from Dark Souls. It’s supposed to be near-impossible to beat the first time you see it because the game is telling you to do something different. If you turn the difficulty down and it becomes beatable then you’re actually skipping the rest of the tutorial the game designed for you. And of course environmental difficulties are even harder to tune. You can make Sens Fortress deal less damage but if you can’t avoid the traps you’re still going to end up knocked off and have to start again.
Difficulty is much harder to research. It’s relatively easy to find if there’s depictions of drug use in a movie.
It’s much harder to tell how hard or easy a game is. I’m reasonably experienced with games, and every time I start one I still waffle over difficulty.
Dark souls often has both its difficulty and the importance of its difficulty to the experience overblown. You can still have encounters like Asylum Demon and Sen’s Fortress alongside difficulty settings.
The art of gaming is in its storytelling, not it’s arbitrary mechanics that gate access to that story experience
What kind of storytelling? Because if we’re talking about just the story it might as well be a movie or a book. It needs to have interactivity and that interactivity needs to support the story. So if the story is about hardship how can the player feel that when nothing is hard? To come back to the ARC example. How would it make sense that ARC have pushed humans underground when you as the player don’t fear ARC?
It doesn’t have to make sense. Gameplay mechanics and the in game world and story are two different things.
Again, difficulty is subjective. What is “hard” for one is easy for another. So let the player decide how hard they want their experience of the story to be.
It doesn’t have to make sense. Gameplay mechanics and the in game world and story are two different things.
Why are you even playing games if it doesn’t have to make sense? Clearly you care about the story but don’t care whether the gameplay supports the story? So if the gameplay adds nothing to the story why not just watch a youtube playthrough instead of playing it yourself?
Again, difficulty is subjective. What is “hard” for one is easy for another. So let the player decide how hard they want their experience of the story to be.
Difficulty is subjective but it has to be consistent if you’re trying to use difficulty to evoke an emotion. Imagine there’s a game that wants you to feel like you’ve overcome a serious challenge. How can the game do that when on the first sight of challenge you turn it into easy mode and skip the process of making you feel that way?
Because I enjoy playing games and experiencing the story they have to tell? How is that hard to understand?
You can enjoy playing the game AND enjoy the story they have to tell, I also enjoy games that don’t have a story but have fun gameplay, but the two do not have to be tied at the hip and they shouldn’t.
You seem to fail at understanding what “difficulty is subjective” means. Who are you to determine what is a “serious challenge” for the player? Everyone is different. What is a serious challenge to overcome for one is a cakewalk for another, unless the player has the ability to adjust the difficulty to their liking and capabilities.
Who fucking cares if someone puts it down to easy? If that is the challenge they are comfortable with then let them have that option. Fuck off with that elitist bullshit.
Because I enjoy playing games and experiencing the story they have to tell? How is that hard to understand?
But you don’t care when the gameplay enhances or detracts from the story? You’re okay getting shot 1000 times and nothing happening but that one bullet during the cutscene is all that it takes?
You can enjoy playing the game AND enjoy the story they have to tell, I also enjoy games that don’t have a story but have fun gameplay, but the two do not have to be tied at the hip and they shouldn’t.
I absolutely enjoy games that have no story to tell. I agree that gameplay and story don’t need to be joined by the hip. But I think you shouldn’t chainsaw them apart if they are joined by the hip.
You seem to fail at understanding what “difficulty is subjective” means. Who are you to determine what is a “serious challenge” for the player?
I completely understand that difficulty is subjective. I am not the one who determines what is a serious challenge. The game developers are the ones who decide that. Who are you to tell game developers how they should make their game?
Everyone is different. What is a serious challenge to overcome for one is a cakewalk for another, unless the player has the ability to adjust the difficulty to their liking and capabilities.
Which further proves my point that the developers should have fixed difficulty when they use difficulty to guide the player or evoke a feeling. How can they do that when they need to make it work for everyone?
Who fucking cares if someone puts it down to easy? If that is the challenge they are comfortable with then let them have that option. Fuck off with that elitist bullshit.
I’m sorry a game was too difficult for you and you got your feelings hurt and now are trying to turn the entire world around your hurt feelings instead of accepting that you are the one with the problem, not everyone else. Was that elitist enough for you? Fuck you for calling me elitist when you can’t even understand the point I’m making.
I completely understand that difficulty is subjective. I am not the one who determines what is a serious challenge. The game developers are the ones who decide that. Who are you to tell game developers how they should make their game?
Thanks for confirming that you absolutely do not understand it one iota. It is not the developer that determines it. It is the player because, again WHAT IS DIFFICULT FOR ONE IS EASY FOR ANOTHER. You’re the one playing, not the developer. Is it challenging FOR YOU, or is it not? Thus you, the player, determine what a “serious challenge” is or isn’t.
Which further proves my point that the developers should have fixed difficulty when they use difficulty to guide the player or evoke a feeling. How can they do that when they need to make it work for everyone?
No, it disproves your point because the experience is different for every individual. A fixed difficulty just ensure that some players will have a cakewalk while for others it will be impossible due to things like disability preventing them from having the physical capabilities of surpassing the arbitrarily set difficulty settings.
The point is that they SHOULDN’T DO THAT BECAUSE IT IS LAZY STORYTELLING AND ARBITRARY RESTRICTIVE FOR PLAYERS WITH DISABILITIES.
Jesus you’re a brick fucking wall. It’s pointless to attempt having a conversation with you. I understand your point. I fully disagree and think your point is elitist and arbitrarily restrictive to players with disabilities, like myself.
Somehow you understand my point perfectly well but can’t address a single point I’ve made. We’re not discussing my arguments here, we’re discussing the bullshit you threw in my way to duck away from my argument. How about you actually address what I originally said if you’re so god damn certain you know what I’m talking about? I’ll spell my points out for you and then you can knock them down.
Argument one. It creates a ludonarrative consistency in games where the world is supposed to be harsh and unforgiving.
Argument two. It can be used to evoke a certain feeling in people.
And I want actual arguments and not this “I don’t care about those things so those arguments are irrelevant” bullshit you used before to cop out making an actual argument.
Jesus Christ you’re one stubborn fucking mule. Conversing with you is pointless. You fail to understand the point about disability being an accessibility feature.
Congratulations on still missing the fucking point.
None of your points fucking matter if the player doesn’t have the accessibility available in order to be able to play the game in the first fucking place.
Thus, difficulty as an accessibility feature.
God you elitist assholes are all the fucking same.
No, you didn’t. I’m truly sorry you lack the reading comprehension to understand this. Continue thinking you did though because trying to argue with an elitist is as useful as arguing with a brick wall.
Yep, you keep talking out of your ass and ducking at every criticism. No wonder you demand easy mode for everything, you can’t stand the slightest amount of pushback.
You are failing to see that people with some sort of disability are already against impossible odds, not only in the game but in life. They already know that feeling you talk about, why not let them partake in this piece of art? It will still be a challenge.
If your worry is that normies would exploit this and not “earn” their victory, it also does not affect your experience of the game at all. Just like nobody is going to force you to do a SL1 run - that’s a choice-, why not have that the other way arround? :)
You are failing to see that people with some sort of disability are already against impossible odds, not only in the game but in life. They already know that feeling you talk about, why not let them partake in this piece of art? It will still be a challenge.
That is just opening up a whole other can of worms. Would you argue sim racing games should cater to people with disabilities? Should puzzle games cater to people who don’t have the capacity to solve puzzles?
If your worry is that normies would exploit this and not “earn” their victory, it also does not affect your experience of the game at all. Just like nobody is going to force you to do a SL1 run - that’s a choice-, why not have that the other way arround? :)
I love how you instantly assume the kind of person I am. Yeah, it would be my choice to do a SL1 run, the game isn’t designed around doing SL1 runs. The game is designed around evoking a specific emotion that requires people to be challenged enough to feel like they’re overcoming a challenge. How do you feel like you’ve overcome a challenge when you just turn off the challenge when it gets too tough?
Not everything is for everyone, of course. But I argue that everything, any game genre should be accesible for anyone who wants to try, and like with anything else, people will filter themselves out if it’s not for them.
I love soulslikes, I love the struggle. but I also happen to be intimately familiar with disability, and I know that disabilities and people with disabilities are all different. A blanket accesibility solution like difficulty opions would just level the barrier of entry for some people with a disability. That’s what I’m arguing should exist. So more people get to experience this piece of art. ¯_ (ツ)_/¯ that’s just my take.
Also, I’m not assuming you to be any kind of person, it’s just the most used argument against difficulty options I’ve seen.
Not everything is for everyone, of course. But I argue that everything, any game genre should be accesible for anyone who wants to try, and like with anything else, people will filter themselves out if it’s not for them.
I don’t think difficulty is on the same level of accessibility as say being able to turn off epilepsy inducing lights. Difficulty is more of a soft accessibility option because people can learn to overcome difficulty. It’s very rare to have difficulty that is simply impossible not to overcome. I get the people with disabilities angle but I also think they should be treated like people and as people I’d like them to experience art as it is. When it comes to something like Dark Souls, where the difficulty and hardship is so intertwined with the story, world and the metaphors about life itself, I think the piece of art would become less if the difficulty was reduced. I want people to experience Dark Souls like I did because it literally changed my life. I let the difficulty beat me so down that I changed as a person and I know that if I had had the option to turn on easy mode I would’ve 100% turned it on and rob myself from the chance to grow as a person. This is why I’m so adamant that difficulty options are not for every game because sometimes you can find something profound only after you’ve been pushed out of your comfort zone.
Right. So explain with real world examples of how higher difficulty actually prevents people with disability from playing a game. Make me understand because so far you’ve done nothing but say general statements and dismiss me.
Granular difficulty options also help. Things like being able to make the parry timings easier or harder than that rest of the difficulty.
If your difficulty presets are turning a bunch of levers at once, letting folks make their own can be very helpful.
There’s also things that aren’t often considered difficulty, but that can definitely make a game harder for some folks.
With Witcher 3 the only way I was able to play it successfully was modding it to be able to ignore a bunch of mechanics I found tedious. Things like ignoring carry weight, turning off item durability, lengthening potion duration, having items scale to my level, and hoovering up loot. Inventory management is often exhausting for me.
It’s not an easy fix this can break a game’s economy, and I think I had separate mods to reduce the impact of that.
It’s nice to see the LCD Deck get discounted, if only to relive the old days when consoles got cheaper instead of more expensive as time went on. I almost wanted to buy another one out of principle, even though I don’t have use for more than one.
I lowkey considered getting a second SD, just to keep it plugged into my TV 24/7. I cart mine back and forth from work and home, and the minor inconvenience of packing it into my bag each morning had me considering a second purchase.
What’s crazy is lots of good games don’t take that long. You don’t need an epic sound track, textures, physics, etc to make a good game. There are so many amazing low budget games that are not that technically challenging or that demanding of musicians/graphic artists.
That’s the one thing where I would raise an objection. An epic soundtrack is that one thing that adds to the experience more than fancy graphics or overly complicated game mechanics. Epic doesn’t necessarily mean expensive. Monkey Island had phantastic soundtracks, as well as other older games like The Settlers 2, early Anno games etc. They just set a mood. They supported their narratives. That was good stuff - and I guess you might now be able to extrapolate how old I am.
I’m not saying I don’t like an epic sound track. I have a lot that I’ve even purchased. But think of some games that do not and still sell well.
What I mean is, you can have a good sounding soundtrack that isn’t expensive. Some games record orchestras, for example, and others just make a good tune in FL studio. One is much more expensive than the other.
Bioware used to be able to make good AAA games quickly :
Mass Effect : 2007
Dragon Age : 2009
ME2 : 2010
DA2 : 2011
ME3 : 2012
With epic soundtrack, voice acting, cinematography, …
Even an independant (back then) studio like CD Projekt “only” needed 4 years between each Witcher game (2007, 2011, 2015), while making their own engine for the 2nd and 3rd
I don’t know where the years get lost in game development nowadays, except pre-production (lack of direction/managment) and… “open world”
“Quickly” - the “Bioware magic” used to be years of lack of direction followed by one year of “HOLY SHIT WE NEED TO DELIVER!” crunch
But the former executive producer of Dragon Age, Mark Darrah (…) posted a YouTube video about how the so-called “BioWare magic” really worked. According to Darrah, it referred to a hockey stick graph where most of the progress is nearly unnoticeable. It’s nearly flat, and “if you draw that line out, then your game is shipping in like 30 years.” At a certain point, the developers hit a “pivotal point” when the game would finally shape up and a lot of progress would be made in a short amount of time. According to the developer, that tipping point is what is known as“BioWare magic.”
Half a decade for a subpar product that’s barely out of beta.
Back in the day we’ve got subpar products barely out of beta that we had to patch from magazine cds far faster. Oh - and they were more fun because developers had to make something out of nothing. I feel today, where everything is possible as the engine used delivers a toolset for anything, games easily are so overly stuffed with “mechanics” that they just feel like work. I don’t like that.
I feel like given the amount of work required to make the kind of games that triple a represents, and the amount of money in and out, every game becomes a mess of different ideas and motivations with no unifying force. Every game must be everything to justify the price tag, but there’s no unifying passion or vision behind it. Of course the more you stuff in there, the more you can market it as well.
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