bin.pol.social

Appleseuss, do games w Sliced off the tip of my thumb, what are some good one handed games?

Gooning can be done one handed. If you need to use the other hand, stick with an index or middle finger.

Allero, do games w Would you like to playtest a new indie game? Just completed first playable version of my psychological horror/moral choice simulation.

Sounds fun! Can see how well it runs on Linux.

bridgeenjoyer, do games w Sliced off the tip of my thumb, what are some good one handed games?

WHY YOU NO WANT PORK BUN??

CaptSatelliteJack, do games w Would you like to playtest a new indie game? Just completed first playable version of my psychological horror/moral choice simulation.

Eff, please tell me I didn’t miss it

givesomefucks, do gaming w GTA 6 has been delayed AGAIN
  1. Fire a bunch of people who were forming a union, blame any other reason.
  2. Say game needs another 6 months to make perfect, don’t acknowledge it’s obviously because you just fired a bunch of people.
  3. Profit, because there’s a huge GTA fan base of idiots
Xoriff,

I haven’t played a GTA game since 3ish. Had been thinking “maybe I’ll jump back in when 6 launches”.

Thanks for the info. Maybe I’ll just continue playing the million other games in my backlog. Fuck AAAA greed.

givesomefucks,

Yeah, I didn’t play V until this year when I got it for free.

I’ll play GTA 6 someday, but probably not till it’s at most $20.

BroBot9000, do gaming w GTA 6 has been delayed AGAIN
@BroBot9000@lemmy.world avatar

Delayed to bust more Unions.

saltnotsugar, do gaming w Flight Simulator 2025: Government Shutdown Edition

Just walk slowly across the map while making plane sounds.

TheRealKuni,

Maybe the servers will finally have enough time to send you the map data as you move.

Credibly_Human,

To simulate the shutdown accurately the servers will experience similar rolling shutdowns.

xxce2AAb, do gaming w Flight Simulator 2025: Government Shutdown Edition

“Now with ATC disabled by default.”

aeronmelon,

angry AirForceProud noises

Chip_Rat, do games w Would you like to playtest a new indie game? Just completed first playable version of my psychological horror/moral choice simulation.

I’d give it a go.

DasBrotMitWurst, do games w Would you like to playtest a new indie game? Just completed first playable version of my psychological horror/moral choice simulation.

I’ll check it out.

Nurse_Robot, do games w Would you like to playtest a new indie game? Just completed first playable version of my psychological horror/moral choice simulation.

Has anyone downloaded it yet? Just to make sure it’s not a virus before I run it ;)

Road_Warrior_10,

Yes, I’ve had a few playtesters from here. Hope someone confirms that it’s not a virus

Nurse_Robot,

We got a confirmation! That’s good enough for me :)

cobysev,
@cobysev@lemmy.world avatar

I’ve been playing it this morning. Virus scan came back clean, and the game has been interesting so far.

inclementimmigrant, do gaming w Three developers' different philosophies on difficulty for their games

Just allow users to mod the game to whatever difficulty they want and don’t be dicks about it.

Devs get to stick to their original vision and gamers get to have whatever difficulty they actually want to make things fun for them.

tiramichu, (edited )

That’s just having actual accessibility and difficulty settings, but with extra steps.

I appreciate the ability to mod games, but decent difficulty options really should be first-class citizens that the developers have put some thought into. Accessibility is important.

CrowAirbrush,

Let them have their own philosophies, one of the many wonders of life and humankind.

SocialMediaRefugee,

Stick a god mode in it and don’t record my scores in any competitive rankings. One of my favorite things to do is run MAME in cheat mode and just mindlessly blow shit up.

emergencyfood, do gaming w Three developers' different philosophies on difficulty for their games

Da Wei: gives step by step instructions only for players to ignore them and get stuck (reading is hard).

Also Da Wei: designs a fast, strong and tough endgame boss only for some psycho to hit-stun her, yeet her around the arena, kill her by fall damage and post it on Bilibili for the lolz.

DupaCycki, do gaming w Three developers' different philosophies on difficulty for their games
@DupaCycki@lemmy.world avatar

It may be a difficult debate between accessibility, experience and artistic vision. Though considering how many games are made every year, I think we can have difficult games with no easy mode. People who don’t enjoy them or can’t play them can simply play the thousands of other games.

Don’t get me wrong. I’m all for accessibility. During my time in the video game industry, I personally paid great attention to options for colorblind people. Unfortunately, pretty much everything else was outside my scope. But it doesn’t make any sense to potentially ruin the entire work just so 3 more people on the planet will play it.

If a game is frustrating to play, but I enjoy the story - I watch a playthrough. If a game contains elements that I don’t like - it’s probably not a game for me, so I move on to other games. If I had some disability that made it very hard or impossible to play some games - okay, fair enough, that would genuinely suck. But again, I’d move on to other games.

Of course, it’s possible to add detailed difficulty settings, so that everyone can customize their experience. Mostly a great solution, if the team has the time and resources to implement it well, which isn’t always the case. However, it may still interfere with the artistic vision of the developers.

Some movies can cause epileptic seizures due to some of their scenes. Should the authors throw their vision and ideas out the window, because some people cannot safely watch the movie? I’d say no, because that would kind of ruin the whole point of artistic expression. I think we need to be able to depict and express all kinds and forms of art, even if some groups will be unable to experience them.

Maybe some time in the future we’ll be able to solve all of this easily and reliably (e.g., some kind of neuralink for people with various conditions). But as of right now, it seems to me that this is practically a non-issue. The impact is incredibly limited, while proposed solutions are either costly, unrealistic or straight up counterintuitive.

Hazzard, (edited )

Really well put. In general, I find it frustrating how many people use the word “acccessibility” as a means to argue no games like Dark Souls (intentionally having only 1 difficulty for a single intended experience) should ever exist. But to me that’s conflating disability-accessibility with a more literal “accessible to more people” type of accessibility. I’d argue “approachable” would be a better word for the latter.

People with motor skill issues or whatever else beat Dark Souls all the time. Heck, fully abled people are intentionally giving themselves equivalent experiences by beating it with dance pads and guitar or drum controllers or whatever else all the time. So the difficulty isn’t an accessibility issue, the game is actually pretty slow paced (you can make a decent argument that more recent From Soft titles speed things up to an unreasonable degree for some motor disabilities, but I’m talking about the OG here).

What I hear instead, most of the time, is some version of “I’m a dad, I don’t have hours to throw at a boss every night”. And my instinctive response, most of the time is simply… I just don’t think you like this game? Getting your ass beat and needing hours and dozens of deaths to learn a boss or beat an area is the intended experience, and you’re having it, whether you put those hours in 1 or 12 at a time. If you don’t enjoy that, that’s just fine, there are millions of great games that don’t force you into such a punishing experience. It’s a little bit like complaining a puzzle game has too many puzzles in the way of the platforming.

Anyway, my point being, I think centering the From Software “accessibility” conversation around difficulty options, something the devs have determined is a pillar of the game’s design that they won’t change, prevents us from having a proper conversation about accessibility, in terms of actual disability accessibility. I think there’s really cool conversations we should be having about how we can make attack animations more readable to a visually impaired player without compromising on difficulty, for example. None of the Souls games even have so much as a colourblind mode, and we should be putting pressure on From Soft to add something as trivial as that as the franchise explodes in popularity, but “dark souls accessibility” is an entirely unrelated conversation instead, which kinda drowns out any other.

audaxdreik,
@audaxdreik@pawb.social avatar

I think there’s really cool conversations we should be having about how we can make attack animations more readable to a visually impaired player without compromising on difficulty, for example.

Good post, I agree with you and the above poster.

This brings to mind the parry system in Metroid Dread. Enemies flashed yellow before a parryable attack signalling you should hit the button at that moment. It’s possible and it works.

So then why don’t all games do this? Because Metroid Dread was designed from the beginning to support this system. In Souls games, parrying is not just a matter of timing on attacks, but if the attack can even be parried at all given the specific attack (not all can)/player stats/equipped items, 3D positioning of hitboxes for both the attack and the player’s defensive parry, as well as variable parry windows based on the specific shield or weapon equipped. Now take into account that Souls enemies often have multiple attacks each and this becomes a very significant amount of developer work. Not to mention that given all these factors, timing a button press to a parry flash may not always result in 100% success rate. Imagine how frustrating a system like this would be if even when you did everything “right”, the physical placement of hitboxes only resulted in an 80% success rate on any given parry. Would players not find this frustrating? The point I’m trying to make is how complex this system would actually be and how much work it would take to implement.

However, it may still interfere with the artistic vision of the developers.

I’m going to be honest here, I did not end up caring for Metroid Dread much. For a number of reasons I won’t go into here, but partly because of this parry system. Parry windows were clearly telegraphed, did huge amounts of damage often resulting in one hit kills AND they guaranteed to drop health/ammo pickups. With the risk/reward system practically non-existent you were so highly incentivized to use them that it made combat feel much more defensive. Rather than attack enemies, it was often more beneficial to approach them, bait out an attack, and punish.

Now I do take some responsibility for my actions here. It was my choice to begin playing the game this way. But I do also think there’s something to be said for design elements that train or at least encourage players to engage with them in certain ways. Difficulty options are not just game design decisions but also attempts to understand how individual players may engage with those decisions. Expecting developers to have the ability or even foresight to anticipate all these different interactions is an extremely high, if not unreasonable barrier.

But in the end, I simply say that Dread was not a game to my liking. I know there are a lot of people who absolutely love it. Just not a game for me.

Guitarfun,

I’ve heard the same excuses about Souls games that I hear about learning an instrument. Many times it’s from the same people and no they aren’t disabled. They just say I don’t have the dexterity or it’s too hard I could never do this or that. To them I show them this amazing man: youtube.com/

This man has an obvious disability, but plays guitar better than like 90% of guitarists. The same argument can be made about paralympic athletes. They’re often in better shape and more talented than people who aren’t disabled and the reason obviously isn’t some natural talent they have. They’ve put in the work to be great. That’s what it takes to master anything. You have to practice, you have to try, you have to push yourself.

Quatlicopatlix, do gaming w Three developers' different philosophies on difficulty for their games

I dont get why people think the difficulty with souls likes is so cool. It isnt difficult in a sense that you have to think a lot but rather that you memorise what moves the boss has and press your buttons fast enough. In a deep multiplayer game like dota2 or other strategy games you have real people who wont just do what they are programmed to. Heck i would say a auto battler like mechabellum is “harder” because i have to think on what to do… but do what you love…

lobut,

“you get a sense of pride and accomplishment”

I’m partially joking but it it can be satisfying to figuring out and executing the series of patterns in good timing.

The thing is thinking that you’re so cool for it :P … I never see an issue with someone enjoying the game for the story or whatever else.

Quatlicopatlix,

Yea true, but a good part of the souls like people really get high from playing the “”“hardest”“” game. Not dimbing down mechanics is great…for multiplayer so “good” players see that they are better. Giving every player in a fps a aimbot wouldnt be fun, the fact that lots of shooters go further in the direction of less skill ceilling is propably the reason why stuff like arma, tarkov or squad gets players. Dying and getting shit on is as much of the fun in these games as is winning imo.

cmbabul,

Ninja Gaiden

krooklochurm,

Ninja gaiden for Xbox was such a good game.

The difficulty always felt fair. When I died it felt like it was because I wasn’t good enough, and there was a lesson to learn. It never felt cheap.

JoshuaFalken,

What you describe strikes me as reaping enjoyment from technical accuracy. I think of it like mastering Moonlight Sonata as opposed to riffing something jazzy with friends. Both enjoyable, but quite different.

Quatlicopatlix,

Yea i understand that at some point but i would argue that there is a lot more to playing a instrument that good then to beating yxz soul.

redhorsejacket,

Depends on how reductive you’re being. To me, your initial assertion that Dark Souls isn’t difficult (or is not as difficult as an online game) because it’s ultimately just a test of your pattern recognition / memorization and reflexes is ignoring the forest for the trees. If I applied that same mindset to playing an instrument, I could argue that, mechanically, they’re the same. You learn a boss’ pattern (I.e. learn the sheet music) and then it’s just a matter of moving your fingers to hit the requisite inputs.

Of course, I think most people would balk at describing making music as nothing more than playing the right notes at the right time, and rightly so. We tend to attach a certain amount of ineffable poetry to that act. I’m not saying that they’re 1:1 equivalent, mind you, but I’ve heard enough folks discuss a Souls boss fight in musical terms (tempo, rhythm, crescendos, etc.) to see the parallel.

Quatlicopatlix,

Yea i get your point, i have to clarify that i ddont think that there is no skill involved but rather that the skill is more on the line of learning a pattern not of making descisions and understanding and adapting. If the music anology is used my point would be that learning sheet music is hard but understanding hoq music works to play together with a few people without giben sheet music is a whole other level. My point is that you dont just remember the pattern but that you have to adapt and no jam session is “the same” as in no other (musical) ülayed just plays the same pattern off notes every time.

I dont really care what is “harder” but i hate the culture in the souls like community where people think they are soo hardcore because they learned the sheet music/boss patterns.

redhorsejacket,

No I hear you. I just think you’re letting your negative perception of that element of the game’s community weigh in a little too heavily on your analysis of the game. People being annoying by talking about the game like beating it is a badge of honor (spoiler alert guys, you’re meant to beat the game) and your assessment of the Souls-like gameplay loop are, at best, tangentially related.

No shade to you, by the way. How the culture receives and talks about media is as big a part of its legacy as any constituent element of the text, and it’s a worthy subject for criticism. It’s just that, in my opinion, criticism is sharpened when the author is very clear about when they cease to review the game/book/movie and when they start to review the phenomena around that media.

Fwiw, this subject has been on my mind since reading a review of the movie Eddington in which the author talked about the temptation to stop talking about the movie and start talking about the subjects the movie was touching upon. I have been making a concentrated effort to improve my critical writing this year, and that line resonated with me. So, this diatribe has been fermenting in my head for awhile now, and your post was my excuse to get it out. By no means do I mean to lecture you on how you should feel about Dark Souls or it’s fandom.

Quatlicopatlix,

I was just making fun of it because all the players i see pretend this is the hardest shit ever. I dont really care if a game is hard or not, you are meant to enjoy it and if someone enjoys this well great but please people dont be so elitist there are plenty games that you arent good in because the gameplayloop doesnt suit the way you learn this game.

I still think that there is a fundemental difference of skill level when it comes to games. The nature of ranked style multiplayer will always mean every enemy will act different every time and strategy evolves. The skill ceilling gets higher with every hour the game exists you dont have that with single player games like this. The enemy you meet at the first playthrough is still the same in your 100th one. If every player did speedruns and only the top 10% would jeek each other off the community would be very quiet.

The community praises the game for being hard and itself for being super skillfull because they beat it. This sentiment is part of the media. If as a community you do that and as developer you make fun of people who dont have enough “skill” you deserve to receive flak and maybe made fun of. If people think the button pressing has to be so perfectly timed they should go to a tekken competition or something and see how that will go when the enemy is a person that can change their moves and also klick buttons fast.

jjjalljs,

isnt difficult in a sense that you have to think a lot but rather that you memorise what moves the boss has and press your buttons fast enough.

I see this a lot, but that wipes out like most games. Baldur’s gate you just click on stuff. Tekken you just hit buttons. Tetris is just moving blocks around.

Also you often don’t rote memorize the moves. People play by reaction or without knowing exactly what’s coming.

Quatlicopatlix,

I dont think this would rule out baldurs gate, yea if you play your 19384728 playthrough and you already know the whole lore, what every dialog option would do and the respective dc what is the skill? In a normal playthrough you have to be generally smart about what you do. You have tons of options you can think of and you can solve problems in a bunch of different ways. Yea if you just do things and if it doesnt work out you reload i dont think there is much “skill” required to beat the game. But i also dont think that baldurs gate would be a game where skill matters. My point is that one is memorizing the awnsers for the test from trying it 300 times and the other is understanding the material so you could write any test without first failing it as soon as you are confronted with a new question…

jjjalljs,

You have tons of options you can think of and you can solve problems in a bunch of different ways

Is this describing Baldur’s gare or elden ring? Because it seems to apply to both to me

Quatlicopatlix,

Was saying this about bg.

jjjalljs,

Right. But I think that applies to both. Lots of options and ways to solve problems, not just memorizing and following a recipe.

Quatlicopatlix,

Yea but baldurs gate players dont pretend they are gods because they beat the HARDEST game(s)…

jjjalljs,

Yeah, that archetype of player is annoying, but I think it might be just a loud minority.

Quatlicopatlix,

And i would still argue that baldurs gate is inherently not as “hard” as a multiplayer game where matchmaking exists. The fact that in games with that, you will only win 50% of your games if it works half decently is something you wont get in a single player game. The game wont get harder on your second playthrough.

jjjalljs,

Sure, but that seems like a separate, closely related, topic.

I was mostly objecting to the idea that souls games are just memorizing and pushing buttons. That accusation could be leveled at most single player games, but people seem to mostly bring it up to denigrate souls games.

Multiplayer often has less memorization though, as you say.

  • Wszystkie
  • Subskrybowane
  • Moderowane
  • Ulubione
  • niusy
  • NomadOffgrid
  • esport
  • Technologia
  • FromSilesiaToPolesia
  • test1
  • rowery
  • MiddleEast
  • fediversum
  • muzyka
  • ERP
  • krakow
  • Gaming
  • Spoleczenstwo
  • sport
  • informasi
  • tech
  • healthcare
  • turystyka
  • Psychologia
  • Cyfryzacja
  • Blogi
  • shophiajons
  • retro
  • Travel
  • gurgaonproperty
  • Radiant
  • warnersteve
  • Wszystkie magazyny