Japan-based ML. Interests in privacy, tech, cybersecurity.

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Joined 1 year ago
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Cake day: June 21st, 2023

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  • I have definitely heard that argument, and I understand it, but at the same time there are a good number of us who would just simply not play the game then.

    I realise it is up to the devs who they want to make their game for, and I am probably not their target audience, but banging my head against a wall until I get through something doesn’t give me any kind of feeling of triumph when I manage it. I just feel frustrated. Whereas the soulslike games I have played where I could turn the difficulty down, I enjoyed way more.


  • I am kind of used to sometimes poking the bear on this one in particular. It’s what I personally dislike though, I don’t necessarily think they are badly designed. I totally get some people absolutely love that kind of thing in games, and I am glad they have games that scratch that itch. It’s just an instant turn-off for me though.

    That said, I have never quite understood the people vehemently opposed to having a difficulty slider though; just keep it on hard and it’s literally no different.




  • I am really conflicted on this, and I think there needs to be some balance or cost/reward. I mostly agree though.

    An example I often use about this is in MMOs. WoW felt like a huge world, especially back in vanilla. You could fly end to end and never hit a loading screen, it felt awesome. If you gave me a map of Azeroth and asked me to label all the zones, I probably could. It’s moved a bit more to people teleporting place to place, but I still can fly end to end of a continent.

    On the other hand, FFXIV is a series of maps with loading zones between all of them (a necessity because of the older console architecture, I understand) and teleports in every town. You never actually go end to end of Eorzea. If you gave me a map of Eorzea and asked me to label only the three majors cities on it, I doubt I could. It is definitely convenient to just be able to warp around place to place for a trivial amount of currency.

    It takes a lot out of the feeling of “world” to just have a bunch of arbitrary areas, I admit. It’s a tough balancing act between player convenience and player immersion.


  • Hate:

    -Real Time Timers: Think FF13 Lightning Returns. It doesn’t matter how many mechanics there are to alleviate the pressure, they make me so stressed out that I don’t enjoy playing the actual game.

    -Unrepairable Durability Mechanics: I mean things like Breath of the Wild where you can use a weapon X times before it breaks with no way to repair it. I end up never wanting to use “my good weapon” and tryto beat entire games with a 2x4. If I can go to a vendor and repair my gear, I don’t mind as much.

    -Superhard Games without difficulty options. Looking at you Soulsborne games; I appreciate that some people like a challenge, but I really think that whole genre would only benefit from giving the player options. I have noticed that seems to be getting more common though.

    Love:

    -Meaningful Choices: Not two dialogue options with the same end result, but things that shape either story or gameplay. This could be a major branching story choice OR something like a talent tree.

    -Base Building: I like build base. It doesn’t have to be a city builder or strategy game (Though I absolutely love those), but I am a sucker for games including any degree of base building. It’s my favourite part of the XCom games as an example. Bonus if I have to make choices about my base, see previous point.