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Chebucto Regional Softball Club

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  3. Hollow Knight: Silksong devs address difficulty concerns: “You have choices”
A forum for discussing and organizing recreational softball and baseball games and leagues in the greater Halifax area.

Hollow Knight: Silksong devs address difficulty concerns: “You have choices”

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    wrote last edited by
    #34
    If someone can speedrun the first two chapters in 1:08, it can't be that hard, can it?
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      wrote last edited by
      #35
      Difficulty and fun are orthogonal, one doesn't exclude the other. Look at something like Celeste, it gets brutally difficult in farewell but never feels unfair. A difficult game should motivate the player to get better, and that can happen while still remaining a fun experience. Nine Sols has a difficult combat system, but the combat feels fluid and fast-paced. Learning how to parry an enemy's attacks and get in counter hits feels amazing, also you get lots of meaningful upgrades and rewards from everywhere. Meanwhile in silksong you have a character with insane horizontal movement, then you repeatedly get pushed through narrow vertical platforming sections with flying enemies above, spikes on the sides. Killing a bell guy by agonizingly hitting them 1 hit at a time before they dash away out of reach again is not a fun combat paradigm and doesn't create the power fantasy Hollow Knight excelled at. The boss fights and >!Mt.Fay!< are fantastic but exploring the map just feels frustrating, especially when 90% of zones don't drop any rosaries.
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      • ? Guest
        That's the point?
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        wrote last edited by
        #36
        Are tedium and difficulty the same thing?
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        • ? Guest
          I feel like they should stick to their guns and just make the game they want to make. Is it going to be for everyone? No, but no game is.
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          wrote last edited by
          #37
          A game developer can have massive blind spots about their game, feedback can elevate the artist's vision if responded to critically.
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          • ? Guest
            A game developer can have massive blind spots about their game, feedback can elevate the artist's vision if responded to critically.
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            wrote last edited by
            #38
            Yes, but trying to please everyone can also lead to pleasing no one.
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            • ? Guest
              Are tedium and difficulty the same thing?
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              wrote last edited by
              #39
              Hmm, fair point.
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                wrote last edited by
                #40
                I think it'll only be "too hard" the first play through. I got every achievement in HK, I'll probably do the same with Silksong, which means eventually I'll be able to beat every boss in order without dying in less than 10 hours. It'll get easier to the point where I'm adding challenges to my game just to stay entertained. Most of the complaints are limited to the early game. After act 1, I didn't really struggle to the same level anymore. I had the masks and abilities I needed to navigate hard fights.
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                • ? Guest
                  You’re describing the horrid souls-like experience embraced by every gamer in these times. It’s unpopular to dislike being annoyed and frustrated with your game, didn’t you hear?
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                  wrote last edited by
                  #41
                  Seriously. I love Hollow Knight and what I have played from Silksong thus far, but this elitist "game must be ultra hard and exclude people that can't do it" shit is and always has been a garbage take as far as I am concerned. Having some sort of option to allow people that aren't that good or have accessibility issues enjoy the game seems like a fine thing. Having those be **optional** should in no way prevent people that like the hard default settings from enjoying the game. Maybe have those options disable getting achievements/trophies if it prevents these elitists from enjoying the game knowing that their "lessers" are also able to enjoy the game.
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                  • ? Guest
                    If someone can speedrun the first two chapters in 1:08, it can't be that hard, can it?
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                    wrote last edited by
                    #42
                    Holy shit did they do that on their first try? Or did they spend basically the entire time since it came out just grinding those exact levels to dial in as close to perfection as they can? Cos like the rest of us got real jobs
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                    • ? Guest
                      Holy shit did they do that on their first try? Or did they spend basically the entire time since it came out just grinding those exact levels to dial in as close to perfection as they can? Cos like the rest of us got real jobs
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                      wrote last edited by
                      #43
                      I don't know how long this guy took, but he knew his ways in and out, so one can safely assume he already spent a lot of time in the game.
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                      • ? Guest
                        Difficulty and fun are orthogonal, one doesn't exclude the other. Look at something like Celeste, it gets brutally difficult in farewell but never feels unfair. A difficult game should motivate the player to get better, and that can happen while still remaining a fun experience. Nine Sols has a difficult combat system, but the combat feels fluid and fast-paced. Learning how to parry an enemy's attacks and get in counter hits feels amazing, also you get lots of meaningful upgrades and rewards from everywhere. Meanwhile in silksong you have a character with insane horizontal movement, then you repeatedly get pushed through narrow vertical platforming sections with flying enemies above, spikes on the sides. Killing a bell guy by agonizingly hitting them 1 hit at a time before they dash away out of reach again is not a fun combat paradigm and doesn't create the power fantasy Hollow Knight excelled at. The boss fights and >!Mt.Fay!< are fantastic but exploring the map just feels frustrating, especially when 90% of zones don't drop any rosaries.
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                        wrote last edited by
                        #44
                        Why drop rosaries when you get killed in 3 hits (for about all of act 1 at the very least) and come across a dozen enemies that bait and dodge every input you make and spike traps within a couple screens every time you die and you get killed a second time on your runback anyway
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                          steeznson@lemmy.world
                          wrote last edited by
                          #45
                          I hope they don't nerf anything else. I was grinding through Sister Sledge (or whatever the boss is called) and I'd nearly done it. Then patch 1 came out and I did it first time. I feel robbed of the achievement. Tweaking the rosary economy is _ok_ however there is a clear lore reason why it is less generous initially.
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                          • ? Guest
                            It depends on the context. Let's say their is a hard boss that you need 10 attempts for. It makes a huge difference if there is a checkpoint before it or if you have to do 5 minutes of chores again (I agree that these are extreme examples...)
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                            theneverfox@pawb.social
                            wrote last edited by
                            #46
                            20 minutes of challenge becomes 5 minutes of chores becomes 2 minutes to blaze through flawlessly once you get it down And it breaks you out of the headspace. You can't just dive back in, every attempt has weight, even if not much Also most people who complain about this seem to not understand that this is not random, these are well thought out design decisions. If it feels impossibly hard to just get to the boss, there's probably an easier way. There's tons of shortcuts, there's often an easier route to another bench, and when there isn't the boss is probably an easy one when you're not anxious about having to repeat the section Plus, platforming is a huge aspect of the challenge in itself. Sure, it's annoying chores now, but what happens when you need near perfect movement for long stretches with no platforms to rest on?
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                              wrote last edited by
                              #47
                              I avoided all Silksong articles and posts until I finished Act 1 and probably shouldn't have been surprised by the response, but I was. To me, this threads the needle of that difficulty curve I'm looking for. It's hard but none of my deaths have felt cheap - I made a mistake in my read or hit the wrong button or I'm old and my reflexes are slowing down. The high you get when finally learning the boss patterns and beating them is fantastic although... ::: spoiler act 1 spoiler when I landed the final blow on the Last Judge I dropped my controller and threw my hands in the air only for the corpse to explode and drop me down to one mask. It was 🤌 :::
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                              • ? Guest
                                The high points of the game are very good. The low points ruin it, in my opinion. I get that frustration might be fun for some people, but I find it discouraging and I don't feel like Silksong *wants* me to be successful. It feels like it wants me to feel frustrated and angry, and that's not an experience I want to have. I doubt I'll finish the game, which sucks, because I loved Hollow Knight, and I love the parts of Silksong that aren't just making me mad.
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                                wrote last edited by
                                #48
                                Maybe mods could be a solution to this?
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                                • ? Guest
                                  Maybe mods could be a solution to this?
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                                  wrote last edited by
                                  #49
                                  It really wouldn't take much. Just some accessibility options to address some of the most punishing mechanics would do it. Would be great if mods solved this.
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                                  • ? Guest
                                    Seriously. I love Hollow Knight and what I have played from Silksong thus far, but this elitist "game must be ultra hard and exclude people that can't do it" shit is and always has been a garbage take as far as I am concerned. Having some sort of option to allow people that aren't that good or have accessibility issues enjoy the game seems like a fine thing. Having those be **optional** should in no way prevent people that like the hard default settings from enjoying the game. Maybe have those options disable getting achievements/trophies if it prevents these elitists from enjoying the game knowing that their "lessers" are also able to enjoy the game.
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                                    wrote last edited by
                                    #50
                                    Nine Sols did this perfectly. It's another very hard metroidvania, but it has some options you can enable if you want to that adjust the difficulty in a variety of very tangible ways. I wish that was standard.
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                                      wrote last edited by
                                      #51
                                      Silksong makes me want to cry sad tears of defeat. It's so melancholy and difficult sometimes. Yeah, there's the whole 'get good' argument, but there's a lot of arguably unnecessary tedium involved that starts to feel like difficulty just for the sake of being difficult and nothing else. That's definitely been a bit of a detractor for me, as well as a lot of others it seems.
                                      corkyskog@sh.itjust.worksC 1 Reply Last reply
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                                      • ? Guest
                                        Once I switched from my steam deck to a platform where I got more than five frames and switched wireless controller surrounded by two separate wireless routers It became one of if not my favorite game but while I was playing with an unknown handicap I saw a bunch of unavoidable flaws that were not the fault of the player at least on the bell beast, there are instances that are impossible to escape like entirely impossible, you can avoid them and I did eventually beat it even with the handicap but the game definitely has flaws that the difficulty accentuates but the later upgrades and tools definitely eliminates most of them.
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                                        skulblaka
                                        wrote last edited by
                                        #52
                                        >there are instances that are impossible to escape like entirely impossible I expect to see the 100% no hit speedrun hit the internet by the end of the month
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                                        • ? Guest
                                          Nine Sols did this perfectly. It's another very hard metroidvania, but it has some options you can enable if you want to that adjust the difficulty in a variety of very tangible ways. I wish that was standard.
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                                          wrote last edited by
                                          #53
                                          Nine Sols is great, and I agree completely that they did a good job of adding those options. I didn't end up using them, but I bet it let a lot of people enjoy the game that could have hit a wall in Hollow Knight or people that just couldn't grasp the parrying mechanic.
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