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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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  • ? Guest
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    wrote last edited by
    #27
    I'll repeat a comment I posted on another article. It has been 14 years since Dark Souls and yet, the holy words still stand. Git gud.
    J starman2112@sh.itjust.worksS 2 Replies Last reply
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    • ? Guest
      I'm not sure, but [this is what my map looks like](https://files.catbox.moe/u3cpbx.jpg) currently.
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      wrote last edited by
      #28
      Your basically not even out of the tutorial yet in the grand scheme of things. Shards didn't become a problem for me for example till well past the half way point.
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      • ? Guest
        Exactly. Imagine being ridiculed for not enjoying frustration and games designed around failure. It’s a damned shame.
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        wrote last edited by
        #29
        Then the game is not for you, saying that is not ridiculing you. At all. It's not a 70€ AAA game that's trying to cater to everyone either.
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        • ? Guest
          Agree but man it is punishing to get smacked back to a bench 6 screens back.
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          wrote last edited by
          #30
          That's the point?
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            wrote last edited by
            #31
            Every time I read about players bitching about difficulty, I wonder why they're so persistent. There's plenty of games out there to play instead. I tried dark souls and realized that kinda game isn't for me. Neither is getting over it, or anything like that. I just want to lean back and relax, and I don't want to mess with tight timings and stuff like that. I just play puzzle games because of that, and I thoroughly enjoy it. Why do they feel the need of forcing themselves through an experience they don't enjoy? FOMO? Bragging rights? I really don't get it.
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            • theneverfox@pawb.socialT theneverfox@pawb.social
              Let me fill up the negative space in that comment...I want Silksong to be hard. I want to do things dozens of times before succeeding, I want to struggle then overcome It's all skill based. You get better, your character gives you more breathing room, but ultimately you have to learn and overcome each new challenge And that feels amazing, it's not for everyone but I don't want a way to make it easier... It would cheapen the experience to even have the option
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              wrote last edited by
              #32
              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...)
              theneverfox@pawb.socialT 1 Reply Last reply
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              • ? Guest
                Every time I read about players bitching about difficulty, I wonder why they're so persistent. There's plenty of games out there to play instead. I tried dark souls and realized that kinda game isn't for me. Neither is getting over it, or anything like that. I just want to lean back and relax, and I don't want to mess with tight timings and stuff like that. I just play puzzle games because of that, and I thoroughly enjoy it. Why do they feel the need of forcing themselves through an experience they don't enjoy? FOMO? Bragging rights? I really don't get it.
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                wrote last edited by
                #33
                I'm fine with the difficulty, but I'm sure a lot of players bought silksong without beating hollow Knight first, and I feel that the game is too hard for someone just getting into the genre. it's unnecessary cruel to new players sometimes imo. someone could enjoy most of the game but be turned away by some of the more frustrating parts, which in my opinion is kinda unfortunate. maybe they bought the game on release and now feel like they are stuck with a game that isn't worth it.
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                • ? Guest
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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.
                                ? J 2 Replies Last reply
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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.
                                    1 Reply Last reply
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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...)
                                          theneverfox@pawb.socialT This user is from outside of this forum
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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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