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[Steam] Thread - Persona 3 now available!

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    cB557cB557 voOOP Registered User regular
    I feel like the souls games are actually pretty good hard games to try if you don't think you'd be able to handle hard games, for one reason or another. Seen several people who felt that way try one of the games and love it. I think it's because they don't require as much precision or as fast reaction times as most hard games, particularly earlier in the series. More just learning how to get in on enemies and how to avoid situations that kill you.

    Not to say they're completely frictionless, the RPG stuff can be pretty opaque when you start and there's a real early jank as you get used to how much you commit to animations in this game.

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    ironzergironzerg Registered User regular
    Woah! Hold up...You mean people can and should appreciate different types of games, even games they don't personally like or are good at, without demanding that everything be changed to suit their own personal whims...what Internet are you from?!?!

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    KarozKaroz Registered User regular
    Flip side I believe every game should be accessible to everyone because even with the open ended nature of soulslikes, it can be too much for some players, especially as the speed of such games has increased. Some folks lack the reaction time and the 100% physical resist shield that many of us used back in dark souls 1 does not exist in the modern games, removing those options we exploited originally when learning these sorts of games.

    Celeste is a perfect example of this. It knows it is a hard platforming game but wasn't afraid to have a plethora of accessibility options. I made it through half of the first zone before turning on all the options. Yes the game warns against this and a big part of the game story is overcoming hardship but if there weren't those options I would have put it down, frusterated and wrote it off. With the options, I can recommend it to everyone, especially those not into platformers. Yes, it greatly shortens the duration of the game and "cheapens" the experience but it was nice to experience it myself instead of watching a youtube video.

    I get video game creators having a specific vision for their games and how they should be played. They have all the levers available to make games easier--or harder!--at the whims of the player. The only people you risk losing are the gatekeepers and I can guarantee you will have far more people flood in to at least try a game then the few holding them back.

    Correct me if I'm wrong ironzerg, but both of us have tweaked survival game servers to make them more solo friendly. Didn't that rob us of the true experience of those games where we should have gotten a crew together to truly experience these games in their intended form?

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    DrascinDrascin Registered User regular
    edited October 2022
    cB557 wrote: »
    I feel like the souls games are actually pretty good hard games to try if you don't think you'd be able to handle hard games, for one reason or another. Seen several people who felt that way try one of the games and love it. I think it's because they don't require as much precision or as fast reaction times as most hard games, particularly earlier in the series. More just learning how to get in on enemies and how to avoid situations that kill you.

    Not to say they're completely frictionless, the RPG stuff can be pretty opaque when you start and there's a real early jank as you get used to how much you commit to animations in this game.

    I can attest to people who weren't great at action games at all beating Dark Souls 1. The game basically has a language, and it will kill you a lot until you learn it, but it is learnable, and there are very few places where understanding what you're up against and an appropriately leveled shield won't get you through.

    However, as the series has gone on, the execution requirements have consistently gone up. I can tell someone who isn't great at action games that they can probably take on DS1 if they don't mind dying a bunch and playing very carefully. I can NOT say the same thing about Dark Souls 3 and would never recommend it to anyone who isn't at least moderately comfortable with, like, iframe dodging.

    Drascin on
    Steam ID: Right here.
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    TetraNitroCubaneTetraNitroCubane The Djinnerator At the bottom of a bottleRegistered User regular
    edited October 2022
    Frem wrote: »
    So, I just got the latest mobile and desktop updates, and these seem like a security nightmare, particularly with modern Fatigue 2FA Attacks.

    Is there a way to disable the push notification 2FA and QR codes, and go back to the old system?

    Turn off notifications for the Steam app on your phone. On iOS it’s in a central system control panel, and I assume Android has something similar. The Steam login system doesn’t require a push notification to function; you just have to manually open the app when you need to enter the code, just like before.

    Maybe I’m out of the loop, are you including QR codes in the security nightmare statement? What makes them bad?

    Disabling the notifications is a good way to get past the MFA fatigue attack, and that's good advice, thank you! Unfortunately, though, that doesn't resolve the push notification login issue - If I try to log in on desktop, even if I don't see or respond to the notification on my phone, when I open the mobile app, it's still the same push notification login prompt front and center instead of the one-time-code. Is there a way to disable that?

    And yeah, the QR codes are a nightmare across the board. They're the primary vector of attack for Discord right now. They're mainly leveraged for phishing, but it gets widespread fast. Mostly because it fundamentally bypasses 2FA. For 2FA, you need two different things to log in - A password and the steam guard device. The QR code can be exploited so that a malicious attacker doesn't need the password, they just need you to scan the QR code. And yes, yes, I know no one should be scanning strange QR codes - but it's still a lapse in security that bypasses one of the layers of 2FA for the sake of convenience, and is exploited by malicious attackers.

    Edit: Oh right, and the fact that the mobile app needs to be constantly logged in is another serious issue. Previously you could log out of the app and still get codes, but now if you log out for any reason, Steam Guard is just lost from your account and/or you're locked out. Not only does this present a large problem for those who might get logged out due to phone issues or software updates, but there's a fundamental security risk to putting your password into the device that also generates your second factor of authentication. The point of 2FA is so that if any one factor is compromised, the other is still safe, and the account is okay. Now if your phone gets hit in any way, it's game over. That's not 2FA, that's just 1FA.

    TetraNitroCubane on
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    KarozKaroz Registered User regular
    I still remember the first boss in dark souls 3 being a roadblock almost to the point of quitting. This was not a good tutorial boss due mostly to the messy second phase, you don't have the tools and options that you would soon have access to. You don't have access to summons, either npc or player. It soured the rest of the game.

    Yes, I could have played an easier class than deprived but this had not been an issue in past games and I am stubborn.

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    ironzergironzerg Registered User regular
    Karoz wrote: »
    Correct me if I'm wrong ironzerg, but both of us have tweaked survival game servers to make them more solo friendly. Didn't that rob us of the true experience of those games where we should have gotten a crew together to truly experience these games in their intended form?

    Context is important, as we had a group of people who inherently enjoyed and wanted to play a survival game. We tweaked settings to suit our group, but they were just that, tweaks. Not fundamental changes to the game. In my humble opinion, changing the settings on a "souls like" game to make the bosses easy and combat simpler is a fundamental departure from the genre. Sure, you can do that, but then you're deviating from that genre into something else. Why not just play something else.

    There's a difference between altering settings that can make a game more accessible versus knowing what genre of games you do or don't enjoy. It's like not enjoying be scared, so you edit all the jump scares out of a horror movie. Is it still a horror movie? I guess so. Is the experience as intended? No.

    Take Elden Ring. Fantastic game. I'm sure if it was NOT meant to be a "souls like" experience, I would enjoy parts of it. I like fantasy games, open worlds, and dark story telling. But I just don't enjoy the fundamental loops of a "souls like" game, and I can respect that. I'm not wasting time asking the developers to waste time changing aspects of the game (whether through settings or comprehensive changes) so that I can "play" Elden Ring. I'm comfortable passing on that experience.

    Same with Metrovania games. There are some beautiful gems in that category that I'll never play. But I can still appreciate them as amazing games while not lamenting on all the changes they should make so I can "enjoy" it. And I purposefully use quotes, because I know even heavily modified, they're just not my jam.

    I have plenty of legitimate game tags edited to not show in my discovery queue because of this. Racing? Horror? Walking simulators? Porn games? Nah. I'm good. But I am in no way going to disparage great games in those categories, nor will I really offer much of an opinion on them because I know my opinion on racing or porn games isn't really valid since those are game categories I enjoy or even play.

    That's what I'm talking about.

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    KalnaurKalnaur I See Rain . . . Centralia, WARegistered User regular
    Karoz wrote: »
    Flip side I believe every game should be accessible to everyone because even with the open ended nature of soulslikes, it can be too much for some players, especially as the speed of such games has increased. Some folks lack the reaction time and the 100% physical resist shield that many of us used back in dark souls 1 does not exist in the modern games, removing those options we exploited originally when learning these sorts of games.

    Celeste is a perfect example of this. It knows it is a hard platforming game but wasn't afraid to have a plethora of accessibility options. I made it through half of the first zone before turning on all the options. Yes the game warns against this and a big part of the game story is overcoming hardship but if there weren't those options I would have put it down, frusterated and wrote it off. With the options, I can recommend it to everyone, especially those not into platformers. Yes, it greatly shortens the duration of the game and "cheapens" the experience but it was nice to experience it myself instead of watching a youtube video.

    I get video game creators having a specific vision for their games and how they should be played. They have all the levers available to make games easier--or harder!--at the whims of the player. The only people you risk losing are the gatekeepers and I can guarantee you will have far more people flood in to at least try a game then the few holding them back.

    Correct me if I'm wrong ironzerg, but both of us have tweaked survival game servers to make them more solo friendly. Didn't that rob us of the true experience of those games where we should have gotten a crew together to truly experience these games in their intended form?

    I feel like the recent patch to Elden Ring and their PvP Exclusive balancing in that patch while also improving the casting time, FP consumption, or even damage to pretty much every spell is a fantastic way to help and also to show that they could easily alter the experience of these kinds of games without hurting the actual experience.

    Like, I did not play Fallen Order on the hardest difficulty, at all, and I still struggled with the game because of my own personal issues. Having difficulty in that game helped me be able to enjoy it without totally invalidating the game's play itself. As long as the systems are still there, making things easier for people because they can't hit the buttons fast enough (say, due to a disability), or react fast enough is always a good thing. It does require more work and effort on the part of the game maker and I know not all of them are interested in that, but when they are, and they do allow for adjustments for the player to decide, I think it only enhances the game in question. Even if that's a "Souls-like" experience.

    I make art things! deviantART: Kalnaur ::: Origin: Kalnaur ::: UPlay: Kalnaur
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    RoyceSraphimRoyceSraphim Registered User regular
    I understand why the gundam games are as fast as they are but apart of me wishes they move slower like a souls game

    The free to play one makes them look like Ferrari's while some of the more popular series makes them look like actual tanks

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    DonnictonDonnicton Registered User regular
    I understand why the gundam games are as fast as they are but apart of me wishes they move slower like a souls game

    The free to play one makes them look like Ferrari's while some of the more popular series makes them look like actual tanks

    https://store.steampowered.com/app/1367080/MOBILE_SUIT_GUNDAM_BATTLE_OPERATION_2/

    It's already out on PS4/5, but Mobile Suit Gundam Battle Operation 2 is due to have a PC port released in..... ????

    This one is more of a plodding robot battler compared to Evo.

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    Pixelated PixiePixelated Pixie They/Them Registered User regular
    Every game should have accessibility and difficulty options and I will die on this hill.

    ~~ Pixie on Steam ~~
    ironzerg wrote: »
    Chipmunks are like nature's nipple clamps, I guess?
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    ironzergironzerg Registered User regular
    I just want to make sure my position isn't being misrepresented.

    It's ok to not enjoy a genre of games. Not appealing to as large of an audience as possible is ok, too. Just because something doesn't appeal to you personally doesn't make it bad.

    Game developers should not feel like they have to compromise their vision for a game within a specific genre because it doesn't have massive appeal to everyone. And the flip side is people should respect decisions of developers or genres who are intentional about their design decisions that do not appeal to the masses.

    It has nothing to do with accessibility or difficulty options.

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    DanHibikiDanHibiki Registered User regular
    Every game should have accessibility and difficulty options and I will die on this hill.

    Rip

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    SoundsPlushSoundsPlush yup, back. Registered User regular
    Every game should have accessibility and difficulty options and I will die on this hill.

    Skill isn't universal, and challenge level shouldn't be, either. If you're weightlifting, no one says you gotta do 300 pounds, you do a 7 or 8 on a scale of 10 of perceived exertion, regardless of how much weight that translates to.

    If two people beat the same game in the same time and struggled equally, but one of them had a double damage modifier, they had the same experience.

    s7Imn5J.png
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    RoyceSraphimRoyceSraphim Registered User regular
    Protodroid delta is delightful, combat skews kinda simple but dude listened this video

    https://youtu.be/8FpigqfcvlM

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    KalnaurKalnaur I See Rain . . . Centralia, WARegistered User regular
    ironzerg wrote: »
    I just want to make sure my position isn't being misrepresented.

    It's ok to not enjoy a genre of games. Not appealing to as large of an audience as possible is ok, too. Just because something doesn't appeal to you personally doesn't make it bad.

    Game developers should not feel like they have to compromise their vision for a game within a specific genre because it doesn't have massive appeal to everyone. And the flip side is people should respect decisions of developers or genres who are intentional about their design decisions that do not appeal to the masses.

    It has nothing to do with accessibility or difficulty options.

    To be clear in turn, this isn't specifically about an "appeal to the masses". Many games still fall short of accessibility options, and those options always will include "difficulty" modifiers like "hold instead of tap" (which is a godsend for me), or turning up the parry window in Fallen Order, to account for my slower reflexes. The more granular a game can make those options, the better, but even just having the options is important. Most of the accessibility movement is from western devs, and it's slower than it needs to be.

    And if including those options compromises a dev's vision, well, I defer to the devs for Celeste, who said they really didn't want to add the options they did, but when they thought about it what they really wanted was for people to play their game, and if that meant that some people needed assistance, well, then they found a way to be right with that. They let people know what the original vision for the game was while still allowing the player a say in how the game was played, and that collaborative nature is where games are at their best, at least in my opinion.

    As an artist, if I was making art others would consume at the level games are, I'd at least be curious what people would want, because as much as it's making art for myself with my own style and vision, it's also about what people want to see, and that could easily lead me to explore artistic avenues I haven't before. We get unnecessarily myopic in creating art without any outside tempering, and it's always better to have that outside information as well as teach one's self what truly matters (like interaction with the medium), and what doesn't (you made this one character's face funny/I don't like what this game looks like/these textures look recycled/etc), and where compromise should take place. It's a tough line to walk, and bowing to pressure to change vs learning from pressure to grow can often appear to be the same thing to people on the outside of the creative process.

    I make art things! deviantART: Kalnaur ::: Origin: Kalnaur ::: UPlay: Kalnaur
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    McMoogleMcMoogle Registered User regular
    From the depths of the internet timelines returns jumpandshootman.

    steam_sig.png
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    LD50LD50 Registered User regular
    Speaking of gundam games, I want a Gundam 08th ms team game.

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    DonnictonDonnicton Registered User regular
    Yep Darktide is absolutely more Fatshark - basically Vermintide but 40k. That's fine with me.

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    KarozKaroz Registered User regular
    Donnicton wrote: »
    Yep Darktide is absolutely more Fatshark - basically Vermintide but 40k. That's fine with me.

    So does everyone have to be a different class or can you finally be duplicates?

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    DonnictonDonnicton Registered User regular
    Karoz wrote: »
    Donnicton wrote: »
    Yep Darktide is absolutely more Fatshark - basically Vermintide but 40k. That's fine with me.

    So does everyone have to be a different class or can you finally be duplicates?

    You're a custom self-insert so you can finally have duplicates this time. The customization is pretty basic, but at least I don't have to get pushed off of a character anymore.

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    CalescentCalescent Registered User regular
    Not sure how many people own the base game, but the DLC Endless Battles for Black Book is free to keep until Oct 17 at 10am, Pacific time. For those who don't already have it from a bundle or other means, the base game itself is also currently 50% off.

    9e40ndtyzfxf.png

    Steam: Calidaria
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    KarozKaroz Registered User regular
    edited October 2022
    Donnicton wrote: »
    Karoz wrote: »
    Donnicton wrote: »
    Yep Darktide is absolutely more Fatshark - basically Vermintide but 40k. That's fine with me.

    So does everyone have to be a different class or can you finally be duplicates?

    You're a custom self-insert so you can finally have duplicates this time. The customization is pretty basic, but at least I don't have to get pushed off of a character anymore.

    Nice, I wanted to do Oghren but I just know it'd be in the way with that large model.

    Karoz on
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    XeddicusXeddicus Registered User regular
    Every game should have accessibility and difficulty options and I will die on this hill.

    Skill isn't universal, and challenge level shouldn't be, either. If you're weightlifting, no one says you gotta do 300 pounds, you do a 7 or 8 on a scale of 10 of perceived exertion, regardless of how much weight that translates to.

    If two people beat the same game in the same time and struggled equally, but one of them had a double damage modifier, they had the same experience.

    I find your ending statement confusing. They did not have the same experience, but in the contexts of games that shouldn't matter.

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    GarthorGarthor Registered User regular
    On principle, I think accessibility features are a good thing. However, I do think something is lost when people don't actually have directly comparable experiences. Conversation becomes difficult when there's a whole slew of factors that might change the impact of the game in various ways. Difficulty levels, rather than different dials, are more palatable on this front. I'm not the one who generally needs the accessibility features though (I dunno, maybe if I tried to play a fighting game?) so I guess I don't really know.

    In conclusion, video games are a land of contrasts.

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    ThawmusThawmus +Jackface Registered User regular
    I'm not sure how I feel about Black Book. I keep trying to get into it but the tutorial section bores the shit out of me.

    Twitch: Thawmus83
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    MadicanMadican No face Registered User regular
    Need to sit down and pick a game out of my library to play this weekend. Got a shiny new computer and monitor I haven't done anything with besides Internet browsing.

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    DrovekDrovek Registered User regular
    Madican wrote: »
    Need to sit down and pick a game out of my library to play this weekend. Got a shiny new computer and monitor I haven't done anything with besides Internet browsing.

    Hypnospace Outlaw?
    (to keep with the theme.)

    steam_sig.png( < . . .
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    BetsuniBetsuni UM-R60L Talisker IVRegistered User regular
    Madican wrote: »
    Need to sit down and pick a game out of my library to play this weekend. Got a shiny new computer and monitor I haven't done anything with besides Internet browsing.

    Isn't picking a game out of a Steam Library some sort of game these days?

    oosik_betsuni.png
    Steam: betsuni7
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    McMoogleMcMoogle Registered User regular
    Betsuni wrote: »
    Madican wrote: »
    Need to sit down and pick a game out of my library to play this weekend. Got a shiny new computer and monitor I haven't done anything with besides Internet browsing.

    Isn't picking a game out of a Steam Library some sort of game these days?

    Probably, but our backlogs are too large to find it.

    steam_sig.png
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    MadicanMadican No face Registered User regular
    Betsuni wrote: »
    Madican wrote: »
    Need to sit down and pick a game out of my library to play this weekend. Got a shiny new computer and monitor I haven't done anything with besides Internet browsing.

    Isn't picking a game out of a Steam Library some sort of game these days?

    Yup. Especially since this is going to be going through a backlog of at least five years

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    destroyah87destroyah87 They/Them Preferred: She/Her - Please UseRegistered User regular
    Garthor wrote: »
    On principle, I think accessibility features are a good thing. However, I do think something is lost when people don't actually have directly comparable experiences. Conversation becomes difficult when there's a whole slew of factors that might change the impact of the game in various ways. Difficulty levels, rather than different dials, are more palatable on this front. I'm not the one who generally needs the accessibility features though (I dunno, maybe if I tried to play a fighting game?) so I guess I don't really know.

    In conclusion, video games are a land of contrasts.

    I think it's worth stating that difficulty levels are those same dials, just locked in place for a given value. There's still a directly comparable experience to be discussed, that of the story and the writing.

    And it's not like there'd be really anymore of a discourse/experience problem around associability options (ie granular difficulty) than there already is over easy/normal/hard. I know I'm not involved in any discussion spaces besides here, so I don't know if it's still a thing, but how often is there the idea of discourse being "you didn't really play the game unless you beat it on X difficulty."

    steam_sig.png
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    21stCentury21stCentury Call me Pixel, or Pix for short! [They/Them]Registered User regular
    the coolest thing in Zeboyd Games is that items are generally in infinite quantities, but in limited quantities by battle. That means you never need to hoard items and never feel bad using an ether in a battle you need it in.

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    MadicanMadican No face Registered User regular
    My main issue with explicit difficulty levels is that it's not clear by what standard it's measuring difficulty. Is Easy mode more like Normal in other games? Is Hard mode just inflating the health of enemies without increasing weapon damage, aka bullet sponge? And is the choice of difficulty level directly insulting me for picking it, in which case I toss the entire game because I don't truck with that shit.

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    ThawmusThawmus +Jackface Registered User regular
    the coolest thing in Zeboyd Games is that items are generally in infinite quantities, but in limited quantities by battle. That means you never need to hoard items and never feel bad using an ether in a battle you need it in.

    Fell Seal does this and it's probably the thing I love about the game the most.

    Twitch: Thawmus83
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    DrovekDrovek Registered User regular
    Madican wrote: »
    My main issue with explicit difficulty levels is that it's not clear by what standard it's measuring difficulty. Is Easy mode more like Normal in other games? Is Hard mode just inflating the health of enemies without increasing weapon damage, aka bullet sponge? And is the choice of difficulty level directly insulting me for picking it, in which case I toss the entire game because I don't truck with that shit.

    There's some games where it's the "uncanny valley" of difficulty. I think the original Metro 2033 was like this: easier difficulties were very much like normal semi-arcade shooters; the veteran set of difficulties went for a more "realistic" setting, but this made it so headshots were mostly a one-hit kill proposition (for both sides.) If you were a good enough shot, this made the game much easier than any of the lower settings.

    steam_sig.png( < . . .
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    KalnaurKalnaur I See Rain . . . Centralia, WARegistered User regular
    edited October 2022
    I mean, we've had games for years with both difficulty settings and more granular difficulty options, commonly within the accessibility settings (where they belong), and all it takes if two people are conversing about the same game and they come to a point where experiences wildly diverged was and is to ask "what difficulty did you play on?".

    That said, if a difficulty setting allows someone to go from "wants to play but simply can't no matter what" to "can play and enjoy it", then if they meet and talk with another person who encountered the game and instantly was at "can play and enjoy it", while those two experiences are exactly the same, they have had comparable experiences. Even if those settings are used by people who more and more just want to play for the story (and I wholly appreciate the more and more common "easy is story" change in difficulty mode naming conventions), and the experience is moderately altered (bosses are easier, grind is less, etc), in especially story heavy games that's not going to matter so much.

    Where it gets tricky (but not impossible) is in how things are implemented because this isn't a one-size-fits-all kind of thing, because games aren't exactly the same one time after time. I'm thinking of the mechanics that make the game harder in the first place. Like, Celeste's settings aren't Shadow of the Tomb Raider's settings aren't Spider-Man's settings aren't The Last of Us' settings aren't Hades' settings. They can have similar effects, but the actual mechanics of making a game more approachable is necessarily customized to the experience. Edit to add: and as some have pointed out, set difficulties can sometimes have the strange effect of "harder" difficulties actually being easier, and easier ones harder, depending on how the dev assumes their game is hard. Which is why granular settings are better, to tailor the experience to what the person is struggling with.

    To give a possible example: If Dark Souls were to have 3 more flask charges than normal, from the beginning. That would alter the difficulty without greatly changing the play. Might you be slightly less careful? Maybe. But could you be totally careless? Nope. What if you could increase i-frames a character has on rolls to better accommodate for those with permanently slow reaction times? And you might say "yeah, but how do you balance for PvP" and well, Elden Ring is now making exclusive to PvP balancing decisions that have no bearing on PvE, so the answer is "it can be done". And you could say "but people who don't need these options will use them and rob themselves of the experience!" and to that I say who cares, you shouldn't. If they enjoy the game, more power to them. This falls into that annoying claim that "gamers will optimize the fun out of a game", when pointing to difficult decisions that the player finds a creative way around, and the player is still having fun. They're just not playing the way that was planned, and honestly that should be fine. They didn't optimize the fun out of it, they optimized the fun into the game.

    But, and this is vastly important to understand, no one is having the same exact experience as you, ever. Like, even with the exact same settings, same controller, same setup at home, you're not having the exact same experience, that's a foregone conclusion. No one is ever playing the game exactly the same way you are, so that shouldn't even come into any consideration. So even as much as "the experience" is an important part of talking about a game, it's never going to be an exact one-to-one experience. In making sure everyone can play, we widen dialogue, and that's only a good thing.

    Kalnaur on
    I make art things! deviantART: Kalnaur ::: Origin: Kalnaur ::: UPlay: Kalnaur
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    ED!ED! Registered User regular
    I just reached the end of Chapter 1 in Curse of the Golden Idol and yeah. . .if you loved OBRA DINN both in terms of the game mechanics and its story, you have got to check CGI out.

    The elevator pitch is that you're piecing together scenes from events and doing so through collecting "key words." These keywords are then used to identify individuals, create a narrative and answer a unique set of questions (one has you identifying the types of jacket a dead man has, and in another to whom some letters are being addressed). The collection of keywords is done from objects clearly marked in the screen - or if you want a less guided experience, from the traditional "hunt and click" of action adventure games of the past (this is the way I'm playing and the game has a nice counter at the bottom of the UI to help you see how many keywords are outstanding in the scene).

    The game also has a really unique look to it (just like OBRA DINN) along with a really (I mean REALLY) well done soundtrack that fits the mood of each scenario so far. Which is good, because so far the story is fantastic, just like the gameplay. The story seems like it starts of slow, but you can quickly see where things are going to take a turn and they quickly do. Just like OBRA DINN. Which for sure these folks have played and inspired them to make this, but to also put out a product that both feels like the object of their inspiration and feels totally unique.

    TLDR: If you're a point-and-click adventure fan, CGI is definitely worth the price of admission.

    "Get the hell out of me" - [ex]girlfriend
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    21stCentury21stCentury Call me Pixel, or Pix for short! [They/Them]Registered User regular
    Madican wrote: »
    My main issue with explicit difficulty levels is that it's not clear by what standard it's measuring difficulty. Is Easy mode more like Normal in other games? Is Hard mode just inflating the health of enemies without increasing weapon damage, aka bullet sponge? And is the choice of difficulty level directly insulting me for picking it, in which case I toss the entire game because I don't truck with that shit.

    honestly, if you're making a, like, actiony game? You have no reason to not add a bunch of buttons and levers for difficulty to ensure accessibility.

    Make the "baseline" obvious and maybe have presets but, like, make it clear what changes.

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    cB557cB557 voOOP Registered User regular
    Kalnaur wrote: »
    To give a possible example: If Dark Souls were to have 3 more flask charges than normal, from the beginning. That would alter the difficulty without greatly changing the play.
    Wait what? No, that's a massive change.

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