RubyZeronyka
Active Member
- Jul 26, 2020
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My issue with soulslikes is that they have a super constrictive while contortionist kind of playloop. They offer you "choices" but those choices if you dont follow them in XYZZY7.AE way, youre dead. So it gives you the feel that you can do this in so many ways but in reality only a few are viable, unless you're a masochist that wanna prove that you can beat the game by using a fart attack. I mean, its possible? Yeah, viable? Hell the fuck no XDForgive me if I’m misinterpreting what you’re saying, but most of your grievances with Dark Souls seem to be aimed at the community, not the game itself.
First of all, in Dark Souls, the difficulty—while undoubtedly frustrating to some (especially more casual) players—is an intentional part of the game design; that is to say, Dark Souls is about overcoming overwhelming odds; and this is why enemies are designed to be so difficult (and, for instance, why they’re so tall—they’re meant to make the player feel small, inadequate). In contrast, Breeders of the Nephelym has no reason to multiply the grind every update. Should we believe that DH has a similar philosophy about how BotN is supposed to embody the true struggle involved in maintaining a breeding farm? Unlikely.
Second, Dark Souls actually has several tools to lessen its difficulty built into the game mechanics. A lot of builds are simply more forgiving than others—heavy armour and tower shields, for instance, are much friendlier to newer or casual players than running around naked with a buckler and parrying everything. Even further on the easy-mode side of the spectrum are magic builds, which give players more and safer options for dealing with the threats they encounter. Finally, there are summons, which drastically lower the difficulty of boss encounters. Note that the game itself does not judge players for using these tools in any way, shape, or form; it’s the players of Dark Souls who have a reputation for establishing a hierarchy of the various builds according to “prestige”, calling noobs those players who use safer builds and telling them to “git gud”, and likewise mocking players who use summons, etc.
I want to stress also that growth potential in Dark Souls—how much faster one can progress by being familiar with its mechanics—is far, far greater than that in Breeders of the Nephelym.
All in all, I think that even overlooking other aspects of the games such as levels of polish; how much more engaging and well-crafter the actual gameplay loop of Dark Souls is compared to BotN; how much more attention is put into the world-building and story, etc.; there’s a clear difference fundamentally between what Dark Souls presents and what games such as Breeders of the Nephelym, which like to pretend they’re just “old-school hard”, have to offer.
One thing that to me makes the whole "difficulty is a design choice" story to fall appart is when you look on the lower side of the spectrum. Take Fallen Order/Survivor for example. In any representation of SW, stormtroopers are a memed bad aiming shooters that barely can do damage. Even the melee ones are just as weak. Yet in those two games a damn tropper with an electrobaton does more damage to you that what you do to them with a damn lightsaber that is suposed to cut throught titanium like if you cut hot butter with a diamond knife. And it barely scratches them.... Assuming that you have bypass their kryptonian level block stamina bar.
Sure, if a hard enemy that is said to be a big deal is hard, that's good, it has to be hard. But on the other hand if a game brings a damn stormtrooper, skeleton, ground soldier, whatevs, and the damn thing is capable to kill me, to me that's simply not just bad game design but literally immersion breaking. Cause I know that my real life self would perform better than my character that has actual combat skills. And that is a side that is rarely mentioned but ALWAYS there. Add to that that fans like to copy/paste the formula into other genres or bring similar feels of "challenge" into other games and you get situations like the Warden in Minecraft that made me drop that game on any version past 1.19. One thing is challenge, but another thing is BS. And the issue is that the souls trend very rarely properly sets each other appart cause the very concepts they use to define those contradict themselves in a lot of ways.
Again, Im putting things from the perspective of an average player and again DS games and BotN are very different and in many ways uncomparable genres. But crazily enough they seem to have more parelelisms in the way they handle their progression mecanics that the average people would even care to think. And since you mentioned the builds in DS. BotN also have ways to make the game much easier. Like:
- Go as a futa player.
- Play with pregnancies off.
- Use liquids to capture nephs instead of relying on Wild Sex.
- Play with only futas.
- Abuse the breed-breed-breed-sleep-repeat cycle until you get what you need.
- Abuse the vagrants to farm experience.
- Etc
But still those are things that while viable and available tools to make your gameplay life much easier it limitates a lot the other potential gameplays. You can play as a female or male, but has less options. You can enjoy the process of seen the pregnancies happen but it triples the time it takes. Use wild sex instead of liquids but farm for experience. Etc. Takes time to get to a fun point, its annoying, youll rather be doing something else and the illusion of choice is still there. You can use cheats to bypass the annoyance like you can use trainers in soulslikes but that essentially nullyfies the experience as a whole. And THAT is a big part of the problem. Its when the annoyance IS part of the core gameplay spine. Not because the game lacks ways to be fun without the grind or challenge but because the game is designed to force you to deal with it liking it or not even if what's hooking you to play the game is something else.