[HN Gopher] The Boschian Horror of 'Elden Ring'
       ___________________________________________________________________
        
       The Boschian Horror of 'Elden Ring'
        
       Author : keiferski
       Score  : 210 points
       Date   : 2022-03-19 12:03 UTC (10 hours ago)
        
 (HTM) web link (artreview.com)
 (TXT) w3m dump (artreview.com)
        
       | dash2 wrote:
       | Let me save you a click:
       | 
       | * Elden Ring is a bit like Bosch, Dore and Caspar David
       | Friedrich;
       | 
       | * Elden Ring is an open world game.
        
       | UberFly wrote:
       | Somewhat related: Here are the hyper-resolution Bosch scans
       | mentioned in that article: http://boschproject.org/#/artworks/
        
       | sharmin123 wrote:
        
       | 127 wrote:
       | If you get the chance, get the art books for these games. They
       | are really something.
        
       | ng12 wrote:
       | This has always been the best part of FromSoft games. People talk
       | about the difficulty first but I think that absolutely takes a
       | backseat to the visuals. The art direction and atmosphere are
       | absolutely unparalleled. I honestly can't think of another game
       | who's world captured me like the first Dark Souls did.
       | 
       | There's a quote from an interview with Miyazaki I really likes
       | which underlines how carefully crafted the world is:
       | https://imgur.com/zO6CcDq
        
         | Razengan wrote:
         | > _I honestly can 't think of another game who's world captured
         | me like the first Dark Souls did._
         | 
         | Check out Darkest Dungeon
         | 
         | Slay the Spire
         | 
         | Everything by Amanita Design (Machinarium, Samorost)
        
           | thaumasiotes wrote:
           | You're recommending Slay the Spire for the lore? It doesn't
           | even _have_ lore.
        
         | x0hm wrote:
         | How?? This is insane. Dark Souls is the most absurdly plain and
         | boring looking game that ever somehow defined a genre.
        
         | whateveracct wrote:
         | Have you played Blasphemous? Definitely inspired by Dark Souls.
         | I think its world is even more entrancing despite it being a
         | hand-drawn pixel art side-scroller. It draws on Spanish
         | folklore and Catholicism, which I really liked.
         | 
         | (Don't forget to play it with the Spanish voice acting -
         | superb)
        
           | ng12 wrote:
           | Thanks for the rec. I'm only familiar with it because it was
           | referenced in Dead Cells.
        
         | k_sze wrote:
         | You make me really regret throwing away my Demon's Souls disc
         | when I was depressed years ago. I now have all of the Dark
         | Souls games and Sekiro, no Elden Ring yet.
         | 
         | But having all the games would probably allow me to more fully
         | appreciate the art's evolution.
        
           | Trasmatta wrote:
           | If you have a decent gaming PC, you can now emulate the
           | original Demon's Souls at 60FPS, which is great. The Demon's
           | Souls Remake is really good too, but if you're primarily
           | interested in looking at the progression of the art, that
           | Remake took things in a somewhat different direction (as it
           | was made by a different team). It's incredibly faithful
           | gameplay wise, though.
           | 
           | Be sure to check out Bloodborne as well.
        
         | UncleMeat wrote:
         | This is one of those reasons why I wish there was an easy mode.
         | There is great value in the games beyond just the system
         | mastery.
        
           | gghhzzgghhzz wrote:
           | There are plenty of easy modes available. It's not a settings
           | option though, it's a play style. It really is a wonderfully
           | well designed game.
        
             | kabdib wrote:
             | So far this appears to be a "choose your own difficulty"
             | game. I've deliberately chosen to "git gud" at melee, since
             | I've always sucked at melee. Could level to 99 and just
             | blast through things, but where is the fun in that?
             | 
             | Elden Ring has taught me calm and resolve in the face of
             | overwhelming odds. Also, the value of a battle honestly
             | fought. It's a great teacher, and an amazing game.
        
           | extrememacaroni wrote:
           | One of the things that cause immersion to spike for me is
           | exactly the difficulty, or rather "this enemy just kicked my
           | ass, WHAT do I need to do to beat it? what do I need to
           | change, are there other areas I did not check, any clues I
           | may have passed by" etc.
           | 
           | If the game is too easy chances are I'll zone out and "play"
           | it, in a very inert way just watching what happens.
           | 
           | Not a Souls-like, but the game where I saw this at play the
           | most is TeS Oblivion (not sure if it also works in Skyrim),
           | as soon as I started playing it as a battlemage with the
           | Tower sign (it takes away auto regen of magicka). Lots of
           | content in Oblivion I felt was filler that I just went
           | through out of inertia, but playing a battlemage with no
           | magicka regen? Survival depends on the potions you craft and
           | any other helpful items found along the way. Suddenly even
           | the most boring dungeon became interesting and potentially
           | helpful in the long run because it could contain helpful
           | loot. Those ayleid ruins with the crystals that help a ton
           | with magicka? Godsent rather than long and samey.
           | 
           | Of course I eventually leveled up enough to become OP and the
           | game ended up being a chain of filler stuff once more, but
           | that was several tens of hours into the playthru. But those
           | first tens of hours were an amazing experience, where I
           | needed to carefully plan out and scour the world for items in
           | order to hope to survive.
        
             | UncleMeat wrote:
             | Do you start each of these games with SL1 runs? Likely not.
             | 
             | This means that you are engaging with the game in an
             | optional way that makes the game easier (leveling up). You
             | do not have to do that. In what way is somebody engaging
             | with the game in a different optional way that makes the
             | game easier unacceptable?
             | 
             | What it sounds like you want is for the game to sit near
             | the top of an individual players' capabilities. What if
             | making the game optionally easier achieves that for some
             | people?
        
               | extrememacaroni wrote:
               | Watching a playthrough is the easiest optionalest option,
               | also one that is doable from start to finish by the
               | largest number of gamers. Such an extra-inclusive option,
               | all games should feature it. "Watch the bots play".
               | 
               | With your philosophy, you get games with pointless
               | difficulty systems like Skyrim & co. Sliders that range
               | from "enemies die in one hit" to "you'll spend half an
               | hour hitting this boss before it dies because now it has
               | hitpoints defined by your_level * 9999999999". None of
               | the bosses in Souls games take half an hour to fight
               | unless you do something exotic like SL1 runs, if you're
               | not done with a boss in a couple of minutes chances are
               | something's wrong with your build, because otherwise your
               | skills are good, else you wouldn't survive for 2 minutes
               | with a Souls boss.
        
               | UncleMeat wrote:
               | > None of the bosses in Souls games take half an hour to
               | fight unless you do something exotic like SL1 runs, if
               | you're not done with a boss in a couple of minutes
               | chances are something's wrong with your build, because
               | otherwise your skills are good, else you wouldn't survive
               | for 2 minutes with a Souls boss.
               | 
               | I spent several days on O&S. Two hours would have been
               | fun and I would have felt a sense of accomplishment. In
               | the end, I cheesed it by pinning Smough to the broken
               | pillars.
        
               | setr wrote:
               | He meant the battle itself ends in roughly a few minutes.
               | The number of battles and attempts could be much longer.
               | 
               | It's a major deviation in difficulty definitions between
               | fromsoft and difficulty sliders -- the usual increase in
               | difficulty is to just bump the stats, which typically
               | just means you have to play perfectly for longer
               | durations.
               | 
               | Fromsoft just asks you to play perfectly for a minute,
               | maybe two (and honestly not that perfectly).
               | 
               | Eg I'm playing triangle strategy atm, and the hard mode
               | difficulty bumps their stats so high that the strategy
               | ultimately devolves into some kind of cheesing in many
               | cases (and then spend 15 minutes executing that cheese
               | because the enemies are taking chip damage). At the same
               | time, normal mode (apparently) is easy enough to just
               | plow through, so I'm pretty much stuck if I want an
               | actual challenge -- and that's hardly a surprising state
               | of affairs.
        
           | eldenringthrow wrote:
        
           | dharmab wrote:
           | There's a few places in Elden Ring where you can trivially
           | and quickly farm and overlevel your character.
        
             | UncleMeat wrote:
             | Isn't that _worse_ than an easy mode? The outcome is the
             | same but it takes hours rather than seconds and the
             | locations where you can quickly farm levels are not obvious
             | in game and require you to look up advice online.
        
               | kipchak wrote:
               | A potential upside is that because it's tedious, you'll
               | probably want to do it for only as long as necessary
               | before trying again so the difficulty is somewhat
               | adjusted to the player's need, and you don't actually
               | change how enemies behave - the mechanics of the game are
               | still the exact same, your numbers are just a bit bigger.
               | When I imagine an easy mode I would figure making changes
               | for how things work would be necessary, like having a
               | boss' attacks be more predictable.
        
               | gretch wrote:
               | You don't have to farm levels. You just go do something
               | else that naturally results in levels or loot making your
               | character stronger. Since all of the game is wonderfully
               | designed, it's never a situation where you run off and
               | "kill 10 bats" that people might have in mind due to
               | precedents set by e.g. world of Warcraft.
               | 
               | Also, few ppl understand this, but community knowledge is
               | actually a core part of the design philosophy. That's why
               | there's player messages and blood stains built into the
               | game. It's not a dirty thing in this game to look stuff
               | up or ask for help. There's a huge community and
               | comradary aspect to the game.
        
           | kache_ wrote:
           | The difficulty is part of the artform
        
             | UncleMeat wrote:
             | _Part of._ The context for this discussion is the
             | atmosphere, lore, and art. That is independent of
             | difficulty.
             | 
             | And further, it is clearly not the case in any of the
             | soulsborne games that the difficulty is tuned perfectly for
             | each player. If that were true, there would be no interest
             | in SL1 runes or there wouldn't have been patches
             | rebalancing of Lost Izalith in DS1 or summons wouldn't be
             | an available option.
        
               | jibe wrote:
               | The difficulty and risk of death and loss is
               | intrinsically intertwined with the atmosphere. There are
               | many other games with amazing dark art, but without the
               | actual fear of death from the game system, they have less
               | impact.
        
               | deckard1 wrote:
               | You're going to need a guide to understanding the lore
               | and atmosphere. The hard mode is not contained to the
               | game play. Bloodborne, for example, has the atmosphere
               | change based on certain unlocked events and paths you
               | choose to go down. Even if you notice the change in
               | atmosphere, you're not going to understand how it fits
               | together with the story.
               | 
               | I'd just watch a YouTube walkthrough if you don't want to
               | play. Playing the game, alone, is not enough to fully
               | appreciate any of the Souls games.
        
             | Filligree wrote:
             | For many people, this level of difficulty is just
             | impossibility.
        
               | qwertycrackers wrote:
               | I feel like people who say this sort of thing just have
               | not actually played these games. I understand that in
               | theory, a game could require extremely good reaction
               | times or complicated inputs which make it exclusive. But
               | Elden Ring is definitely not hard in that respect. In
               | fact, part of the difficulty is that all the animations
               | are long and you can't cancel them. This actually removes
               | the need for good reaction time -- you have more than
               | enough time to hit a button when you know you will need
               | to.
               | 
               | The "difficulty" really arises from the need for game
               | knowledge -- you have to keep dying until you figure out
               | the right weapon, right spell, or right attack which
               | works well against a particular encounter. And find all
               | the places you can upgrade your weapons and tools and
               | such. After you do these things, the game is in fact
               | quite easy. Hunting around and gathering this stuff is
               | the core fun of the game and I can't see how this is
               | exclusionary toward anybody who would want to play.
               | 
               | I suppose there is a segment of people who would like to
               | see images of the game without doing that but honestly...
               | just watch a Let's Play. That way you don't even need to
               | pay for the game.
        
               | UncleMeat wrote:
               | > I feel like people who say this sort of thing just have
               | not actually played these games.
               | 
               | I think this is uncharitable. You can look at completion
               | rates on Steam for some data. I personally stopped
               | playing the xbox360 version of DS1 because the goddamn
               | giants in Lost Izalith kept respawning (something that
               | was mercifully changed with patches). I'd have kept going
               | if I had the patched (and easier) game.
        
               | dkersten wrote:
               | > You can look at completion rates on Steam for some
               | data.
               | 
               | I think we have to accept that not every game is for
               | every person. How adamantly FROM Software fans defend the
               | difficulty shows that this style of game is greatly
               | appreciated by many and, while it sucks to not be into
               | that if the rest of the game looks good to you, I think
               | we just have to be ok with the fact that ok maybe this
               | game was made for people who are into that.
               | 
               | Personally, I appreciate that FROM Software basically
               | force me to learn their games mechanics rather than
               | button mashing my way through, even if it is very
               | frustrating in the moment. I know I'm not good enough to
               | persevere if I could just play in easy mode, and I would
               | have missed out on some truly exhilarating moments. I
               | understand that that's just me and everyone is different,
               | but I mean, there's plenty of games out there, not all
               | have to cater to everyone. There are certainly plenty of
               | games that I think look really cool but ultimately I
               | don't feel are for me (most multiplayer games, really.
               | Even if they look awesome, I just don't have the
               | dedication for it).
               | 
               | This is also why I think its important to watch gameplay
               | videos before you buy, so that you know what you're
               | getting yourself into.
        
               | UncleMeat wrote:
               | I do agree that not every game is for every person. I'd
               | prefer it if the games could be made easier, but FromSoft
               | can do what they want. What I find frustrating is that
               | asking for this feature produces intense backlash in many
               | communities.
               | 
               | I'm not asking to be able to button mash my way through.
               | Perhaps this is a problem with terms. I'd like a "hard
               | but doable for me" mode. That mode is tuned lighter than
               | the default tuning of the game as released.
               | 
               | Consider that the games already come with many various
               | forms of hard mode. You can do NG+ runs that are harder.
               | You can do SL1 runs that are harder. You can put all of
               | your souls into Resistance and waste your character. If
               | the game shipped without level ups and everybody was
               | forced into SL1 runs, would that make the game better?
               | Surely for _some_ people that 'd place the difficulty
               | right at their boundary of "hard, but doable." But for
               | you (or certainly me) that'd be a frustrating wall.
        
               | dkersten wrote:
               | > What I find frustrating is that asking for this feature
               | produces intense backlash in many communities.
               | 
               | I can understand it though. I mean, leaving aside whether
               | or not adding an easy mode actually affects the game for
               | those who don't want to play in it. Its kinda like, the
               | developers created a game that, as it stands, appeals to
               | person A. Person B wants changes made or added to the
               | game so that the game appeals more to them. Of course
               | person A is going to be upset that others want the game
               | changed to suit those other people, when it works
               | perfectly fine for person A as is.
               | 
               | For me, I know that adding an easy mode would affect my
               | experience, but the reason for that is a me problem:
               | because I know I don't have the tenacity to persevere if
               | I have a choice to just play in easy instead (yet I also
               | know that being forced to persevere has led to some of
               | the greatest satisfaction I've gotten from playing
               | games). That's my problem, though, but for me its like
               | yeah well the game as is suits me, so.. please don't
               | change it. Of course I totally understand that this is
               | just me and that others could enjoy the game much more if
               | this were added to the game, and I should just work on my
               | self control in that area.
               | 
               | But I totally get it, especially if this is the _only_
               | thing that prevents someone from enjoying a game that in
               | every other way would be enjoyable to them.
        
               | jrootabega wrote:
               | The controversy (or rather the online dialogue about a
               | controversy which may or may not really exist) over game
               | difficulty is kind of a smaller proxy battle in a larger
               | culture war, as well as a topic that tends to come up
               | when megacorps can use it for self-promotion. e.g.
               | Microsoft/Double Fine and Psychonauts 2. Have they said
               | anything whatsoever about Elden Ring accessibility?
        
               | grogenaut wrote:
               | Please continue to tell me that I'm having fun
               | incorrectly.
               | 
               | I'm 46, I have well over 10k hours in hundreds of video
               | games. Been gaming since I had an Atari and games had no
               | directions or guides like Indiana Jones.
               | 
               | Having difficulty that I don't enjoy in a game is the
               | number 2 reason after "it didn't click" that I abandon a
               | game.
               | 
               | There's literally nothing that stops me from reading a
               | novel or watching a movie or walking through a museum or
               | a world historical site to gate keep that experience.
               | Games is the only one where we say "you must enjoy
               | frustration or read spoilers to progress". Just gate
               | keeping that great artistic vision. If it is art worth
               | the experience it shouldn't behind a wall saying "get gud
               | to enter". Let people experience it how they can or want
               | to or have time to.
               | 
               | We're no longer charging quarters based on deaths but
               | that still has it's tendrils in our artform.
               | 
               | To be clear I die a ton in games, I also appreciate it
               | when the game is like ok buddy you tried you can go
               | forward like gta5/gth2. I died 10 times to gremlin
               | shamans in valheim yesterday, but that isn't gatekeeping
               | some artwork, and that game has creative mode.
        
               | TuringTest wrote:
               | "I would enjoy Ulises more, if only James Joyce had
               | published a 3rd Grade version alongside".
               | 
               | Sometimes it's worthwhile to keep an artistic vision as
               | intended, even if not everyone will enjoy the work for
               | it.
        
               | ng12 wrote:
               | For my part I don't enjoy games where the gameplay is
               | just something you do to experience a story. Last of Us
               | is a good example. Great story, great atmosphere, bored
               | to tears playing it. If Dark Souls were easy I would
               | probably feel the same.
               | 
               | It's also important to appreciate how difficult it is to
               | balance a game especially when your character's power
               | level increases throughout the game. Most games that have
               | a hard mode are lazy: bosses just have more health or
               | enemies suddenly get headshots all the time. The game
               | needs to be balanced around an intended difficulty level
               | to make it compelling. It takes a lot of talent to make a
               | good difficulty curve, as proven by the lame ripoffs of
               | Souls games that have come out over the years.
        
               | vvillena wrote:
               | I mostly agree... and I'd still argue that the FromSoft
               | games kinda fail at the "knowledge gathering" phase.
               | Walking into a boss that kills you in less than 20
               | seconds means very little knowledge can be gathered, and
               | sometimes it takes minutes to go back and try again. This
               | is a specific thing that Hollow Knight does pretty much
               | perfectly: you can keep most bosses at bay, because the
               | focus isn't usually to survive, but to find openings
               | where you can safely do some damage.
               | 
               | Needing game knowledge is a great approach to game
               | design. Dispensing such knowledge in the random way
               | FromSoft games do is not. And this goes beyond just the
               | combat aspect. Equipment and items in FromSoft games
               | usually have non-discoverable hidden effects that at best
               | turn the game into a weird puzzle, and at worst draw
               | parallels to graphic adventure games of old. Case in
               | point: Father Gascoigne in Bloodborne. You can find a
               | music box that staggers the boss if you use it during the
               | battle. It makes some sense from a lore perspective, but
               | it's pure bullshit from a game perspective.
        
               | wpietri wrote:
               | > you have to keep dying until you figure out the right
               | weapon, right spell, or right attack [...] Hunting around
               | and gathering this stuff is the core fun
               | 
               | Different things are fun for different people. That
               | sounds pretty tedious to me, a long slog of arbitrary
               | "guess what the game designer is thinking of" puzzles.
               | Especially when it's all built around killing, something
               | that just doesn't interest me much. To each their own, I
               | guess.
        
               | kipchak wrote:
               | Most of these that I've come across are fairly intuitive.
               | For example stone enemies being resistant to slashing
               | damage, or dark ghosts being weak to holy damage. There's
               | also typically a workaround, for example a jumping attack
               | with a small slashing weapon does more physical damage.
        
               | wpietri wrote:
               | I believe you, and it sounds like that is fun for you.
               | 
               | Maybe I can explain by analogy. I'm very fond of the
               | author Raymond Chandler, who wrote noir mysteries. I love
               | his work, and especially the way he uses language. But I
               | don't care at all who did it. The artificial puzzle
               | aspect of mysteries just doesn't interest me.
               | 
               | It's the same deal here. I get people like this kind of
               | thing. I'm just saying I'm not one of those people. It
               | sounds like I might appreciate the aesthetics of the
               | game, so if I could play through it on easy mode, I
               | might. Sort of the way I read through a mystery and am
               | allowed to ignore the whodunnit aspect.
        
               | kipchak wrote:
               | I definitely get that it isn't for everyone. I'm not
               | familiar with that author but I can relate via House Of
               | Leaves and only really liking parts of it.
               | 
               | Looking at it from the opposite side, some people have no
               | problem with the gameplay, but pay little attention to
               | the aesthetics or dialogue and lore or item descriptions.
               | For them they can instead look up YouTube videos or Wiki
               | articles to explain things. I don't think it's a bad
               | thing those alternatives options exist, but I think
               | adding say a logbook like in Outer Wilds would cheapen
               | the experience for people who really want to get immersed
               | in the world.
               | 
               | I think practically watching a playthrough or just
               | modding the game to make your character OP is the best
               | workaround.
        
               | vvillena wrote:
               | I agree. If I wanted to guess weird side effects of items
               | when used in different ways, I wouldn't play Elden Ring.
               | I'd play Monkey Island.
        
               | MisterBastahrd wrote:
               | Not even close.
               | 
               | Welcome to the 70s and 80s where there was no such thing
               | as savegames for the most part and you got 3 deaths
               | before starting over. This is no different. A boss is
               | just a level of sorts. You learn the mechanics and then
               | you beat the boss and move on. Do it enough times and you
               | can do it in your sleep. People have been playing
               | ridiculously forgiving and easy games where there's no
               | cost of failure so long that they don't even know what a
               | merely challenging game is.
        
               | UncleMeat wrote:
               | Difficulty systems in the 70s and 80s were famously for
               | eating quarter rather than based on any actual game
               | design philosophy. Not exactly a comparison I think is
               | worth making.
               | 
               | The "just learn the boss" argument is also somewhat
               | frustrating given how frequently there are long ass walks
               | back from bonfires to boss doors. Dying a bunch to learn
               | the tells and attack timings is much less attractive when
               | it takes minutes to go from a death to your next attempt.
               | Compare this to something like Hotline Miami where you
               | are playing again _instantly_. Much better option there.
        
               | Levitz wrote:
               | There is absolutely nothing wrong with a product not
               | catering to everybody. Even moreso when we are talking
               | about a work of art.
        
               | zasdffaa wrote:
               | > There is absolutely nothing wrong with a product not
               | catering to everybody
               | 
               | certainly agree
               | 
               | > Even moreso when we are talking about a work of art.
               | 
               | why does art get special consideration?
        
               | UncleMeat wrote:
               | Sure. And there is similarly nothing wrong with a product
               | adding options to cater to a wider audience. I don't
               | think many of the people asking for easy mode think that
               | Miyazaki is a _bad person_. But I 've certainly been
               | called some pretty nasty things for suggesting an easy
               | mode. What I'd like is for people to be able to express
               | their preference without being attacked for being
               | perceived as scrubs.
        
               | Jensson wrote:
               | There is no game with multiple difficulty options where
               | hard mode is as well designed as in fromsoft games. It is
               | therefore reasonable to conclude that adding easy modes
               | significantly detracts from the experience of hard mode
               | options. You can argue all you want about how in theory
               | it shouldn't affect hard mode experience, but that goes
               | against everything we see happening in practice.
               | 
               | So for the people who likes hardmode, you are extremely
               | greedy when you want to remove the only game offering the
               | hardmode those people want, you can just go and play any
               | of all the other easy mode games while they have no other
               | options. You are a part of the majority who is catered to
               | in almost every game going to the minority asking them
               | why they don't cater to you as well, of course they get
               | angry.
        
               | UncleMeat wrote:
               | > There is no game with multiple difficulty options where
               | hard mode is as well designed as in fromsoft games.
               | 
               | I don't believe this is true at all. Heck, you can look
               | at the patches put into the various games to see places
               | where FromSoft agreed that they botched something. I
               | don't think anybody thinks that Bed of Chaos is the good
               | kind of hard.
               | 
               | And Soulsbourne games _do_ have multiple difficulty
               | options. NG+ exists. SL1 exists.
        
               | darkteflon wrote:
               | I'm always surprised to read things like, "please change
               | the difficulty so I can appreciate the art." The
               | difficulty is the art - you can't just carve it out. It
               | couldn't be done even if Miyazaki wanted to do it. You'd
               | lose the essence of the art because so much hangs on the
               | challenge: the failure, the success, the relationship of
               | the player with the game.
               | 
               | Instead, the real solutions to the mechanical challenges
               | that Soulsbornes throw at you are sprinkled throughout
               | this thread.
        
               | Jensson wrote:
               | > I don't believe this is true at all. Heck, you can look
               | at the patches put into the various games to see places
               | where FromSoft agreed that they botched something. I
               | don't think anybody thinks that Bed of Chaos is the good
               | kind of hard.
               | 
               | The fact that they patch the experience of their hardmode
               | helps my case, not yours. It shows that they care deeply
               | about the experience of their hardmode players, since
               | everyone is forced to play it they have to care about it.
               | While other developers just say "if you find it too hard
               | just play on easy", fromsoft has to actually fix their
               | games when they mess it up.
               | 
               | > NG+ exists
               | 
               | NG+ isn't a higher difficulty, its just continuing the
               | game with yoru current character. The monsters have
               | higher stats than the first run, but so do you since your
               | character is higher level.
               | 
               | > SL1 exists
               | 
               | Deliberately choosing to not use certain options in the
               | game makes every game harder, yes, but that isn't a part
               | of difficulty options and the game isn't designed around
               | SL1 runs.
        
               | archagon wrote:
               | On the other hand, Celeste is an example of a brutally
               | difficult game with much lauded accessibility options.
               | It's not the same as "easy mode", but the results are
               | similar.
        
               | kaesar14 wrote:
               | Very well put. And the feeling of accomplishment of
               | conquering a boss is shared by _everyone_ who plays this
               | game. Beating Radahn or Malenia in ER or The Nameless
               | King in DS3 or O&S in DS1 was always a magnificent
               | feeling and one that everyone else in the community knew
               | and appreciated when found in one another. It would
               | cheapen it so much if I knew you could just turn a slider
               | down and really diminish the community experience.
               | 
               | Agreed, go play something else if you want an easy game.
               | This ain't it.
        
               | bontaq wrote:
               | Yep, and that is miyazaki's feelings as well.
               | 
               | "We don't want to include a difficulty selection because
               | we want to bring everyone to the same level of discussion
               | and the same level of enjoyment," Miyazaki said. "So we
               | want everyone ... to first face that challenge and to
               | overcome it in some way that suits them as a player."
               | 
               | "We want everyone to feel that sense of accomplishment.
               | We want everyone to feel elated and to join that
               | discussion on the same level. We feel if there's
               | different difficulties, that's going to segment and
               | fragment the user base. People will have different
               | experiences based on that [differing difficulty level].
               | This is something we take to heart when we design games.
               | It's been the same way for previous titles and it's very
               | much the same with Sekiro."
               | 
               | It makes some sense, the constant in the world is the
               | bosses, so you have to change yourself in some way to
               | beat them. If you suck at souls games, like I do, that
               | means a lot of studying to finally win. But then I'm
               | content that I've beaten the same thing everyone has.
               | 
               | Quotes from https://www.gamespot.com/articles/heres-why-
               | dark-souls-blood...
        
               | xipho wrote:
               | Streamers (e.g. MoonMoon's playthrough) are pointing out
               | that if you go "everywhere" and do "everything", truly
               | immersing yourself (as perhaps intended), and you don't
               | rush from boss-to-boss that that "difficulty" is greatly
               | reduced to non-existent. Yes, some very hard spots, but
               | far less than one would assume from the outset based on
               | quick overviews. There are also builds that greatly
               | reduce difficulty making some "impossible" bosses
               | trivial.
        
               | jrootabega wrote:
               | Hmmm...I wonder if that's something you would have to
               | deliberately do. In Witcher 3, the world was so huge and
               | engrossing that, just by exploring and participating in
               | it, I outleveled quests, and had a very hard time
               | catching my quests and world progression up to my power
               | even when I tried to. Enabling enemies to scale to my
               | level wasn't the best solution, since it just meant that
               | instead of everything being easy, everything became
               | equally hard.
        
               | xipho wrote:
               | He is defintely deliberate about it, from what I can
               | tell.
        
               | chrsig wrote:
               | I doubt this is true, as much for many people, they're
               | not willing to invest the time to overcome the challenge.
               | Which is fine, but they're not the target audience, and
               | that's also ok.
        
               | jcutrell wrote:
               | Which ultimately means the game becomes a step more
               | towards exclusive, for better or worse. Probably for
               | worse.
        
             | bsder wrote:
             | However, "difficulty" is Souls games has two parts. One
             | good--one bad.
             | 
             | 1) There is the "Git Gud" part. This is fine. Having some
             | difficulty in executing game actions is fine. Having to be
             | alert to even low-level enemies is fine.
             | 
             | 2) There is the "WTF do I upgrade?" part. This is bad.
             | "Poise" was the canonical example where if you didn't
             | understand it you would get turned into paste by enemies
             | with _no idea why_. Having to read a full treatise on the
             | web before starting a game is _not_ something you should
             | have to do.
             | 
             | To be fair, most RPGs suffer this problem, but the Souls
             | games suffer it worst because the enemies hit very hard. I
             | think the Souls games would benefit a lot from being able
             | to freely reallocate your points in skill until you hit
             | some level (10-15-20?) that then locks them in. "Hey, I got
             | pasted by that enemy. Maybe I should adjust my skill points
             | and see what that "poise" thing does on the next pass."
        
             | 1_player wrote:
             | In fact, death is an intended game mechanic of Soulsborne
             | games. The highs of overcoming a challenging foe is much
             | greater if victory isn't handed to you on a platter. And
             | the game philosophy of the Dark Souls series has always
             | been one of the protagonist being little more than just a
             | mindless undead, unfit to live, let alone wear a crown.
             | 
             | The difference is whether you see death as a set back and
             | learning experience, or just a complete failure that
             | frustrates you. It's a matter of mindset.
             | 
             | But in general the difficulty of Soulsborne games is
             | overstated. They're mechanically simple, combat is fair
             | (RNG isn't a big factor), with plenty of opportunities to
             | make the game easier. Just level up more. Now with Elden
             | Ring you can choose to go elsewhere, and come back later,
             | stronger. This game isn't about easy victory, so easy mode
             | has no place existing. A piece of media doesn't have to
             | cater to all audiences.
        
           | bitlax wrote:
        
           | deergomoo wrote:
           | I'm the same, I tried so hard to like Bloodborne because I
           | was so enthralled by the universe and lore. But I just could
           | not have fun playing it, or more specifically the fun I did
           | have was swiftly undone by frustration.
           | 
           | I can enjoy difficulty when I don't have to redo things I've
           | already done; I'm fully on-board with something like a Super
           | Meat Boy or a Hotline Miami, which are also games where death
           | is expected and a core part of the loop, but when dying to a
           | boss involves trekking back through 5-10 mins of low-level
           | enemies I very quickly lose interest.
           | 
           | Am I suggesting all games should account for my very specific
           | tastes in difficulty in games? Absolutely not, but I sure
           | wish that one did. I'm also not sure I buy the argument that
           | the mere presence of an easier mode would somehow invalidate
           | the enjoyment of those with more skill and patience.
        
             | hibikir wrote:
             | As it happens, Elden Ring takes care of the specific
             | problem you mention by having save points, or some
             | temporary respawn point, ahead of pretty much every tough
             | boss available. This is done even for many optional bosses:
             | You will respawn 10 seconds away from the fight. It will
             | still not help when, instead of a boss, the wall is a
             | slightly stronger low level enemy, and there might be an
             | example or two of this problem in a few side dungeons, but
             | it's nowhere near as common a problem as in their earlier
             | games.
             | 
             | Now, this often means said bosses are often quite a bit
             | tougher than in earlier games, but you don't have to go
             | through a 10 minute dungeon to get to them every time you
             | die.
        
             | fartcannon wrote:
             | I realize you're not asking for help in Dark Souls, but
             | should you ever find yourself playing it again, I feel like
             | I should tell you that you can run past nearly every
             | standard enemy in pretty much every FromSoftware game. I
             | often play the game sections in reverse. Sprint through
             | looking for the next safe spot, then after activating it,
             | work backwards to the previous safe spot.
        
             | djsavvy wrote:
             | Sounds like you might enjoy the Ori games (Ori and the
             | {Blind Forest, Willow of the Wisps}).
             | 
             | Not exactly the same genre as the ones you mentioned, but
             | some challenging combat (at times, not throughout) that
             | doesn't involve slogging back if you die.
        
               | glogla wrote:
               | While Ori is similar genre, I think it doesn't have the
               | sheer depth of lore and world-building that pulls many
               | people into Souls games.
               | 
               | Hollow Knight on the other hand does.
        
             | bananaoomarang wrote:
             | > I can enjoy difficulty when I don't have to redo things
             | I've already done; I'm fully on-board with something like a
             | Super Meat Boy or a Hotline Miami, which are also games
             | where death is expected and a core part of the loop, but
             | when dying to a boss involves trekking back through 5-10
             | mins of low-level enemies I very quickly lose interest.
             | 
             | Sekiro and Elden Ring are both much better here in terms of
             | checkpointing close to bosses, though it's still not always
             | just right outside it often is. Indeed I remember a few
             | very tedious routes in Bloodborne and Dark Souls. It just
             | didn't bother me quite so much because I enjoyed optimizing
             | them also!
             | 
             | With Elden Ring also at least there is always other stuff
             | to do/explore (at least so far for me at ~50 hours in) so
             | you can come back later.
        
           | Zababa wrote:
           | There was, Hoartfrost stomp, Sword of night and flame and
           | Royal knight resolve, but they got patched. You can always
           | downgrade or use cheat engine.
        
           | chrsig wrote:
           | I strongly feel the opposite. The difficulty is what makes
           | you spend time with the game, and truly appreciate each bit
           | of progress you make. Without the suffering, you can't truly
           | appreciate what you find around the next corner.
        
             | UncleMeat wrote:
             | Imagine you were forced to do a SL1 run on your first play.
             | That'd be more difficult. You would suffer more. Would you
             | appreciate it more? I suspect not.
             | 
             | The sweet spot is when something is challenging for the
             | particular player and they are able to overcome that
             | challenge through growth. But because each player is
             | different, it is not possible for a single tuning to hit
             | that sweet spot for every possible person.
        
               | chrsig wrote:
               | > Imagine you were forced to do a SL1 run on your first
               | play
               | 
               | I don't think that's quite a good comparison -- because
               | leveling up is literally a method to overcome the
               | difficulty. Grind. Get Good. Kill some foes, run back to
               | the bonfire. Kill them again, run back to the bonfire.
               | 
               | Eventually killing them becomes trivial, as a combination
               | of muscle memory and leveling up.
               | 
               | Some might even call that practice.
               | 
               | It's an unwillingness to invest time into practice that
               | hinders people from enjoying more of it, not the inherent
               | difficulty. And this goes for a great many things,
               | sports, music, painting, programming, woodworking etc.
               | 
               | It's also totally ok that people don't want to invest the
               | time -- I'm not making a value judgement here.
               | 
               | For a sports analogy: I don't want to invest time in
               | practicing (or even learning about) basketball. As a
               | result, I'm horrific at it. I'm quite fine with that. It
               | does however mean that a decent chunk of popular culture
               | is inaccessible to me.
        
               | UncleMeat wrote:
               | "Just grind" is, in my opinion, the argument that proves
               | all of this gatekeeping is garbage. Grinding achieves the
               | same thing as an easy mode except it takes hours of
               | mindless low-engagement gameplay to complete. Grinding
               | has widely been considered bad gameplay for more than two
               | decades at this point.
               | 
               | If the game didn't have RPG mechanics and there was no
               | mechanism to just make the enemies deal a smaller
               | percentage of your health pool or to make your attacks
               | deal more damage then I'd be much more amenable to the
               | "the game is flawlessly tuned according to the
               | developer's vision and that should not be touched" but it
               | obviously isn't since every single player will arrive at
               | each encounter with different character and weapon stats.
        
               | saiya-jin wrote:
               | There is another point by people like me - I _really_
               | would love to experience this game, but I don 't have
               | life to waste in yet another largely meaningless
               | grinding. I have 2 kids to raise, wife to attend, work to
               | work, real hobbies like sports to do. I've definitely
               | grown out of putting insane hours of my life into gaming,
               | and not going back, ever.
               | 
               | This one-fits-all-or-goodbye approach means I'll miss
               | this game, forever. And just as you say - only
               | damage/defense stats would need to be tuned a bit and I
               | could approach it. Why would that hurt anybody wanting to
               | play it on harder level is beyond me...
        
               | Jensson wrote:
               | > Why would that hurt anybody wanting to play it on
               | harder level is beyond me...
               | 
               | Two reasons, first people can't control themselves. Just
               | like people have a hard time not eating a cake sitting in
               | front of them they also have a hard time not using easier
               | difficulty modes, even when they would enjoy the harder
               | ones more. You can't just tell these people to control
               | themselves, to them this is a really important part of
               | the game and adding difficulty options hurts their
               | ability to enjoy the game. Not using easy mode is as easy
               | as not eating so much and get fat, if you could solve the
               | issue that easily then 50% of the population wouldn't be
               | obese.
               | 
               | Secondly is development, if you add easy modes most
               | testers will run the game through on easy, and the game
               | will mostly be designed around easy. Hard mode gets run
               | to see that it is possible, but not to see that it is
               | enjoyable, meaning that in basically every game with
               | multiple difficulty modes the hard mode is a boring
               | slogfest. Fromsoft games is a breath of fresh air here,
               | they are hard without being boring, that is its major
               | selling point.
        
           | mariusor wrote:
           | For me "easy mode" was watching people playing on Twitch. It
           | got me a "good" understanding of the story and let me enjoy
           | the world, without the stress of having to actually play the
           | game. :)
        
             | pimeys wrote:
             | I've been totally sucked into the Twitch Elden Ring
             | streams. BarbarousKing having his fourth playthrough
             | already, and I'm still watching the first one. A magical
             | game I'm going to try myself when it works well with Proton
             | on Linux.
        
               | Polycryptus wrote:
               | I've heard that it works fairly well on Proton already.
               | In fact, perhaps even better than it does on Windows in
               | some regards as a result of Valve having implemented some
               | mitigations for things the engine does incorrectly in
               | Proton. (Thanks to a desire to have the game work
               | properly on the Steam Deck)
               | 
               | I haven't tried yet, though, as I'm playing my way
               | through the Dark Souls series proper before giving Elden
               | Ring a try.
        
             | gambiting wrote:
             | Also really, just look up strategies. In all of these games
             | nearly every boss can be cheesed in some way. Really,
             | there's no shame in looking it up.
        
               | oneoff786 wrote:
               | I would find that pretty shameful personally.
        
           | tshaddox wrote:
           | Honestly, just watch videos of people playing the game. If
           | you find someone who doesn't annoy you, this can be a great
           | experience.
        
             | oneoff786 wrote:
             | When I was a kid, being invited over to watch your friend
             | play a single player game was the peak of lameness.
             | Streaming culture seems very odd to me unless there's
             | something noteworthy about the streamer.
        
           | soared wrote:
           | Elden ring doesn't have an explicit easy mode, but you
           | definitely can play it in easy mode. You can outlevel weak
           | enemies, play with mage, and for bosses just summon in other
           | players to kill them for you.
        
             | UncleMeat wrote:
             | "Just grind to level up" is, in my opinion, a _way_ worse
             | system than  "go to the menu and select 'easy mode.'" The
             | effect is roughly the same but takes hours of boring
             | gameplay rather than five seconds of menuing.
             | 
             | I'd be much more receptive to the "no easymode" argument if
             | the games didn't have RPG elements at their very core.
        
               | dkersten wrote:
               | My experience with the game has been that I've been over-
               | levelled for almost all bosses (and the ones I wasn't
               | were all optional), just by exploring the world. The game
               | is designed so that if you get stuck somewhere, you can
               | go do something else and come back later. If you
               | stubbornly hammer your head against the one challenge or
               | focus purely on the critical path, then I feel the
               | difficulty is self-inflicted.
               | 
               | For example, some of the early bosses I've heard people
               | complain about, Margit and Crucible Knight, I beat first
               | try without much difficulty at all because I explored the
               | starting areas thoroughly before reaching them and was
               | naturally overpowered. I plan to actually play again when
               | I'm done and purposely _not_ level just so I can
               | experience the challenge.
               | 
               | Speaking of self-inflicted, I've also seen a ton of
               | people (eg on Reddit and Youtube) complaining that
               | they're being one-shotted by bosses with their high level
               | characters, but when they share their stats, they pumped
               | everything into a damage dealing stat and few (or often
               | NONE!) into their health. Of course they're being one-
               | shotted if they don't increase their health. Again, this
               | difficulty seems completely self-inflicted.
               | 
               | There are some truly hard bosses, for sure, but with a
               | game as huge as Elden Ring and with as much value for
               | money as Elden Ring is, I think people just have to make
               | peace with the fact that unless you're dedicated to
               | overcoming the challenges it presents, you may not see
               | every bit of content the game has to offer. FROM Software
               | certainly are ok with that.
        
               | gambiting wrote:
               | >> Of course they're being one-shotted if they don't
               | increase their health. Again, this difficulty seems
               | completely self-inflicted.
               | 
               | Unfortunately it happens to the same people who will
               | shout the loudest that "BUT THE GAME DOESN'T TELL YOU
               | THAT YOU HAVE TO DO THAT", as if somehow that should
               | validate their (wrong) choices in the game. It's a role
               | playing game. That's what the RP stands for in RPG. If
               | you are role playing someone with inhumane strength but
               | no health whatsoever, then you have to accept
               | consequences of your choices. Like the other comment said
               | - games require a certain level of literacy, not just in
               | terms of actual reading but also in terms of
               | understanding what the stats actually mean.
        
               | UncleMeat wrote:
               | This can still fail, though. Consider DS1.
               | 
               | Resistance is a stat you can put points into. It does
               | virtually nothing. Little in the game will make it
               | obvious that putting points into Resistance will be a
               | waste. "Well, you made bad choices" is not a perfect
               | defense against this.
        
               | ReptileMan wrote:
               | There is always trainer and offline mode
        
               | honkycat wrote:
               | Games have literacy in a way books have literacy.
               | 
               | I would not recommend a casual reader pick up "A Brief
               | History of 7 Killings" but it is still a great book.
               | 
               | Fromsoft games have an author, Miyazaki, and that author
               | has the right to decide how their work is presented and
               | engaged with.
               | 
               | Honestly I agree that there should be an "accessibility
               | mode" but I understand why it is not in there. Musicians
               | don't include a "kids bop" copy of their albums
        
               | UncleMeat wrote:
               | Yet we also translate books, even when recognizing that
               | translations will always interfere with an original
               | vision.
               | 
               | Miyazaki has the right to set whatever difficulty he
               | wants. My complaint is less with FromSoft. I've resigned
               | myself to the fact that they'll never release a game with
               | difficulty that is accessible to everybody. My complaint
               | is more with the community, who sees any discussion of
               | "hey the monster design and lore and scenery look cool
               | but I can't get past the Asylum Demon" as some sort of
               | threat and responds with vitriol. The discussion here has
               | been largely positive but _even here_ I 've got somebody
               | who decided to just respond "git gud." You can imagine
               | how it goes on reddit or twitter.
        
               | eldenringthrow wrote:
               | >My complaint is more with the community, who sees any
               | discussion of "hey the monster design and lore and
               | scenery look cool but I can't get past the Asylum Demon"
               | as some sort of threat and responds with vitriol
               | 
               | Because it is a threat, you are effectively arguing
               | against that which makes the games what they are,
               | ignoring the perfectly legitimate workarounds which could
               | achieve any level of difficulty you desire (Cheat
               | engines, asking for help, learning the game, etc.), and
               | on top of all that, you gaslight by saying that your
               | issue is not with the game difficulty / fromsoft itself
               | (Despite the fact that this entire comment chain started
               | off with you explicitly stating that), but with the
               | "community" who rightfully disagree with your take.
        
               | cmorgan31 wrote:
               | As someone who has declined in gaming skills as I lose
               | free time I've adopted just using mods on PC versions. It
               | removes the online aspect of the game but allows you the
               | chance to explore the world. I'll be in the retirement
               | home paying someone $20 to update the mod engine for
               | Elden Ring 3.
        
               | ng12 wrote:
               | I think the fear is that one day the FromSoft suits will
               | demand they start making their games easier so they can
               | sell more. A fear that's pretty reasonable: they've
               | already made one or two Elden Ring bosses easier with
               | patches.
        
               | UncleMeat wrote:
               | I'm not aware of anybody who wants the game to be made
               | easier with no option to maintain its difficulty. People
               | are generally asking for optional difficulty settings.
        
               | [deleted]
        
           | ren_engineer wrote:
           | easy mode is magic and using summons, you can literally beat
           | any souls game without attacking a single enemy, but the
           | challenge is 100% part of the entire game philosophy
           | 
           | >"I do feel apologetic toward anyone who feels there's just
           | too much to overcome in my games," Miyazaki told me. He held
           | his head in his hands, then smiled. "I just want as many
           | players as possible to experience the joy that comes from
           | overcoming hardship."
           | 
           | >"I've never been a very skilled player," Miyazaki told me
           | recently, via Zoom. He was sitting in his office, a book-
           | lined room in the Shinjuku ward of Tokyo. "I die a lot. So,
           | in my work, I want to answer the question: If death is to be
           | more than a mark of failure, how do I give it meaning? How do
           | I make death enjoyable?"
           | 
           | source - https://www.newyorker.com/culture/persons-of-
           | interest/hideta...
        
           | ng12 wrote:
           | There really is, but I would also proffer that the difficulty
           | is a little important because it makes you afraid of the
           | world and makes your achievements meaningful. A tour of
           | Lordran wouldn't be as enjoyable.
           | 
           | That said, I think this is what Elden Ring was going for.
           | There's a massive amount of content such that you can avoid
           | fighting a tough boss until you're strong enough.
        
             | dkersten wrote:
             | The difficulty certainly adds a level of tension and
             | atmosphere that other games simply don't have.
             | 
             | For the most part, outside of some specific bosses, the
             | games aren't actually _thaaat_ difficult, they 're just
             | uncompromising and they punish mistakes. I feel that the
             | Dark Souls 1 marketing focusing on the difficulty so much
             | was a detriment to the series really. Don't get me wrong,
             | the games are definitely not _easy_ , but most of the
             | content can be experienced without too much challenge if
             | you're methodical and take it slow.
        
               | mook wrote:
               | > <snip...> the games aren't actually thaaat difficult,
               | they're just uncompromising and they punish mistakes.
               | 
               | I find that phrasing interesting, as I would consider
               | punishing mistakes part of being difficult, since I'm
               | terrible at execution.
               | 
               | (Not saying any particular game should accommodate me, of
               | course.)
        
               | dkersten wrote:
               | Well, what I meant by that is that in FROM games, even
               | the weakest enemy can kill you if you're complacent, but
               | beating or avoiding said enemy is incredibly easy.
               | 
               | I've watched a ton of beginners to FROM games play
               | Bloodborne on streams and there are a few common trends I
               | noticed. For example, players often tend to rush into an
               | area without first observing what's actually there. They
               | get punished for this by getting ambushed or surrounded
               | or whatever. Its not that the area is hard, but the
               | player gets punished for the mistake of rushing in
               | without first taking a good look around. Players also
               | rarely look up... and FROM games love to hide enemies
               | above you.
               | 
               | Another mistake I saw a lot is that players see something
               | that looks scary, get scared and back away. Or they get
               | hit, panic, and back away. But instead of just backing
               | away enough to get out of range of the enemy and then
               | stopping, they continue to back away... right into
               | another group of enemies. They get punished for this
               | mistake.
               | 
               | Actually, panic was a major cause of death.
               | 
               | Consider also that you can basically run through any
               | region or level without engaging in _any_ enemy, all it
               | takes is some understanding of the required spacing and
               | to not be afraid of them. Yet the first time I go through
               | an area, I certainly fear the danger the enemies
               | represent. So the regions aren 't actually all that hard,
               | when you really look at it.
               | 
               | The enemies also tend to hit hard, especially bosses. So
               | its harder to just shrug off an attack and brute force
               | your way through. You often have to take a step back and
               | take some time to learn the attack patterns, the
               | openings, etc.
               | 
               | Not that there aren't some truly hard situations or
               | bosses, where even these things are taken to the extreme,
               | because there certainly are, but most of these tend to be
               | optional. Although admittedly there are a few throughout
               | the series that aren't, so I'm definitely not claiming
               | the games are easy. Because they are not.
        
               | oneoff786 wrote:
               | I think nobody cares about those. Levels with enemies
               | tend not to be that hard at any point in the game.
               | Surprise enemy ambushes are funny. Dying can be fun.
               | Nobody ever feels like they hit a wall on the levels.
               | 
               | It's the bosses that frustrate people. They break a lot
               | of norms and falsely make people think it's a stats
               | problem.
               | 
               | My issue with dark souls is that it encourages high
               | variance play styles if you're not good. Biggest weapon,
               | dodge around and hit the boss in just a few spurts.
               | Allows you to succeed if you suck but does nothing to
               | really improve your skills given enough tries.
               | 
               | Sekiro was much better. It forced you to get competent to
               | succeed. Many bosses were serious inflection points in
               | difficulty and you just felt so much cooler when you
               | nailed it.
        
               | danbolt wrote:
               | I think the punishing elements of the games would be a
               | lot better received if the larger enemies and bosses
               | weren't as tanky. Or, I've noticed a lot of frustration
               | (that prevents the eventual sense of achievement) comes
               | from having to competently hit/dodge a big armoured boss
               | 10-12 times (rather than 3-4).
               | 
               | It starts to feel like an unearned slog, or at worst, a
               | Skinner Box if you luckily pull it off after the nth
               | time.
        
             | ascar wrote:
             | You can actually progress until the main capital without
             | killing a single enemy. Like 70% of the games world.
             | 
             | I started as a Wretch and arrived completely under leveled
             | and without gear at the first boss, which felt nearly
             | impossible to beat so I just started adventuring. At some
             | point you get blocked by a barrier that requires you to
             | defeat two main bosses. I was actually a bit disappointed
             | about that.
        
               | tyrantalope wrote:
               | If you're referring to Margit and the other boss after,
               | you can skip those. I did by accident. There's a hidden
               | path I won't spoil.
        
               | ascar wrote:
               | I was talking about skipping Margit (which is boss 1) and
               | all bosses after. But at the capital after the Dectus
               | lift you will get blocked. I don't wanna spoil too much,
               | but that's basically as far as you can go without killing
               | anything.
        
         | gtsnexp wrote:
         | What book is he talking about?
        
           | ng12 wrote:
           | Most likely the Art Book, they put one out for each game.
        
         | ascar wrote:
         | Posted further down in another comment this seems to be the
         | full interview:
         | 
         | https://www.giantbomb.com/profile/7force/blog/dark-souls-des...
         | 
         | However, the translation differs a bit (e.g. zombie instead of
         | undead dragon, which actually makes more sense).
        
         | anothernewdude wrote:
         | The aesthetics remind me of this version of Flammarion:
         | https://commons.wikimedia.org/wiki/File:Flammarion-color.png
        
         | Trasmatta wrote:
         | 100%. There are plenty of games that capture the challenge and
         | difficulty of FromSoft's games, but very very few that capture
         | the atmosphere and world building. Their work is very
         | reminiscent of Ico and Shadow of the Colossus in that respect
         | -- and I think that's entirely intentional, as Ico is what
         | inspired Miyazaki to go into game design.
         | 
         | Nioh, for example, is a great series that's even more
         | challenging than Souls, and with an even more in depth combat
         | system. But the atmosphere, world building, and level design is
         | just nowhere near FromSoft's level.
        
           | mhitza wrote:
           | I would definitely add Hollow Knight to that list.
        
         | meowface wrote:
         | That's a great quote:
         | 
         | >I remember when I was drawing the Undead Dragon, I submitted a
         | design draft that depicted a dragon swarming with maggots and
         | other gross things. Miyazaki handed it back to me saying "This
         | isn't dignified. Don't rely on the gross factor to portray an
         | undead dragon. Can't you instead try to convey the deep sorrow
         | of a magnificent beast doomed to a slow and possibly endless
         | descent into ruin?"
        
           | eawoifjaiowepfj wrote:
           | This is rich, maybe Miyazaki just has different judgment than
           | me but Dark Souls is one of the grossest and gloomiest games
           | I've played due to the immediate application of gross-out
           | body horror.
           | 
           | [0] is the Asylum Demon, which is literally the first boss in
           | Dark Souls.
           | 
           | Bloodborne cranks the gross-out factor up to 11 with [1] and
           | [2].
           | 
           | [0] https://i.ytimg.com/vi/6qCB_x7KQR8/maxresdefault.jpg
           | 
           | [1] https://bloodborne.wiki.fextralife.com/file/Bloodborne/lu
           | dwi...
           | 
           | [2] https://1.bp.blogspot.com/-kXCskueejFY/XLlAKLB-
           | nmI/AAAAAAAAd...
        
             | Trasmatta wrote:
             | I think that quote gets misinterpreted a bit. I don't think
             | Miyazaki is against the gross out factor entirely, but he
             | doesn't want that to be the sole characteristic of the
             | design.
             | 
             | Ludwig (your second example) is, I think, a perfect example
             | of this. He's one of the most disgusting designs they've
             | ever made, and yet when he stands during his second phase,
             | and the music swells, you get an immense feeling of the
             | grandeur and power of Ludwig before his fall to the
             | disgusting creature he became:
             | 
             | https://youtu.be/7n1qe2ZSTPA?t=102
             | 
             | That being said, I think FromSoft's designs sometimes ARE
             | "just gross". But it's an admirable guiding principle, even
             | if they don't always hit it.
        
           | mariusor wrote:
           | And now we got the God Skin Duo... gulp...
        
           | michaelscott wrote:
           | This idea of a fallen-from-grace character is a common motif
           | when it comes to Miyazaki, but it's so effective every time
           | and always adds a dimension to the games' lore. To this day,
           | I think Gehrman in Bloodborne is my favourite boss fight
           | because it's simultaneously a test of everything you've grown
           | into over the course of the game yourself, and also the
           | conclusion of this man's painful, long and tragic existence
        
         | sascha_sl wrote:
         | That's funny, because Dark Souls 2 make the same mistake. Much
         | more focus on enforcing difficulty, and none of the
         | connectedness of Dark Souls 1, though the nonsensical world
         | also makes thematical sense to some degree (the game is
         | essentially about universal dementia). The Dreg Heap in Dark
         | Souls 3 does deliver on this concept much better though.
         | 
         | If you need any indicator the team behind Dark Souls 2
         | misunderstood Miyazaki's vision, the global death counter in
         | Majula is all you need.
        
           | vlunkr wrote:
           | Dark Souls 3 is even less interconnected that Dark Souls 2.
           | And difficulty is hard to measure, but IMO nothing in ds2 is
           | as difficult as the Ringed Cities, and there aren't bosses
           | with 2+ phases. Did Miyazaki misunderstand his own vision
           | when he made ds3?
        
           | ng12 wrote:
           | Yeah, I have a strong dislike for DS2. It's not even that bad
           | a game, I would probably enjoy if it didn't have the Dark
           | Souls facade.
           | 
           | Dark Souls, Bloodborne, and Sekiro are three of my all time
           | favorites. So far feeling favorable towards Elden Ring but I
           | would still rank it below those three.
        
           | Shaanie wrote:
           | The interconnected world is solely in Dark Souls 1 though,
           | none of the other souls games (or bloodborne) has it.
        
         | WilTimSon wrote:
         | I think a lot of people on forums focus on the difficulty and
         | gameplay aspects because they're easier to have a conversation
         | around. But, as a big fan of the 'series', I've always been in
         | it mostly for the unparalleled aesthetic and atmosphere.
         | Firelink Shrine in and of itself is one of my favorite
         | locations period, because it's like a complete inversion of a
         | typical fantasy game hub - almost dead, surrounded directly on
         | all sides by danger, full of secrets, populated by NPCs that
         | are either gravely depressed or dangerous. It's this strange
         | isle of safety that isn't necessarily welcoming. Also, as I
         | found out in my first playthrough, magic spells sent from that
         | stupid bridge reach Firelink, killing AFK players who triggered
         | the enemy. Ahem... Not that it happened to me.
        
           | dkersten wrote:
           | Bloodborne was my first (I've since played Demon's Souls,
           | Dark Souls trilogy, Sekiro and now Elden Ring too) and the
           | atmosphere is what drew me in. Sure, the gameplay and the
           | challenge kept me playing, but the atmosphere is what made it
           | special. Over time, as I started to unravel more and more of
           | the lore and storylines, that's what really got me addicted,
           | but that took time. The gameplay alone wasn't enough, I
           | almost gave up on the game initially, but the atmosphere and
           | visual aesthetic really stuck with me. I've since bought a
           | bunch of the art books on ebay too since I just love the
           | Souls and Bloodborne visual design so much.
           | 
           | Now that I'm heavily mentally invested in their games, I am
           | enthralled by their deep yet vague stories, but I'm
           | constantly impressed by the visual creativity and aesthetic
           | sensibilities. That screenshot in the article is incidentally
           | an area I screenshotted myself just yesterday, although mine
           | was more about the shadowy silhouettes of the statues in the
           | foreground (not really shown in the image in the article).
        
             | skatanski wrote:
             | I can one up this. The obscured story told through items
             | descriptions and vague dialogue feels like a meta game on
             | its own for those who really want to venture in. To me it
             | felt like I was rediscovering games again, reminded me of
             | playing old games like Lands of Lore, Black Crypt or Ultima
             | for the first time, strange sense of wonder. Never thought
             | I'll get this feeling again after so many years.
        
           | wolverine876 wrote:
           | > I think a lot of people on forums focus on the difficulty
           | and gameplay aspects because they're easier to have a
           | conversation around.
           | 
           | I think that's true for many topics. Some people evaluate
           | developers based on lines of code because it's hard to
           | evaluate the value of the code. In sports, athletes are
           | evaluated based on how fast they run, because it's easily
           | quantifiable and understandable, even if that's not
           | especially important to the job. People tend to focus on
           | flaws, IMHO, for the same reason.
           | 
           | And I think it's especially true in the arts. When people
           | don't know what to say, when it makes them uncomfortable,
           | they find the flaws - easy to talk about, and it dimisses the
           | uncomfortable thing from the conversation. What makes art art
           | is hard to define, unquantifiable, and often challenges our
           | understanding.
        
       | Trasmatta wrote:
       | I thought it was a bit odd to list the credit under each piece of
       | art to "Hidetaka Miyazaki". He's the director and sets the
       | creative vision for just about everything in the games, but the
       | actual art is done by a talented team of artists and designers.
       | Sad to not see them get any credit for their amazing work.
        
         | arketyp wrote:
         | I genuinely wonder, were that whole team to be replaced,
         | whether the art would come out much different.
        
           | mhh__ wrote:
           | It's a bit like Hans Zimmer scores, we'll never know other
           | than that Zimmer is basically the creative director of a very
           | large bunch of people. I think he dictates the mood rather
           | than actually writing every melody.
        
           | Trasmatta wrote:
           | Miyazaki tries not to be too heavy handed when working with
           | designers and artists, so a lot of this is their personal
           | creativity shining through:
           | 
           | > Miyazaki: Yes, according to the artists it was, but I
           | think, If your instructions are too specific, the designs you
           | get will be somewhat devoid of creativity, so I try to give
           | them just the most basic, essential information before
           | handing it over to the artists imaginations, which inevitable
           | eclipse my own. But my initial instructions are certainly
           | abstract. For example, when designing equipment I'd simply
           | say "Make Something you can trust your life to on the
           | battlefield, or "Make something that has enchantments to
           | protect you." I think the artists probably didn't know what I
           | was talking about half the time. Haha.
           | 
           | > Waragai: That's true
           | 
           | > Miyazaki: I'm sorry. Haha. Of course, If I don't get what I
           | want, then I start giving more specific descriptions, and I
           | might even start drawing things on the white board, but even
           | then I'd never go so far as to say it has to be this colour
           | or this shape. I don't want the designers to just become my
           | tools. Of course, It doesn't always go as I want, but I think
           | that's probably due to me not getting the best out of the
           | artists, and this is something I want to get better at in the
           | future.
           | 
           | https://www.giantbomb.com/profile/7force/blog/dark-souls-
           | des...
        
         | danbolt wrote:
         | I really appreciated a GDC talk from one of the designers of
         | _GoldenEye 007_ who was very critical of auteur theory. [1] He
         | seemed very understanding of the multifaceted nature of big
         | games.
         | 
         | [1] https://m.youtube.com/watch?v=Z1Fx18cppZk
        
         | [deleted]
        
         | colechristensen wrote:
         | A whole lot of art, even famous old pieces, has been done at
         | the direction of a famous names who get the credit but much of
         | the actual strokes done by skilled technicians or apprentice
         | artists. Credit is hard when you're mixing someone directing
         | with a sense of taste and people executing that vision with
         | varying levels of creative input.
        
       | nohuck13 wrote:
       | Can a frontend developer explain to me about the disabled two-
       | finger zoom on this page? Is my mental model that zoom is between
       | me and my mobile browser, not something that should be disable
       | able, just hopelessly naive these days? Or is the platform not
       | doing this, and the browser is?
       | 
       | I just want to zoom in on the picture of 3m-wide Garden of
       | Earthly Delights...
        
         | cma wrote:
         | Facebook, an image sharing site, does this too on their mobile
         | site version... why?
        
         | shmde wrote:
         | Two finger zoom is working fine for me. I am using Chrome on
         | Android with the "Force enable zoom" setting enabled.
        
           | DangitBobby wrote:
           | In FireFox it's under the accessibility options.
        
         | pfooti wrote:
         | It's just a mobile thing due to pixel scaling. In the overflow
         | menu, of the browser bar, check the "desktop site" box and you
         | can zoom in.
        
           | nohuck13 wrote:
           | You'd expect touch-gesture zoom to still work under pixel
           | scaling though. You'd expect to just see a downsampled image
           | up close, plus normal-looking text up close, right?
           | 
           | Here even the text doesn't zoom.
        
       | martythemaniak wrote:
       | To appreciate Bosch, Great Art Explained did a very in-depth
       | video of of the Garden of Earthly Delights:
       | https://www.youtube.com/watch?v=vBG621XEegk
        
         | k_sze wrote:
         | Thanks. You just made me discover more great educational
         | YouTube channels.
        
         | Trasmatta wrote:
         | This is amazing, I had no idea they could use infrared scans on
         | paintings like that to get a glimpse at previous iterations.
        
       | mrbonner wrote:
       | Me: dying for a hundred times at the same spot. I just wish those
       | "soul" games are more accessible to mortal like me. I'm an avid
       | gamer (FPS) but those games are taking a toll in my confidence.
       | Playing them feels like doing a chore, repeatedly. I tried
       | Bloddborne because the atmosphere and art works are fantastic but
       | couldn't even get over the first level (or act?). I really wanted
       | to give Elder Ring a try but, the horror of doing chores :-)
        
         | AmericanChopper wrote:
         | Elden Ring is the easiest one of these games by far, you don't
         | have to play it the "hard way". If you want to get through the
         | game just play a sorcery build and level up a bit. With summons
         | you'll be able to get through many bosses without even getting
         | hit.
        
         | tomrod wrote:
         | Elden ring is a lot of fun once you get the horse.
         | 
         | My typical approach for open world games is: find travel
         | mechanism, explore, find items OP to my current level, figure
         | out how to level up, then have fun.
         | 
         | Elden ring is a _huge_ world and I 'm really enjoying it! It is
         | my first souls game, and I've learned that you shouldn't care
         | much about the bank balance of runes/souls/gold/etc.
        
         | Taylor_OD wrote:
         | It's funny because I cant play FPS for the same reason. Getting
         | killed by actual preteens over and over while occasionally
         | getting a kill here and there isnt fun for me. I've been okay
         | to good at FPS and it came from suffering 100's or 1000's of
         | deaths and slowly getting better.
         | 
         | With FPS it is not worth it for me because I'll never have as
         | much time as a kid to dedicate to the game. With Soulslikes at
         | least I can memorize the boss moves and eventually get by or go
         | level elsewhere and then cheese the boss.
         | 
         | The frustrations of the genre feel very similar to me but
         | soulslikes I have options on how to get better.
        
         | knolan wrote:
         | I'm the same. I love the look of it all but I can barely manage
         | to make progress in something like Hollow Knight never mind
         | Souls games.
         | 
         | With work and family and ageing I don't have the time, patience
         | or reflexes for this type of game unfortunately.
         | 
         | I really enjoyed Jedi Fallen Order, which is ostensibly a Souls
         | type game. I managed most of the game on regular difficulty
         | before one boss bested me and I was able to drop to easy
         | difficulty.
         | 
         | I get that the desolation and feeling of hopelessness against
         | insurmountable odds (and finally overcoming) is part of the
         | gameplay loop. I just can't do it.
        
         | vmladenov wrote:
         | I started with Bloodborne after mostly playing FPS and
         | adventure games like Uncharted. Gave up twice in frustration. I
         | think learning how to step back and do visceral attacks, which
         | the opening area gives you space to learn, was critical. Now
         | it's my favorite game ever.
         | 
         | Also the game is designed around collaboration. People are
         | supposed to discover things and share what they learned on
         | wikis / Discord / etc, and help each other with cooperative
         | multiplayer.
        
       | Zababa wrote:
       | I'm not sure about the Boschian connection, but most of what's in
       | Elden Ring isn't really "new". The vast majority of what's in
       | Elden Ring is themes that From Software have been using for a
       | long time, starting with Demon's Soul for some. I'm not sure
       | about the origin of most though. Spoilers ahead, so don't read if
       | you want to discover everything by yourself.
       | 
       | The most obvious one is as always the idea of stagnant water at
       | the bottom that becomes corrupted, which from what I understand
       | comes mostly from the asian religious ideas about impurity. I'm
       | not sure if it's coming from Shinto or Buddhism, or something
       | else, but there's always something about stagnant
       | water/stagnation being "bad", and water at the bottom "washing
       | away" impurities on the way and being the "worst". That's where
       | the usual poison lake comes from. It's also a strong idea in
       | Sekiro, with immortality coming from the heavens (with the divine
       | dragon) and being corrupted on the way down (with the
       | centipedes). Here in Elden Ring we have the lake of rot, the
       | deeproot depths, and the bottom of the Haligtree.
       | 
       | Then there's the idea of a fallen empire hiding behind illusions.
       | In DS1 Anor Londo was the prime example of that: everything is an
       | illusion, that you can break. This was used here in Raya Lucaria:
       | the Rennela that you fight is an illusion put here by Ranni,
       | which mirrors Gwynvere/Gwyndolyn, and Fillianore. Rennela and
       | Fillianore both hold an egg. I'm not sure about the reference
       | here, there's the same theme in Angel's Egg by Mamoru Oshii, but
       | maybe there are deeper origins.
       | 
       | There's the idea of some people living a corrupted form of life
       | that still try to live their life "in peace": in Demon's Soul
       | there's Maiden Astrea in the valley of defilement asking you to
       | leave them alone, in DS1 there's the inhabitants of the painting
       | (with Priscilla asking you to leave them alone), in DS3 the
       | painting makes a comeback, with its inhabitants that want to rot
       | in peace. In Sekiro, there's the monks in Senpo Temple, that
       | acceeded to a corrupted form of immortality and are being
       | devoured by insects/corrupted by centipede. There's the same in
       | Elden Ring with Fia and those who live in death, and in a way the
       | Haligtree people.
       | 
       | Lots of ideas are refinement of previous ideas: Rykkard seems to
       | be a refinement of Aldrich as a "person in the world", and of the
       | King of the Storm/Yohrm in terms of gameplay (Serpent Hunter is
       | way more interesting than Storm Ruler). This one is a bit of a
       | stretch, but Ranni's questline with Blaidd reminds me of the
       | questline with the Painter and Gael. Both are about partially
       | revolting against the order of this world to find a way outside
       | the influence of the fire cycle/equivalent in Elden Ring. The
       | smith at the hub is also an improvement: he gained a real
       | personality, a real purpose. We meet again the last giant of his
       | species that's already hurt when you meet him and removes one of
       | his limb. Giants keep transforming into trees. Sorcerers doing
       | too much research keep ending up in weird places (brain of
       | mensis, the end of Sellen's questline). We went from giant crabs
       | (there's a hilarious PC Gamer article about this) to giant crabs
       | AND giant lobsters. There's something about Miquella (arm coming
       | out of a coccoon, removed from a tree) and the curse-rotten
       | greatwood, though I don't see much else about it. Maybe I'm
       | missing some cultural references, maybe a DLC is coming, maybe
       | it'll be refined in a next game/
       | 
       | All of that to say, it's nice to discover who Hieronymus Bosch is
       | and what he did, but I wish the article instead focused on From
       | Software themes and where they come from. Where do girl with eggs
       | come from? Why are giants always corrupted in some way? What's
       | the history of impurity in asian religions, and how did it
       | influence From Software? We now have 7 games: Demon's Soul, Dark
       | Souls, Dark Souls 2, Bloodborne, Dark Souls 3, Sekiro, Elden
       | Ring. They slowly went from niche hits to a specific audience to
       | a mainstream appeal. They come from a country with a rich
       | culture, that's often seen through the lens of "weird Japan".
       | They appeal to people through the gameplay, but also through the
       | themes, the visuals, the gameplay. I think it's time to take them
       | seriously as pieces of art by themselves.
        
         | sergiotapia wrote:
         | >Where do girl with eggs come from?
         | 
         | Miyazaki seems to have been inspired by Angel's Egg. I never
         | read a quote, but the similarities are there.
         | 
         | https://youtu.be/fIhKqaNp4Dc?t=3035
        
         | cyberpunk wrote:
         | > The most obvious one is as always the idea of stagnant water
         | at the bottom that becomes corrupted, which from what I
         | understand comes mostly from the asian religious ideas about
         | impurity. I'm not sure if it's coming from Shinto or Buddhism,
         | or something else, but there's always something about stagnant
         | water/stagnation being "bad", and water at the bottom "washing
         | away" impurities on the way and being the "worst". That's where
         | the usual poison lake comes from. It's also a strong idea in
         | Sekiro, with immortality coming from the heavens (with the
         | divine dragon) and being corrupted on the way down (with the
         | centipedes).
         | 
         | Hi, friendly neighbourhood hackernews buddhist here. That's not
         | from us. Washing away your 'impurities' seems like a foolish
         | idea, since there's no you to have them. Also, we don't really
         | get along with anything like immortality or heavens either.
         | Impermanence is kinda..... obvious?.
         | 
         | Either way, as a (very) casual gamer with kids and not enough
         | time as it is, I'll probably skip these. :}
        
           | giraffe_lady wrote:
           | I'm not a buddhist so in no position to refute but there is a
           | temple near me that I have been to several times for non-
           | religious reasons. There is a water basin by the entrance
           | that people use to wash their hands and faces as they enter.
           | 
           | I understand theologically this must not be a "ritual
           | purification" but as an outsider I definitely can't tell the
           | difference.
        
           | Trasmatta wrote:
           | I'm not a Buddhist, but one of the themes in many of
           | Miyazaki's games is suffering caused by an endless cycle of
           | life, death, and rebirth. There's a major focus on breaking
           | that curse, and accepting death in many of his games. My
           | completely naive, outsiders perspective is that this might
           | possibly be analogous to samsara and nirvana. I think this
           | theme is particularly present in Sekiro, which has explicit
           | Buddhist themes and imagery, and where the main character is
           | constantly reborn, and seeks to end that cycle.
           | 
           | But yeah, I'm not a Buddhist, so I would absolutely be
           | interested in a Buddhist's interpretation of the games.
           | Miyazaki pulls from many sources and inspirations, and I
           | think Japanese Buddhism and Shintoism are both present in
           | there (as well as a myriad of inspirations from Western
           | culture and history as well). The games are honestly an
           | amazing example of the immense creativity that can come from
           | a melting pot of ideas from many different cultures.
        
       | m10i wrote:
       | Berserk - which inspired these Souls games - is also highly
       | influenced by Boschian art.
        
       | mLuby wrote:
       | Second time in a month that "Lonely Tree" painting from 1822 has
       | been in a HN game analysis article.
       | 
       | https://news.ycombinator.com/item?id=30414470
        
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