I despise these new extreme challenges in video games. Games used to be exactly that, a game. Now its like working out science hypotheses and constantly struggling to figure something out. Thats a hassle not fun. They need to stop with this new game challenge crap. Make games games again and fun again. When im struggling on a challenge and beat it, i dont feel excited and feel accomplished, i feel “finally i got that shit, never going back to that again”. They turned video games into freaking mental chess. And i aint down with that. That shit sucks. Becoming a millionaire or six pack gives you real life rewards. Games are a downtime. Its not meant to be a challenge. Its made for fun. But now they increase our stress and anxiety and i dont respect that.
Can somebody give this man a high five for chapters and timestamps? Talk about a creator who really respects his content consumers time and OCD!!!!😂😂😂😂
I'm sorry. I usually like your views but coming from someone who has been dealing with suffering from mental illnesses my entire adult life that I wouldn't wish it on anyone. There's a difference between suffering and true suffering. Just like say feeling depressed and being depressed. I understand that most other people are able to get up after being slapped down. But I wish to remind you that there are those who suffer and can't just get out of it. I've had friends and family who unalive themselves because they couldn't take suffering anymore. Your perspective makes me think that you don't know that not everyone can. Like the arachnophobia option. Some people have very negative physical and mental reactions and can be put in a panic. Your take is ableist even if that's not your intention. I don't think you have any malicious. But I implore you to see that you wishing for no easy mode for people who want games to cater to themselves is really you wishing games cater to your crave for challenge. Keeping an open mind is everything if you ever wish for more understanding and perspectives. Normally I wouldn't leave such a comment but this lack of perspective is something I wanted to make you aware of. i also don't think that enjoyable games are inherently challenging or even need combat or need pain. Sometimes we just want to exist. Just escape from reality. Not everyone is the same and operates with the same perspectives. You don't have to be productive to enjoy something. Anyways I don't have any hate. Just something I wish to get across. Keeping away from absolutes when talking about opinions is imperative for better nuance. Because we are all different and enjoy different things from different games. I don't think this is something you can or should debate over as it's like saying pineapple doesn't belong on pizza just because you don't like it. Again just something to consider as your take kinda bothered me. I'm a new subscriber and been really enjoying
I do want to remark on the accessibility issue. I'd rather the tools be available than not to have them. Now I do agree that certain things shouldn't be put in: making hard games easier, like any of the Dark Souls games. I truly understand that. What I'd like to see more of accessibility is options for people to help with visuals: color blindness, photosensitivity, dyslexia, etc. Having things like that available is the stuff I want to see more in games. And having a tool to deal with arachnophobia is okay in my book because if you are too scared to play the game, but all your friends are playing, now it's excluding someone over something they innately can't control or master. Maybe it should be split between "accessibility" (font options, key rebinding, etc. and "ease of use" (soft cheats that help people who are struggling.
Thank you for the insightful video… if I may offer different perspective… I do play rpg genre and games like dark souls series, last of ronin, stellar blade etc. but I feel quite strongly when game is designed to be life-level tough and extreme challange. Imho game should be just a game, not project to overcome, not thesis to study, but just to have non-professional fun with exploration, combat etc. I do enjoy occasional challenge but not the one that asks of each player to be perfect, to read each swing in exact percise millisecond, to perform swing up in multitude of different swings possible in the right time etc. For example Sekiro – for me this is full-on masochistic game that developers get the kink out of torturing players. When I need to approach every boss encounter with studying 20 yt videos beforehand, reading up on strategies, trying couple of dozen of times fight myself… this just isnt fun for me (Last of ronin on the contrary is)… and the sense of achievement a lot of people mention is in my case immediately replaced by case of dread and physical fear "oh man if this first boss was almost impossible for me to beat after 30 tries how the hell will I finish the game"… no revelling in achievement at all. And then the deliberate decision by the dev team not to offer scaling the difficulty down-I totally do not understand why not? I get that game is designed to beat your selfesteem to a pulp but let me unlock "supereasy" if I need it and want it. Put a disclaimer "this is not intended to be used, you will diminish intended experience, you suck" but just let me survive through the ordeal like Sekiro. In Dark souls one at least can have help from other professional players but nooo, Sekiro will make you wish you never touched it.
That level of expectation from developers of the game towards game players is not acceptable for me. Games should be topmost and utmost fun. Do not even try playing feeling a bit tired since the game will punish you if you do: I start playing just to spend all my ingame currency, all potions to have less than I had before I started the last session. And this breeds stress, feeling of failure and regressing instead of progressing-did I learn anything new? Yes, that consumables do not help, that gil or howeveris it called matters not, that my hard earned level in better damage does not help me as much as it should and that I should probably grind grind grind up to 100 lvl before tackling first boss, and actually game is designed for pro gamers to finish first boss around lvl 10 for example.
enough ranting… just I wish such games do not exist in the form they do… lot of stress, regression, feeling of utter incompetence when touching those.
Human will power and strength to face difficulties, frustration and time-consuming repetition is not unlimited. I don't want to spend such a limited and important resource on games, but on something that can result in real life achievements, real satisfaction and personal growth. Games are supposed to give me a nice experience to relax and enjoy myself with, a temporary distraction from the harshness of life. I don't want them to provide my life with more harshness. I appreciate a fairly challenging game, as something that's too easy is not engaging, but I definitely don't like having to put the same effort in a game I would put at work, learning to play an instrument or in a gym workout. These three things give me real life positive outcomes and deserve my efforts for that, a game doesn't. Unless someone enjoys effort for the sake of effort itself.
Some of the accessibility points are subjective in several aspects but difficulty I don't think should be included. It's all about the amount of effort you want to invest into a game. If you don't like a game because it's too difficult then maybe it's simply not a game for you. I've seen one handed play-throughs and guitar hero controllers. The Souls games especially get the complaints because it a mainstream well known series but removing that difficulty is removing what makes it a Souls game. The developers knew what they were doing when they made dying over and over again literally interwoven into the main plot.
The older you get, the less likely you are to invest time into lackluster hardcore modes but when you strike a perfect balance, you get games like Elden Ring, which everyone agrees is hard but still flock to it. The difficulty level is static but there are a hundred ways to get through the game via cheesing, rolling around naked with a ridiculously huge weapon, or summoning someone for help. Regardless of how to decide to tackle things, you still earn that "I beat Elden Ring" trophy. Nothing is stopping you from enjoying a large portion of the world if you want to flee from everything in sight but the main plot is locked off with the flights. No, it's not as accessible as say a game like Skyrim where you can change difficulties mid fight but that's what makes taking the abuse bearable. If they made an easy mode in Elden Ring, I know damn well I wouldn't have the self-control not to utilize so I'm honestly glad it's not there. Brains will always look for the cheap and easy way of doing things so this game would never be the same. You have to get smarter, get better, and with a little bit of luck, you might pull through. That's what makes it a satisfying award worth playing for.
Difficulty for difficulties sake is what I find that is so unappealing. Raising a health bar, lowering a damage output, and multiplying enemy hordes is not worth me wasting my time for a legendary accomplishment and it doesn't lend itself to replayablity. Even a secret ending cut-scene doesn't make it worth it in today's day and age because I can watch it online. Instead, I think developers should be asking themselves how and why things might be more difficult. Imagine if boss fights had new attacks and ai reactions to your advances on them. Certain attacks might no longer work and new weaknesses and plot points might be revealed because of them.
Dark Souls doesn't need a difficulty change but as an example, imagine if you got more hinted lore based on these new interactions with enemies especially if they'd previously fought with another character who used a certain attack or weapon. Item drops are also a easy way to feed into that. I mean, tail chops for a weapon are a staple but if enemies never let you get close to them on easy mode, then it'd be unavailable for you to win. What if certain armors and clothing sets now agro-ed factions within the series because of the background stories that have yet to be told at that point. Entirely new bosses and enemies only hinted at could appear. Iteration dialogs could change. New events could pop up and hinder your progress. New areas could be made available and maps could change slightly to make traversing areas more difficult.
The possibilities are endless and games shouldn't rely on one or two simple things like a cosmetic skin or a weapon only gained at the end of a game that I hardly even got to utilize. Very few people want a grind for a grinds sake, so the rewards for upping the difficulty on these games should reflect the amount of effort being put into it. There are very few games I play above normal difficulty mode because games aren't making the rewards worth it in my opinion.
What is the best example you've seen of of a hard mode implementation in a video game?
I like easier games, but I don’t like them too easy. I play on normal difficulty which tends to still challenge me without being too difficult. With the length of games these days I don’t want to be constantly dying but I do want my character to die otherwise I feel like there’s no stakes in the game. So dark souls is a no for me 😂
Sex is the easiest thing a human can do, and inarguably what humans emjoy most.
Difficulty is not fun.
There is no reason to feel emotions about everything. To ruin evrything with expectations. To speak reverently of Lovecraft. To use words as though they are meaningless because they're meaningless to you. Which makes what you say meaningless.What does it make you?
"He who learns must suffer, and, even in our sleep, pain that cannot forget falls drop by drop upon the heart, and in our own despair, against our will, comes wisdom to us by the awful grace of God.”
I do feel there is an aversion to dealing with heavy topics or playing as evil or morally grey characters in games and especially when seeing characters we are attached to that do evil things recieve their comeuppance.
There is a tendency for players to not be able sometimes to contextualize their pain and anger and play characters that are apathetic or cruel, which severely limits the kinds of stories that can be told.
Some of my favorite games like NieR: Replicant deal with really dark and fucked up topics and have you play as people who are arguably destroying the world for the sake of selfishness.
I feel there is a lot of enjoyment to be had in exploring stories like this. I do sometimes feel that devs are uncomfortable with giving players real consequences or forcing them to make sacrifices. I mean, how often do you see RPGs that don't offer the player a "perfect" ending where noone has to sacrifice anything?
Dude, i feel this a lot lately, i tend to always avoid difficult games like souls-like game and roguelike, but somehow when i play games like halo or far cry i often choose hardest difficulty. There are some games that i love even tho its hard like hollow knight, ori , and kena bridge of spirits
Your videos are always interesting, even if I sometimes have a different point of view. I think whether or not your gaming experience is improved through "pain"/hardship very much depends on what you want out of your gaming experience at a given time. Sometimes it's for relaxation, sometimes for exploration, and sure, sometimes also to challenge myself. But certainly not always. I'd play a lot less, if all games aimed at being a grueling quest for skill improval. (also, because nowadays I don't have enough time to e.g. spend hours learning a single boss's attack patterns in every other game. ) Struggle alone doesn't make a game good necessarily, and I certainly don't agree with the idea of overcoming challenges in games mirroring the way people grow as a person in real life after going through hardships. (Many people's lives could also be much improved by them not having to go through hardships.) I don't play games to reflect my real life experiences. Often it's even the opposite. Overall I think it's good to give different (difficulty/accessibility) options, if implemeting them is reasonably within a developer's scope. And if it's not, then one also has to accept that some games are not for some type of players, and that's fine.
wow this guy is so cool
I cannot phantom how you dont have a mil subs. Love your content
20:45 what is the ost in the background playing? I've heard it so many times, but it's frustrating me that I can't remember where its from.
If i want pain and suffering i will go work a corporate job. When i play games i want to have fun.
I despise these new extreme challenges in video games. Games used to be exactly that, a game. Now its like working out science hypotheses and constantly struggling to figure something out. Thats a hassle not fun. They need to stop with this new game challenge crap. Make games games again and fun again. When im struggling on a challenge and beat it, i dont feel excited and feel accomplished, i feel “finally i got that shit, never going back to that again”. They turned video games into freaking mental chess. And i aint down with that. That shit sucks. Becoming a millionaire or six pack gives you real life rewards. Games are a downtime. Its not meant to be a challenge. Its made for fun. But now they increase our stress and anxiety and i dont respect that.
Helen Keller was 100% BS
Can somebody give this man a high five for chapters and timestamps?
Talk about a creator who really respects his content consumers time and OCD!!!!😂😂😂😂
Have you Played Ark? That's the best game ever made if you have homes to play with, but no other game makes loss hit so deep.
damn..masocore its self-gratifications for the sake of affirmations.
I'm sorry. I usually like your views but coming from someone who has been dealing with suffering from mental illnesses my entire adult life that I wouldn't wish it on anyone. There's a difference between suffering and true suffering. Just like say feeling depressed and being depressed. I understand that most other people are able to get up after being slapped down. But I wish to remind you that there are those who suffer and can't just get out of it. I've had friends and family who unalive themselves because they couldn't take suffering anymore. Your perspective makes me think that you don't know that not everyone can. Like the arachnophobia option. Some people have very negative physical and mental reactions and can be put in a panic. Your take is ableist even if that's not your intention. I don't think you have any malicious. But I implore you to see that you wishing for no easy mode for people who want games to cater to themselves is really you wishing games cater to your crave for challenge. Keeping an open mind is everything if you ever wish for more understanding and perspectives. Normally I wouldn't leave such a comment but this lack of perspective is something I wanted to make you aware of. i also don't think that enjoyable games are inherently challenging or even need combat or need pain. Sometimes we just want to exist. Just escape from reality. Not everyone is the same and operates with the same perspectives. You don't have to be productive to enjoy something. Anyways I don't have any hate. Just something I wish to get across. Keeping away from absolutes when talking about opinions is imperative for better nuance. Because we are all different and enjoy different things from different games. I don't think this is something you can or should debate over as it's like saying pineapple doesn't belong on pizza just because you don't like it. Again just something to consider as your take kinda bothered me. I'm a new subscriber and been really enjoying
It should be illegal to play music from Outer Wilds, without talking about it. My mouth waters and then there's no food.
Pain, suffering in a game? This is exactly how it feels to play a extreme demon in geometry dash
I do want to remark on the accessibility issue. I'd rather the tools be available than not to have them. Now I do agree that certain things shouldn't be put in: making hard games easier, like any of the Dark Souls games. I truly understand that. What I'd like to see more of accessibility is options for people to help with visuals: color blindness, photosensitivity, dyslexia, etc. Having things like that available is the stuff I want to see more in games. And having a tool to deal with arachnophobia is okay in my book because if you are too scared to play the game, but all your friends are playing, now it's excluding someone over something they innately can't control or master.
Maybe it should be split between "accessibility" (font options, key rebinding, etc. and "ease of use" (soft cheats that help people who are struggling.
Thank you for the insightful video… if I may offer different perspective… I do play rpg genre and games like dark souls series, last of ronin, stellar blade etc. but I feel quite strongly when game is designed to be life-level tough and extreme challange. Imho game should be just a game, not project to overcome, not thesis to study, but just to have non-professional fun with exploration, combat etc. I do enjoy occasional challenge but not the one that asks of each player to be perfect, to read each swing in exact percise millisecond, to perform swing up in multitude of different swings possible in the right time etc. For example Sekiro – for me this is full-on masochistic game that developers get the kink out of torturing players. When I need to approach every boss encounter with studying 20 yt videos beforehand, reading up on strategies, trying couple of dozen of times fight myself… this just isnt fun for me (Last of ronin on the contrary is)… and the sense of achievement a lot of people mention is in my case immediately replaced by case of dread and physical fear "oh man if this first boss was almost impossible for me to beat after 30 tries how the hell will I finish the game"… no revelling in achievement at all. And then the deliberate decision by the dev team not to offer scaling the difficulty down-I totally do not understand why not? I get that game is designed to beat your selfesteem to a pulp but let me unlock "supereasy" if I need it and want it. Put a disclaimer "this is not intended to be used, you will diminish intended experience, you suck" but just let me survive through the ordeal like Sekiro. In Dark souls one at least can have help from other professional players but nooo, Sekiro will make you wish you never touched it.
That level of expectation from developers of the game towards game players is not acceptable for me. Games should be topmost and utmost fun. Do not even try playing feeling a bit tired since the game will punish you if you do: I start playing just to spend all my ingame currency, all potions to have less than I had before I started the last session. And this breeds stress, feeling of failure and regressing instead of progressing-did I learn anything new? Yes, that consumables do not help, that gil or howeveris it called matters not, that my hard earned level in better damage does not help me as much as it should and that I should probably grind grind grind up to 100 lvl before tackling first boss, and actually game is designed for pro gamers to finish first boss around lvl 10 for example.
enough ranting… just I wish such games do not exist in the form they do… lot of stress, regression, feeling of utter incompetence when touching those.
Human will power and strength to face difficulties, frustration and time-consuming repetition is not unlimited. I don't want to spend such a limited and important resource on games, but on something that can result in real life achievements, real satisfaction and personal growth. Games are supposed to give me a nice experience to relax and enjoy myself with, a temporary distraction from the harshness of life. I don't want them to provide my life with more harshness. I appreciate a fairly challenging game, as something that's too easy is not engaging, but I definitely don't like having to put the same effort in a game I would put at work, learning to play an instrument or in a gym workout. These three things give me real life positive outcomes and deserve my efforts for that, a game doesn't. Unless someone enjoys effort for the sake of effort itself.
I read the title as "fear of stuttering".
Some of the accessibility points are subjective in several aspects but difficulty I don't think should be included. It's all about the amount of effort you want to invest into a game. If you don't like a game because it's too difficult then maybe it's simply not a game for you. I've seen one handed play-throughs and guitar hero controllers. The Souls games especially get the complaints because it a mainstream well known series but removing that difficulty is removing what makes it a Souls game. The developers knew what they were doing when they made dying over and over again literally interwoven into the main plot.
The older you get, the less likely you are to invest time into lackluster hardcore modes but when you strike a perfect balance, you get games like Elden Ring, which everyone agrees is hard but still flock to it. The difficulty level is static but there are a hundred ways to get through the game via cheesing, rolling around naked with a ridiculously huge weapon, or summoning someone for help. Regardless of how to decide to tackle things, you still earn that "I beat Elden Ring" trophy. Nothing is stopping you from enjoying a large portion of the world if you want to flee from everything in sight but the main plot is locked off with the flights. No, it's not as accessible as say a game like Skyrim where you can change difficulties mid fight but that's what makes taking the abuse bearable. If they made an easy mode in Elden Ring, I know damn well I wouldn't have the self-control not to utilize so I'm honestly glad it's not there. Brains will always look for the cheap and easy way of doing things so this game would never be the same. You have to get smarter, get better, and with a little bit of luck, you might pull through. That's what makes it a satisfying award worth playing for.
Difficulty for difficulties sake is what I find that is so unappealing. Raising a health bar, lowering a damage output, and multiplying enemy hordes is not worth me wasting my time for a legendary accomplishment and it doesn't lend itself to replayablity. Even a secret ending cut-scene doesn't make it worth it in today's day and age because I can watch it online. Instead, I think developers should be asking themselves how and why things might be more difficult. Imagine if boss fights had new attacks and ai reactions to your advances on them. Certain attacks might no longer work and new weaknesses and plot points might be revealed because of them.
Dark Souls doesn't need a difficulty change but as an example, imagine if you got more hinted lore based on these new interactions with enemies especially if they'd previously fought with another character who used a certain attack or weapon. Item drops are also a easy way to feed into that. I mean, tail chops for a weapon are a staple but if enemies never let you get close to them on easy mode, then it'd be unavailable for you to win. What if certain armors and clothing sets now agro-ed factions within the series because of the background stories that have yet to be told at that point. Entirely new bosses and enemies only hinted at could appear. Iteration dialogs could change. New events could pop up and hinder your progress. New areas could be made available and maps could change slightly to make traversing areas more difficult.
The possibilities are endless and games shouldn't rely on one or two simple things like a cosmetic skin or a weapon only gained at the end of a game that I hardly even got to utilize. Very few people want a grind for a grinds sake, so the rewards for upping the difficulty on these games should reflect the amount of effort being put into it. There are very few games I play above normal difficulty mode because games aren't making the rewards worth it in my opinion.
What is the best example you've seen of of a hard mode implementation in a video game?
I like easier games, but I don’t like them too easy. I play on normal difficulty which tends to still challenge me without being too difficult. With the length of games these days I don’t want to be constantly dying but I do want my character to die otherwise I feel like there’s no stakes in the game. So dark souls is a no for me 😂
Sex is the easiest thing a human can do, and inarguably what humans emjoy most.
Difficulty is not fun.
There is no reason to feel emotions about everything. To ruin evrything with expectations. To speak reverently of Lovecraft. To use words as though they are meaningless because they're meaningless to you. Which makes what you say meaningless.What does it make you?
"He who learns must suffer, and, even in our sleep, pain that cannot forget falls drop by drop upon the heart, and in our own despair, against our will, comes wisdom to us by the awful grace of God.”
I do not comprehend "fear."
I was issude Letters Patent this week.
Planet Crafter is slightly similar to Subnautica.
😌 Promosm
#lovethegrind
"easy" should be an option, just as "fulfilling" should be
my main issue with The Sims games is that there's little to no suffering 👎 well except Urbz In The City…I suffered ALOT in that one 💀
Y'know
something tangentially related to this
I do feel there is an aversion to dealing with heavy topics or playing as evil or morally grey characters in games and especially when seeing characters we are attached to that do evil things recieve their comeuppance.
There is a tendency for players to not be able sometimes to contextualize their pain and anger and play characters that are apathetic or cruel, which severely limits the kinds of stories that can be told.
Some of my favorite games like NieR: Replicant deal with really dark and fucked up topics and have you play as people who are arguably destroying the world for the sake of selfishness.
I feel there is a lot of enjoyment to be had in exploring stories like this. I do sometimes feel that devs are uncomfortable with giving players real consequences or forcing them to make sacrifices. I mean, how often do you see RPGs that don't offer the player a "perfect" ending where noone has to sacrifice anything?
Dude, i feel this a lot lately, i tend to always avoid difficult games like souls-like game and roguelike, but somehow when i play games like halo or far cry i often choose hardest difficulty. There are some games that i love even tho its hard like hollow knight, ori , and kena bridge of spirits
Life is suffering , even in games we suffer , thats what make every one special
Thanks for the great video
Truly beautiful
What game is on minute 7:39
Your videos are always interesting, even if I sometimes have a different point of view. I think whether or not your gaming experience is improved through "pain"/hardship very much depends on what you want out of your gaming experience at a given time. Sometimes it's for relaxation, sometimes for exploration, and sure, sometimes also to challenge myself. But certainly not always. I'd play a lot less, if all games aimed at being a grueling quest for skill improval. (also, because nowadays I don't have enough time to e.g. spend hours learning a single boss's attack patterns in every other game. ) Struggle alone doesn't make a game good necessarily, and I certainly don't agree with the idea of overcoming challenges in games mirroring the way people grow as a person in real life after going through hardships. (Many people's lives could also be much improved by them not having to go through hardships.) I don't play games to reflect my real life experiences. Often it's even the opposite.
Overall I think it's good to give different (difficulty/accessibility) options, if implemeting them is reasonably within a developer's scope. And if it's not, then one also has to accept that some games are not for some type of players, and that's fine.
You know, I'm something of suffering enjoyer myself.