• lime!@feddit.nu
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    11 days ago

    ah, so it’s king’s quest style progression. i played enough of that in the 90s.

    • Adm_Drummer@lemmy.world
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      10 days ago

      I mean, that’s RPGs for you. Level up, buy equipment, wear armour and cast spells.

      Any part of the equation is the solution. Just depends on how you want to play. The story is what you make of it along the way.

      • lime!@feddit.nu
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        10 days ago

        with king’s quest progression i meant that the game is designed around players getting stuck, possibly without them knowing.

        RPGs center around the story and the role you play, and the mechanics are built to aid that. you play for the story. in most RPGs, failure still progresses the story because failure is interesting. getting stuck is not interesting. having the mechanics without a story to reinforce would just be going through the motions.

        someone else said that the fromsoft games are made to feel like videogames, and that resonated with me. that explained the disconnect i see in the mechanics and the world.

        • Adm_Drummer@lemmy.world
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          10 days ago

          I think you have a bad impression of how souls games work and I’m not sure how to address that.

          Did you ever play Rogue or Thief back in the day? Maybe the Binding of Isaac, Enter the Gungeon, Cuphead or Balatro? Loss is part of the game but it still progresses the story. You’re never “stuck” as you say. Dying, making mistakes and retrying is part of the game.

          Old RPGs that just gave you nothing sucked because they were directionless. Which is not a word I would ever use to describe a souls game. Sure, they’re difficult but there’s certainly a flow to them. I think a lot of people get hung up on the mechanics of the games and drop them immediately.

          As you said, RPGs are centred around the story and role you play, mechanics are built to aid that. Once you get into a souls game, that is made abundantly clear. They just don’t hand it to you in the first 30 seconds and they expect you to be able to figure some things out as you play because the game does a good job at that.

          And yes, fromsoft/soulsborne games most definitely feel like a videogame and they should. This Harkins to the story elements where you play as a literal nobody, worthless undying but you somehow ascend to godhood despite the odds and it breaks the world over and over again. We, the player, are the god. But the characters don’t know this. It’s unfathomable to them that something greater than they, exists. To us it’s a videogame but to the characters it’s the end of the world. Over and over and over again. No matter how insurmountable the odds, we get infinite chances to topple pantheons and change everything.