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    “Games are meant to be engaging, not exhausting”: Lead dev on promising Soulslike RPG pushes balanced difficulty because “if stress keeps piling up without relief, players will eventually want to quit”



    We’re in what is roughly our 14th year of every game that’s difficult being called ‘Dark Souls,’ so it’s pretty safe to say that one of the main things associated with the soulslike genre is difficulty. FromSoftware’s Sekiro, Bloodborne, and Elden Ring have pushed me to my limits in ways that a lesser game would not get away with and lead to a ton of super satisfying moments. Which is then followed by mass amounts of shame when I see someone blast through it on a DDR mat or some daft thing like that.

    But at the same time, I’m aware not everyone is keen to bash their head against a wall to overcome one boss fight out of 30 or so for hours, which is something that the studio behind The First Berserker: Khazan seems to be aware of too. Speaking to GamesRadar+, the game’s creative director, Junho Lee, said, “We wanted success to feel rewarding, but just as importantly, we wanted the process of overcoming challenges to be fun. This is a game, after all. This is where fairness comes into play.” Adding, “If a game is too easy, it lacks a sense of achievement. If it’s too hard, it leads to frustration.”



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