'Criticism Isn't Hate' — Hollow Knight: Silksong Sparks Debate About Difficulty, Runbacks, and the Dreaded 'Git Gud' Comments - IGN
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With Hollow Knight: Silksong’s huge launch in full swing, community debate about its qualities and flaws has gone back and forth, with some players insisting their criticisms about things like the game's difficulty are valid and shouldn’t be instantly dismissed as "hate."
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217d

Yea. I wont dismiss this criticism as hate, but I will dismiss it as dumb. The game was designed to be a challenge. Not everyone is up to that challenge, that’s fine. The game isn’t meant for you, then.

My friend can’t play the Dark Souls games. He’s really interested in the setting and has given a few multiple attempts, but the difficulty curve just isn’t for him, so he just doesn’t play them.

Coelacanth
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7d

Not everything that makes the game harder or more challenging to play is good game design though, and a game shouldn’t get a free pass just because its developers stated “well the game being hard is part of our artistic vision”. It’s fine to criticise things, even - or actually maybe especially - things we like. We don’t have to be binary about things, we can like something while still recognising its flaws.

Excessive runbacks for example is something that is primarily concerned with disrespecting your time as a player and even FromSoft seem to have realised that they’re not a good addition or a fun way of increasing difficulty seeing as they introduced Stakes of Marika in Elden Ring. Hell, even Ninja Gaiden went away from boss runbacks starting from the second game, and that came out in 2008!

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7d

I can’t say I’ve gotten to some of the examples people have mentioned as “annoying; bad design”, so I’ll leave judgement until I get there. But there’s nothing inherently wrong with runbacks if it’s part of the design and the boss is the culmination of that.

Stakes of Marika are definitely there to appeal to a wider audience. I personally don’t care for them, as for most areas in DS I enjoyed trying to claw my way back to the boss unharmed. It was like a puzzle.

It’s fine to criticise things, but I personally think “make checkpoint outside of the boss” the criticism is not a good one. At the end of the day, that’s all personal opinion.

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367d

A lot of DS1 runbacks were true runbacks where you could just run past everything. Once you’d worked out the running, they weren’t too irritating, but some were a bit long. In DS3 a number of runbacks had unavoidable enemies on the way where you could mess up and eat a hit and then be down an Estus charge.

The main two problems are:

  1. boredom. Punishing you for failure by forcing you to walk through a section of level again for a couple of minutes isn’t fun for anyone. It’s not “stakes”; it’s boring. Repeatedly dying to the challenging boss is not boring because you are constantly trying to improve, learn its moves, and beat it. Running through the same path is boring. Anything boring is bad game design.
  2. Risk of unrelated mistakes. This is more subjective, but for me there should be some separation between different challenges; there should be a feeling that after you have convincingly solved one challenge, you shouldn’t have prove yourself against it again too much. Doing so is, yes, boring again, but also frustrating. Things that are frustrating (to some) can be good game design, but I don’t want to be frustrated. Whiffing a roll you’ve done successfully many times and being set back on an unrelated challenge is, to me, annoying.
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-57d

You’re getting voted up for your opinion, and I’m getting down for mine. Strange. Things you say are unfun for you are fine for me, like I said in my post, I do believe it’s personal opinion.

I’m not denying that there has to be design intent in here, but I take great issue with people stating “runbacks are unfun” as a matter of fact. Again, if it’s taken into consideration with time and how the boss mechanic works, that’s simply how the game is designed. I respect everyone’s opinion and their thoughts being the opposite, but I don’t think it’s a universal truth that must be upheld with every game.

Again, maybe I’ll feel differently regarding Silksong specifically as I get further. So far I don’t take umbrage with it’s runback design.

Encrypt-Keeper
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207d

I think he’s being upvoted and you’re being downvoted because boss runbacks have been around for a long time and both the industry and community have since come to a consensus that they’re just objectively bad game design. They don’t add anything of value to a game and their existence is a detriment to the experience. I don’t think you’ll find a single person who holds the opinion that they’re fun. People like yourself may tolerate them, but a tolerable inconvenience is not the same thing as fun. You’ve actually gone exceptionally out of your way to avoid calling them fun.

Like with anything, not all personal opinions are going to be held in equal regard. And your take here is going to be an outlier so I wouldn’t be surprised if you continue to get this reception.

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7d

I haven’t gone out of my way. While I haven’t used the word “fun”, I did say I enjoyed most runbacks in Dark Souls as a sort of puzzle. Being downvoted for a subjective opinion is absurd, especially when the person I’m responding to also has a subjective opinion. But nice to know my opinion has less value.

Anyway, I don’t really want to go in circles with this since I feel like both sides here have said what they want to say.

I’ll just leave with an example of a mechanic I find unfun and wish would go away, as a sort of olive branch of understanding that opinions are opinions. In Breath of the Wild and similar games, I hate the weapon/item degradation mechanic. I understand their design goals with it, and I understand how removing it from those games would change quite a bit of how they want the game to run, but I’d be much happier if it were to disappear completely.

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127d

I haven’t gone out of my way. While I haven’t used the word “fun”, I did say I enjoyed most runbacks in Dark Souls as a sort of puzzle. Being downvoted for a subjective opinion is absurd, especially when the person I’m responding to also has a subjective opinion.

I think we all know that the up/down votes are people agreeing or disagreeing with you. So having more downvotes than upvotes means that more people disagree with you than agree with you.

Also, if you complain about downvotes, that usually deserves a downvote from me.

Encrypt-Keeper
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67d

It’s only subjective in that it’s not entirely impossible for at least one person out there to enjoy the mechanic. However at the same time there has been a general consensus made that it’s not a good mechanic. Your opinion may be the equal of any one other persons opinion, but what I think you’re not understanding is that is that it’s not the equal of the many opinions of the majority of people. If you expect your one opinion to hold the same value as the collective opinions of everyone else, you’re setting yourself up for disappointment.

as a sort of olive branch of understanding that opinions are opinions.

That’s not a great example to your point because the weapon degradation mechanic of BOTW is also widely regarded as a bad mechanic. It’s the most disliked mechanic in that game.

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47d

I think I approached the discussion wrong and perhaps wasn’t voicing what I was thinking properly. Regardless, I’m clearly not in the majority of opinion, so I’d like to just bow out of this discussion and wish everyone has the fun that they want to have.

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-47d

Lemmy is really weird about these kinds of things. The hive has decided your personal feelings towards game design must be punished I guess.

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87d

“Punished” lmfao

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7d

I’ve spoken to others about this subject due to this and none of them have reflected the comments here. I don’t even know most of the people I posed the question to. I suppose this forum (and the forums or social media these posters frequent) hold their opinion as more of a fact than I was led to believe.

Regardless, everyone can feel how they want about this. I’ll just play Silksong and have fun on my end of the table.

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107d

Well, some opinions are more valid than others, even when there is subjectivity… of course, I would say that.

“Design intent” is not an excuse for unfun mechanics. Design intent matters - for example if you’re complaining that it took you 50 attempts to do a boss and you’re frustrated, but other people are completing the same bosses in fewer attempts and enjoying it, the intent of the designers and the spectrum of opinions is absolutely critical. But this isn’t that.

Someone else in the thread made a great example: would you be so “design intent is all important” if the designers put a 1-minute unskippable cutscene before the boss? To me, and I think to almost everybody, that would be fuckin awful. Everyone hates unskippable cutscenes you have to sit through repeatedly. How does that differ, really, from a typical 1-minute runback?

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07d

well if you buy the game and it’s difficult enough to keep you from playing it all the way through that’s kinda shitty.

It’s undeniable that the challenge is part of the mystique for some games. I note with great respect the fact that Celeste offers accessible difficulty tweaks. I beat that game and it was a great experience.

Both choices can be good, when made with intention and care, and when motivated by specific goals as a creator.

With dark souls, at least the ones I’ve played, the difficulty can be tweaked by engaging with the world, learning the progression system and the character options that suit you. For example I didn’t beat DSI until I tried playing a magic user, because I’m slightly bad at those games. DSIII was easy enough by comparison to beat as a straight up STR build, but that’s beside the point. Difficulty is a design choice, and the conversation around it is tiresome when it ignores the aims of the creators.

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