@Gregorinho>Easy mode and Dark Souls
Regarding people that think it's not really an hard game, I'm one of them. To me it's a normal ps2 era game difficulty wise. That said even with that the game is never trivial, you still need to think, pay attention to what you're doing and you will still be challenged both by bosses and level/world design. So, generally speaking, every player will get a similar experience and a sense of accomplishment. Of course a perfect equal experience for everyone is impossible, but still what you get is enough to have that "sense of accomplishment" and get the general message.
Of course, you can disagree with this, but my main point was not about difficulty. What I meant was that the design decision of a creator (be it subjectively good or bad) should not be changed to cater to the whiny majority in name of hollow accesibility. And adding an easy mode, even if you think that it could be designed in a good way, still goes against that design decision.
>Easy challenging
I get what you are saying and it's a really good point, but I don't think that is really possible to design difficulty in that way. How can you quantify the level of skill or of experience of a generic range of people?
Also how can you decide how to design for that specific range?
And even if you could do that, you will still need to spend an enourmos amount of time and resources to design a ton of different option (because at that point you would need to have spectrum that starts from "guy who never touched a controller" to "guy that beats every game, NUR no damage).
>Bonfire system and losing souls.
The Bonfire system is a checkpoint system, but it makes death have consequences, something that was severly lacking in contemporary titles.
Losing souls I would argue that makes the game easier. As long as you don't die twice in a row without getting them back, you'll have a net gain in experience without having to grind. I also disagree that it's a incovinience (at least in DeS and DS1), the levels, the shortcut and the aggro ranges are designed so that you can easily go back to where you died without needing to kill every enemy in the way, especially for boss battles.
>Not every game should be for everyone.
I think you misunderstand what I mean with that. What I'm arguing here is that a game should be free to create a specific experience (be it hard, easy, relaxing, disturbing or wathever) without needing to cater to everyone. Having a very easy mode in DMC3, to use your example, is perfectly fine because the game was designed with it in mind, so that people can start with very easy and work for there (or be content with having enjoyed the story in ve).
>Animal Crossing
I don't like it either, because I don't like the sense of routine and the fact that it gates content based on time. But the game is generally relaxing and friendly, yes it ask you to pay a mortage but it never gives you a time limit on it. If you don't care about upgrading your house you can avoid paying and nothing bad will happen.
>People complaining about books or movies
Of course calling a book or movie convoluted or needlessly complex is more than fair and the same applies to games.
What I was talking about was the "It's too convoluted and I demand you change it so I can understand it" kind of thing.
@Birdman>Gatekeeping is necessary
I agree that is not a good thing, but it is necessary especially if you want to build a focused community.
And to be clear when I say gatekeeping, I mean "gatekeeping the wrong mentality/behaviour" (ie "x is offensive I deamnd you change it" type of stuff). I'd never suggest that you need to gatekeep based on skill or lack of knowledge. Helping and welcoming new players is one of the most important thing for any community or hobby.
>guest in the podcast.
You don't really need to be known for a specific game (even if you're pretty known for Chaos Legion tbf), you're both knowledgeable and opinionated, you don't really need any other "requirement".
Also don't worry about ranting or saying offensive things, I seriously don't care. I'm not one to limit what people can say and my objective is not creating "professional controlled content". So every guest is more than free to say whatever they want and critique anything or anyone they want, even if it can be considered controversial or offensive.
So really, if you're interested you have a spot.
@Royta
>Setnaro seemed uncomfortable.
I got the same feeling and that is why I didn't push the topic too much or tried to have a discussion like the one we are having here. I just said my point and closed it there, as I didn't want to put him on the spot.
>Different learning levels
I'm the complete opposite in that sense. I always start on the hardest non limiting difficulty available. I need a good level of challenge and a game that forces me to use its mechanics to properly learn. If I start on easy or normal, I usually develop a lot of bad habits or I get bored and start to autopilot and then, once I reach the higher difficulties I need to pretty much rewire my muscle memory and that really slows down the learning process.
Again a good point, but it's way to vague of a concept to able to design a system around it imho. How slow is a slow learner and how fast is a fast one?
>There have been people demanding to change books/movies/comics.
Then I guess I was just lucky and never encountered any of them lol.
I thought it was because stuff like comics and games are still not recognized as art, but if it happens to movies and books too then it's just a universal thing. Kinda sad really ahahaha
Birdman wrote:
Tai, regarding your interview questions. Do you come up with those beforehand or just see where the conversation goes? I'm going by your timestamps.
Both.
I do prepare some question beforehand, but if I see the conversation going somewhere interesting then I'll go with the flow. I much prefer having a more free and genuine conversation even if it means missing out on some of the question I had prepared.