a Chunk: For those of you who don't normally visit our Home Page. Now is a good time to check it out! It's been transformed to recognize all who participated in the 1 Hour Mapping Challenge, with has just reached it's conclusion.
Jun 1, 2019 16:59:31 GMT
a Chunk: and...it's gone
Jun 17, 2019 22:55:03 GMT
a Chunk: Hello people. Anyone who's watching the site close enough to notice this... We want to give you early access to our new site, which will officially be announced later this week. Stop by and test things out - www.nextleveldesign.org/
Jun 18, 2019 2:32:11 GMT
I haven't played the game yet, but enjoyed this article which discusses the difficulty.
The Low Cost Of High Difficulty by Morris Long
Once again, like a groundhog seeing its shadow, a new FromSoftware game has provoked a familiar reverie. Call it the Great Difficulty Debate.
The previous two FromSoftware titles managed to skirt this squabble. Bloodborne's conversation swirled around its distinct setting. And Dark Souls 3 saved most of its challenges for the endgame and DLC. It seemed, at the time, that Hidetaka Miyazaki had struck a perfect balance between challenge and accessibility. Not that some squabbling didn't exist, but the usual volley — It's too easy! It's too hard! — had nudged its way to the fringes.
But here we are. Again. With Sekiro: Shadows Die Twice, a new IP, FromSoftware has resurrected the debate about difficulty in game design, a debate we had all put to bed. Only this time, the conversation has taken on a new layer of foolishness. It's possible that our clumsy debate about challenge has completely missed the point of Sekiro's design philosophy.
Part of our problem stems from a misunderstanding — rather, a bankruptcy — of the term "difficult." This concept carries a lot of latitude. Not only is challenge subjective, but it also comes in assorted colors. To my mind, there are four types:
Kinesthetic These are challenges of speed and reaction. How quick are you with button inputs? Many fighting games have a Kinesthetic difficulty. As do games like Ninja Gaiden.
Systemic These are challenges of rules and restriction. How good are you at learning the laws of a game and exploiting loopholes? Many stealth games are Systemic challenges. Alongside them are strategy games, like X-Com, and resource-management games like Resident Evil.
Plug and Chug These are challenges of matching icons to icons. Are you good at reading which tool to use, and when? Zelda and Metroid fit this bill. Mastery is tied to your ability to decipher which items are needed for a given circumstance, and where they might be obtained. This also encompasses games like Majora's Mask, where you must synchronize time to certain events.
Puzzles These challenges are self-explanatory. Think: The Witness, Tetris, or Mario's Picross. Mastery is tied to your ability to solve visual riddles.
Many frame Sekiro as a Kinesthetic challenge. Indeed, getting through it may require a high measure of physical dexterity. And the notion that Sekiro is "too hard" orbits this sentiment, because Kinesthetic difficulty, unlike the others, has a much stricter ceiling.
But something feels off to me. Usually, this ceiling stows many Kinesthetic games in the shadows. They often have limited appeal and niche fan-bases. Since Kinesthetic games are unlike the other forms of difficulty, which can be learned or taught, they tend to draw small, but fervent, crowds. But FromSoftware games are popular — very popular.