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I don't often post my opinions here, but I don't enjoy Silksong's difficulty. I gave up on the game eventually because I felt like my time wasn't being respected. Maybe that's the point - and maybe some people might enjoy that! It did inspire me to finally finish the Ori games, so I'll give it that.

I've also seen the argument "We don't say this about other mediums", but (and I say this as somebody with a theatre degree) other mediums don't have the unique interactivity that video games have. Not only that, but video games are long! You don't want to waste time on something you might not enjoy.

This should all come with a pinch of salt. I think Stardew Valley has the greatest fishing minigame ever made. And it's all just the opinion of just one person. But I do think there's a discussion to be had about the game outside of "It's perfect" or "It's terrible". Nuance is a good thing, I say.

Eagerly awaiting the full Boss Keys! Silksong's map is bonkers. I rewatched your Hollow Knight ep. recently and the same design principles are clearly still here. Few games scratch the itch just right the way Silksong does for me. Now I can make Hornet DANCE, but Team Cherry teaches like:

I think it's a case of "having an option to toggle" would be a better request. Saving per scream transition vastly changes the experience of getting from point A to point B, and yes, that does include not having save points right before bosses.

Having to avoid losing life or waste resources before the fight *is* part of the boss fight. Is fine to have a way to opt out of it, but there's design validity to not make that the norm, specially on a genre that wishes to be challenging.

Even with such complexity I believe that absence of difficulty settings is more honest than the opposite. 😎 While such games like Silksong or Elden Ring may be difficult, they provide many gameplay ways to adjust it by finding new tools and non obvious routes, what you mentioned in the video.

Many other games present too many opportunities to adjust game rules which causes many questions: "How the game was intended to be played by the developers?", "Which difficulty will suit me better?" Players know nothing about such games at the start, but they already have to choose. 😔

A few examples from my experience 1. Uncharted 4 - usually I try to choose more complex difficulties and in case of the game I chose either the last or the one before it. It just made opponents deal more damage and I had to sit behind covers all the time. It's not the best way to play it, trust me

2. Doom Eternal - I heard about its complexity and choose the middle difficulty, but for me game started working only on the more complex ones. Only with more aggressive opponents the player need to constantly move and use full arsenal which absolutely FUN! 😀

I love games that are hard, it creates a puzzle for me to solve because in most situations if I keep failing, I am playing it wrong. This can obviously lead to frustration, but coming out on the other side of defeating that challenge is an amazing feeling. Not everyone wants that though, so options—

While I do think Silksong legitimately takes the piss with its difficulty at times, I would never want the game to be nerfed for me. Team Cherry made the game they wanted to make, and they are 1000% entitled to do so. I think It would be a good idea to add difficulty options, but again, not my game.

I do find it strange that the discussion about a game's artistic vision goes out of the window as soon as players feel inconvenienced. Like, art being a little difficult to engage with isnt new, especially when its going for specific feelings. But that doesn't make the product bad by itself.

When you feel that you arent in the right headspace to properly appreciate a books or a movie, the solution is just to watch them at a later point where you will be, and i feel games should be the same. Through i will concede that there is a grey area when it comes to accessibility.

Its like when you have to translate or subtitle a foreign movie. Its not a perfect solution as you lose some of the original intent, but its an acceptable sacrifice. But i feel a lot of people arent advocating for easier access to the art, because the artistic vision itself is what they dislike.

I find this argument a bit weird cuz...They aren't nerfing stuff cuz they feel obligated, they will still make a lot of sales and would really only need to fix bugs. Changing the balance, difficulty and other key elements on the gameplay is a choice they can make at any point without it being

forced due to the backlash the community has given them. One's vision can change when they notice that a large sample of players are finding something very difficult, confusing, etc. that they couldn't find on their 7 years of play testing.