davevader.bsky.social
Japostudent, Wrestling-Enthusiast, Player of Games, Music, and Music Games
Twitch: http://twitch.tv/davethevader
YouTube: https://youtube.com/@DaveTheVader
314 posts
142 followers
150 following
Regular Contributor
Active Commenter
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Also Space Jam over Susie's battle theme, but that's different brain rot
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I've been replaying Deltarune and I physically cannot stop myself from singing Buddy Holly over Berdley's battle theme
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el horso
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...from a purely economic standpoint. If your goal as a dev is to just sell copies over all other considerations, then making your games as widely accessible and targeting as many potential players at once as possible is objectively the best strategy. HOWEVER
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However, an increasingly popular sentiment among certain players is that irreducable difficulty is bad and that games have no excuse to not offer some form of difficulty options, as it both provides a proper challenge for skilled players and an enjoyable experience for unskilled players. I agree...
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Irreducable difficulty forces the player to properly engage with and in turn appreciate its mechanics. A lot of players, myself included, find that they often consider irreducably difficult games more fun than those whose obstacles are either trivial or easily trivialized.
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When a game gives you neither the option to lower its difficulty, nor to knowledge-check your way out of an obstacle, that's what I call irreducable difficulty. In other words: The game gives you no other options than to "git gud."
I find myselft liking it, pretty much every time I encounter it.
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Some, however, either stubbornly insist on having *one* difficulty, or stay hard, even on the lowest difficulty settings. Even then, many games have obstacles that can be overcome with the right knowledge, the skill tested being obtaining and recalling knowledge about the setting or mechanics.
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Something I encounter more and more in modern games is the option to dynamically adjust the difficulty, even during active play. A lot of games give you the option to fight an easier version of the same boss if you die a number of times and some just let you pause and turn on easy mode at any time.
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I think it's that one dude who always holds his notes very long... Dave Sustaine or something...
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"Difficulty" measures the amount of skill needed ro overcome an obstacle. Some obstacles require very little skill to be overcome, others require a lot. We say they are "easy" when they have a low difficulty and "hard" when they have a high difficulty.
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You can be able to read without having the skills to read quickly, or understand correlations. Whereas no amount of study will teavh you to read if you're not able to see.
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I'm going to differantiate between "skill" and "ability." When I say "skill" I mean something you can get good at, something you can practice, something you can acquire through training. When I say "ability" I mean something that the state of your mind and body allows you to do.
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Now, there is a balance to be struck here. The once thing the game itself cannot give you, the player, is the proficiency to use its mechanics. No matter how many "skills" and "abilities" your in-game characters have, you yourself need to be able and skillful enough to execute them.
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Keep in mind for everything that I'm about to say about challenge and obstacles, that I believe strongly that putting those kinds of "real" obstacles in a game is bad game design in >99% of cases. I'm always open to be shown the exception to that rule, but for now I consider it a pretty hard rule.
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This is a good thing. Certain games give you "real" obstacles, in the sense that there is no certainty that overcoming them is even possible. Foddy called the type of game that tends to have these "B-games." I usually call them "trash games" because they are usually trash.
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To paraphrase Bennet Foddy, most obstacles in video games are fake. For the most part, you can be assured that the game will provide you everything you need to overcome every obstacle it puts in your path. Abilities, tools, stats, tutorials, hints, story events, can all make an obstacle disappear.
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skill issue
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hemidemisemivalid
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I don't think I have any strong opinions about MJF in the Hurt Syndicate
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He called you autistic
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That shot with the scissors and the puddle of blood
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At least he's getting those stitches soon
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That's a LOT of blood for such a silly match, but it's Mark Briscoe, so it kinda works
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Fuck, this stretcher match went from comedy to horror in the blink of an eye! I love it!
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I could watch Nigel and Dax just duke it out for an hour
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Toni vs. Mercedes is gonna be lit
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Welp, Jamie. That's why Okada doesn't try to pin people off a tombstone.
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That 8-man tag on the buy-in made everyone look good. Excellent stuff
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CRU got some moves, damn
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Heel Ricochet is so fucking good. His WWE run is a top contender for fumble of the century.
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I know everyone else has said it already, but Toni Storm is a generational talker.
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I love that they're treating Nigel McGuinness as a special attraction. It's so cool that he's able to wrestle semi-regularly and that AEW gives him the opportunity to do so on their biggest shows.
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I will only elaborate if someone asks
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All women are trans, too