One thing it did for me: if I was slaughtered, I wouldn't run back until I killed more enemies and upgraded my weapons and myself.
The ONLY reason why I gave up on Soulsborne games. I like the combat difficulty and how you are supposed to be methodical with your attacks and dodges and parries. I fucking HATE the checkpoint system. It always annoyed me and that's why I can't get into these games.
I hate the grind.
It adds tedium. It adds frustrstion. It adds time wasted. It adds a bad design decision that people can defend online for no valid reason.
Sekiro having good checkpoint placement is a big reason the game is so much better.
What?Sekiro is a single player game. Part of the reason of these long paths is that From wants to push multiplayer, and being human happens more often when you go to the boss (for coop or just more health), so it's also where you may be invaded the most.
All of this is redundant in Sekiro as a SP game. Mind you I neither defend or attack these long walks to bosses, I don't give a crap either way, but the reason is more often than not the multiplayer (even though Souls have SP modes, it's clearly intended as a multiplayer game).
I Wanna Be The Guy had good checkpoint placement. It had unavoidable first time deaths every minute and level design built around memorisation. Say it's not a good game all you want. But the game had frequent checkpoint placement and always had a checkpoint right before a boss. Unless you were playing on Very Hard or Impossible.
What?
Literally nobody else has made this argument/connection.
Neither myself nor anyone I've played with has been invaded on the runs to a boss, which usually take around a minute when you know what you're doing.
These runs are usually miles away from the typical "PvP zones" in the game
Adding a bonfire right before a boss in a Soulsborne game would not change anything. I firmly believe it's nothing to do with multiplayer.
As mentioned in the OP, I tried it.What do you say to that Zhukov ? I take it you haven't played Sekiro?
It adds tedium. It adds frustrstion. It adds time wasted. It adds a bad design decision that people can defend online for no valid reason.
Sekiro having good checkpoint placement is a big reason the game is so much better.
Neither myself nor anyone I've played with has been invaded on the runs to a boss, which usually take around a minute when you know what you're doing.
These runs are usually miles away from the typical "PvP zones" in the game
Adding a bonfire right before a boss in a Soulsborne game would not change anything. I firmly believe it's nothing to do with multiplayer.
Damn, missed it at the end of your OPs very first line.As mentioned in the OP, I tried it.
Didn't like it, but for completely different reasons. I've never been much good at parrying in these games. At least to me, the timing feels weirdly inconsistent. For example, in Bloodborne I'm constantly parrying an attack and putting the enemy into the stunned state, but still being hit, damaged and staggered by the attack that I evidently parried. So Sekiro relying almost entirely on parrying got real tiresome real fast. I don't have the reflexes to differentiate a sweep from a thrust and react with both the appropriate action and correct timing. Perhaps with practice, but I play games to be entertained and engaged, not to perform chores.
Plus, the mythology-infused sengoku jidai setting doesn't do a whole lot for me. Clashes oddly with some of the mechanics too. These are supposedly regular non-undead dudes I'm fighting, right? Why are they springing back to life whenever I take a breather?
Sadly, it actually fixes a lot of the things I don't like about the other soulsborne games. As has been mentioned by others in this thread, the checkpoint placement is less aggravating. The finishing moves make kills much more satisfying, with bespoke animations rather than limply phasing a sword through an enemy's body until they comically ragdoll.
So I'm not saying it's bad. If you love Japanese architecture and parrying then I'm sure it's the absolute tits. It's just not for me.
Am I supposed to feel bad about disagreeing with From lol? I don't because A. Sekiro is a different thing B. I disagree with creators' decisions all the time. Who cares? and C. the only Souls game I love and have seen to completion on controls myself is Dark 1. So I'm only a fanboy of that game in particular. I have played significant amount of their other games, and I like them significantly less. From Soft and their works are not sacred to me.It speaks volumes that Sekiro rid itself of this particular encounter design feature.
After 10 years making this shit they clearly realised that creating long retry loops just leads to players running past every enemy, which is not interesting gameplay, doesn't necessitate "gitting gud" and doesn't provide "memorable experiences".
So they got rid of it. Everyone here defending the design approach is in disagreement with From Software, who have moved away from it.
That's a little bit what it feels like to me truthfully, but I think the OP from Zhukov and their replies are in good faith. Some posts from others have been mildly, mildly rude in their dismissiveness but that's okay. I'm a little saddened at how many strongly dislike the checkpoint system, but it's just a game discussion. And it's a really popular game (that maybe wasn't expected to be as such as much as it is) folks have a lot of strong opinions about. It is what it is.The question is, is this thread genuinely asking what gameplay purpose does it serve, or is it just a rant that will dismiss any such purposes as worthless?
Hi. It's the former. (Although of course I'd say that, right?)The question is, is this thread genuinely asking what gameplay purpose does it serve, or is it just a rant that will dismiss any such purposes as worthless?
Except that's more or less what I do anyway. Just with a tedious stroll between attempts.Souls bosses are quite short fights. If the checkpoint is right outside the boss, then you can just mindlessly zerg the boss until you kill it eventually.
That's a little bit what it feels like to me truthfully, but I think the OP from Zhukov and their replies are in good faith. Some posts from others have been mildly, mildly rude in their dismissiveness but that's okay. I'm a little saddened at how many strongly dislike the checkpoint system, but it's just a game discussion. And it's a really popular game (that maybe wasn't expected to be as such as much as it is) folks have a lot of strong opinions about. It is what it is.
Leaving aside questions of difficulty or accessibility, how is the game's design improved by making players repeat a portion of relatively easy gameplay before tackling the hard part? What purpose does this serve?
Except that's more or less what I do anyway. Just with a tedious stroll between attempts.
The stroll doesn't help me learn the boss's attack patterns and probe for counter attack opportunities. That's how you learn to beat the bosses and those things can only be done while fighting the boss, something that is delayed and prohibited by the walkback, not assisted.
As great as Soulsborne-games are, this is a major annoyance to me sometimes. It's just tedious padding to the game.
Sekiro is on the correct path in my opinion. I can't remember getting annoyed in that game. You almost always got back to the boss very quickly.
Edit: I understand the tension it adds. However I still find it's more enjoyable to get right back into the fight instead of getting more frustrated with that pointless time sink in between.
I'm not saying you should - that argument was directed at all people who repeatedly harp on about From's creative decisions being perfect and sacrosanct. You are not the object of my post.Am I supposed to feel bad about disagreeing with From lol? I don't because A. Sekiro is a different thing B. I disagree with creators' decisions all the time. Who cares? and C. the only Souls game I love and have seen to completion on controls myself is Dark 1. So I'm only a fanboy of that game in particular. I have played significant amount of their other games, and I like them significantly less. From Soft and their works are not sacred to me.
That's a little bit what it feels like to me truthfully, but I think the OP from Zhukov and their replies are in good faith. Some posts from others have been mildly, mildly rude in their dismissiveness but that's okay. I'm a little saddened at how many strongly dislike the checkpoint system, but it's just a game discussion. And it's a really popular game (that maybe wasn't expected to be as such as much as it is) folks have a lot of strong opinions about. It is what it is.
As a game designer I'm always up for gameplay mechanics discussion, especially advantages and disadvantages of mechanics in the context of what audiences might or might not like (rather than personal preference). It's when one camp pretends a mechanic has no advantages (or disadvantages), dismiss or outright ignores any that are presented, and paints the design choice in terms of "obviously right" and "obviously wrong", that I bow out of the discussion because it's not productive or really a "discussion" in any meaningful sense of the word.
Some mechanics are more prone to this; unsurprisingly, mechanics that hinder the player (boss run, permadeath, weapon durability) are the most often presented as unambiguously bad design choices, while mechanics that help the player (fast travel, infinite respawns, etc.) are often touted as "obviously good" regardless of the game's design and context.
I guess I just don't think tedium is a good punishment.Aside from the challenge getting easier for you each time, it's to provide tangible consequences for failure. If you just restart the fight you don't feel the risk/reward loop the game is built around. "Just losing" isn't as good as knowing "Shit I have to run through half the place again if I lose this fight" which adds to the hopelessness and theming the game is going for.
I'm sorry, this makes zero sense to me.The stroll forces you to maximize each attempt on the boss, including how to most efficiently learn the boss' attack patterns. Without it, you can simply fight it ten times in a row to learn everything it does, and / or simply zerg it until one of the times you get lucky and win. If you're "zerging" (as in, literally, mindlessly rushing the boss) when there's an actual stroll, you're obviously playing very suboptimally, because each attempt is lenghtened by a flat amount of time no matter how quick or methodical you are. However, with no stroll, zerging becomes a viable tactic, because a higher number of quick and sloppy attempts on the boss may actually achieve success sooner than a smaller number of more methodical attempts.
Fair enough.I'm not saying you should - that argument was directed at all people who repeatedly harp on about From's creative decisions being perfect and sacrosanct. You are not the object of my post.
That's too true sometimes.Some mechanics are more prone to this; unsurprisingly, mechanics that hinder the player (boss run, permadeath, weapon durability) are the most often presented as unambiguously bad design choices, while mechanics that help the player (fast travel, infinite respawns, etc.) are often touted as "obviously good" regardless of the game's design and context.
I know this was a joke, but I'm sure a bunch of people wouldn't mind a hardcore mode for Souls even though it doesn't make sense thematically.They should delete your save file every time you die if they want to instill fear of failure and the threat of tedium.
I bet you'll really appreciate your character's life and respect the boss after that.
Takeshi Beat's Challenge this shit, none of this pansy half measures.
I guess I just don't think tedium is a good punishment.
I mean, would you be in favour of a game using artificially extended loading screens to punish failure?
I know this was a joke, but I'm sure a bunch of people wouldn't mind a hardcore mode for Souls even though it doesn't make sense thematically.
You could make it make sense for the most part. "Human/non-Undead mode," where you play as a person nice, brave, or stupid enough to try and cure or end the curse for others.I know this was a joke, but I'm sure a bunch of people wouldn't mind a hardcore mode for Souls even though it doesn't make sense thematically.
That's the thing, repeating a simple section of gameplay doesn't engage me. It's just an autopilot task that I know like the back of my hand.No because that's not gameplay. And a false equivalence of sorts.
Long load screens are a technical failure that the player has no control over. And putting in long load times doesn't engage a player with the content in the game.
A player has control over how many times they re-experience the run up to the boss because they have to learn as they go. Thus the punishment and risk/reward loop. The player is in control.
I absolutely hated this design decision in 2. It felt completely condescending and basically let you partially brute force through bosses.Just to add on: I think Dark Souls 2 probably did this best (a recurring theme)
If you want a normal Souls experience just run past them
But if you are getting frustrated you can kill an enemy N times (10? 20?) and it won't respawn anymore. This fucks with your soul memory a bit but you probably don't care if this is the route you are taking
I know there were a few boss runs (I think the chariot one, if memory serves) where I intentionally farmed specific enemies to not have to deal with them. A bit tedious but also a good example of letting people play the game their way
I'm sorry, this makes zero sense to me.
Fighting the boss ten times in a row to learn what it does is exactly what you do anyway. Is that not what you do?
How else do you learn that that one attack is a five hit chain, and that one windup indicates a double spin, and so on?
I'm pretty sure zerging a boss, as you describe it, is virtually impossible in soulsborne games anyway. If you're just flailing away at a boss you're going to get minced (unless it's Pinwheel in Dark Souls I suppose). Hell, the stamina mechanic alone basically guarantees that.
Compared to the more traditional options of power leveling and summoning someone who has a build specifically targeting this boss?I absolutely hated this design decision in 2. It felt completely condescending and basically let you partially brute force through bosses.