Lyric Suite
Converting to Islam
- Joined
- Mar 23, 2006
- Messages
- 57,209
I'm starting to think the problem people are having with Elden Ring's combat is that they are being forced out of their comfort zone in a way that wasn't present before.
In all my years of playing games, i've encountered essentially two kinds of challenges. The first is something you can essentially react to without having to "extend" yourself, or without having to exert any kind of extra concentration or effort. The second, by contrast, requires an "active" participation that forces you to step out of your standard mode of operation and learn a new modality of play, one that requires continuous effort and concentration.
A good example of the other kind, the one that requires to step "beyond" what you can do instinctively is the kind of macroing and multitasking required to succeed in online play in an RTS. The recent discussion about this genre made me remember the things i had to learn when i moved from single player to multiplayer. The first thing i struggled with was multitasking, the ability to build up an expansion or create a base and an army while at the same time having to manage my current force. Whenever a skirmish happened i always ended up neglecting my base and it required serious effort on my part to actually learn how to jump between the two. It wasn't comfortable, and required an extra degree of exertion that didn't feel entirely natural (kinda like being forced to be aware of what is happening in the periphery of your vision while your eyes are intently fixed on a specific object).
In terms of Souls, a good example of a style that requires this kind of "extra" effort is parrying, and i think it is a universal fact that most people simply neflect this technique precisely because they don't like the extra concentration and training they have to do to acquire this new skill.
My objection to the general feelings reguarding Elden Ring stems from the fact i don't consider this kind of difficutly to be problematic, even less "bad design", which is most definitely is not. I can see why most people feel uncomfortable playing Elden Ring compared even with past Souls, but that's not an argument against the legitimacy of this approach. In my case, i actually enjoyed the ramp up in difficulty a good deal. While i could sort of "wing" it in past Souls games, so i was never compelled to master the combat to any high degree, Elden Ring essentially forced me to sort reach a different level of play, something which then i brought to bear in Sekiro (which makes me wonder what would have happened had i played the latter without my experience of Elden Ring first).
Like i said, for me the only line FromSoft crossed that i didn't appreciate was Malenia's Waterfowl attack, mainly because for the first time since starting the game i was compelled to look up at a guide, and some of the solutions people came up with just don't seem right, like that technique of circling around an hitbox you can't see to dodge her first volley. If the DLC introduced more of those kind of attacks, then perhaps those complaining may have a point. For me i need to be able to figure out an attack on my own. If i have to wait for the "community" to figure out an attack which is too arcane and esoteric to understand during the actual fight, then yes, i agree that approach is fundamentally flawed and inimical to fun, but the Waterfowl attack is the ONLY attack of that kind i found in Elden Ring and a lot of the criticisms of the base game indicates for most people the line is drawn much, much earlier, mainly at the point where they are forced to go from what is comfortable to what is uncofortable or stressful.
In all my years of playing games, i've encountered essentially two kinds of challenges. The first is something you can essentially react to without having to "extend" yourself, or without having to exert any kind of extra concentration or effort. The second, by contrast, requires an "active" participation that forces you to step out of your standard mode of operation and learn a new modality of play, one that requires continuous effort and concentration.
A good example of the other kind, the one that requires to step "beyond" what you can do instinctively is the kind of macroing and multitasking required to succeed in online play in an RTS. The recent discussion about this genre made me remember the things i had to learn when i moved from single player to multiplayer. The first thing i struggled with was multitasking, the ability to build up an expansion or create a base and an army while at the same time having to manage my current force. Whenever a skirmish happened i always ended up neglecting my base and it required serious effort on my part to actually learn how to jump between the two. It wasn't comfortable, and required an extra degree of exertion that didn't feel entirely natural (kinda like being forced to be aware of what is happening in the periphery of your vision while your eyes are intently fixed on a specific object).
In terms of Souls, a good example of a style that requires this kind of "extra" effort is parrying, and i think it is a universal fact that most people simply neflect this technique precisely because they don't like the extra concentration and training they have to do to acquire this new skill.
My objection to the general feelings reguarding Elden Ring stems from the fact i don't consider this kind of difficutly to be problematic, even less "bad design", which is most definitely is not. I can see why most people feel uncomfortable playing Elden Ring compared even with past Souls, but that's not an argument against the legitimacy of this approach. In my case, i actually enjoyed the ramp up in difficulty a good deal. While i could sort of "wing" it in past Souls games, so i was never compelled to master the combat to any high degree, Elden Ring essentially forced me to sort reach a different level of play, something which then i brought to bear in Sekiro (which makes me wonder what would have happened had i played the latter without my experience of Elden Ring first).
Like i said, for me the only line FromSoft crossed that i didn't appreciate was Malenia's Waterfowl attack, mainly because for the first time since starting the game i was compelled to look up at a guide, and some of the solutions people came up with just don't seem right, like that technique of circling around an hitbox you can't see to dodge her first volley. If the DLC introduced more of those kind of attacks, then perhaps those complaining may have a point. For me i need to be able to figure out an attack on my own. If i have to wait for the "community" to figure out an attack which is too arcane and esoteric to understand during the actual fight, then yes, i agree that approach is fundamentally flawed and inimical to fun, but the Waterfowl attack is the ONLY attack of that kind i found in Elden Ring and a lot of the criticisms of the base game indicates for most people the line is drawn much, much earlier, mainly at the point where they are forced to go from what is comfortable to what is uncofortable or stressful.