Both times I managed to equip it right before getting ambushed by a difficult boss cri

Don’t think I’ll bother with the fragile charms anymore. The busywork they punish you with for dying isn’t worth it.

    • buckykat [none/use name]@hexbear.net
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      2 months ago

      the time punishment for player character death is used mostly just as a way to make the stakes feel high. I know I’m not saying anything that everyone here doesn’t already know, but if there are no negative consequences for dying, then there is much less incentive to avoid death and the tension the game relies on to feel meaningful would just be sucked out. The soulslike solution to making death consequential actually works pretty well imo in a lot of cases, but still can be very annoying (and sometimes detrimental to a game)

      “no you don’t get it that’s the point”

      depending on a lot of other factors, ranging from how well it fits with the rest of the game’s mechanics to individual player skill.

      “probably imply you suck at video games”

      • QuietCupcake [any, they/them]@hexbear.net
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        2 months ago

        “no you don’t get it that’s the point”

        That’s not at all what I said, not even a little bit. BeanisBrain asked the question: “how did “Hey let’s waste the player’s time if they die” ever catch on.” And I answered. I started with the reason it began like that and continued with the reason it is so common in games today. Nowhere did I imply anyone “didn’t get it” and I wasn’t even defending the reasoning. Please don’t accuse me of things I didn’t do.

        “probably imply you suck at video games”

        Absolutely nowhere did I even imply that BeanisBrain or anyone else “probably suck at video games.” Stating the fact that the degree to which a person can enjoy a game mechanic that demands high skill can be heavily influenced by how readily able that individual is able to meet that demand is not a putdown, and it’s disingenuous to act like it is. I am not very good at video games, it takes me a long time to get the movements down to muscle memory, but I am privileged enough to be able to have enough time that I can practice at it and build that skill anyway, so I am able to enjoy difficult games despite having poor reflexes (due at least in part to a TBI). I absolutely do not blame, look down upon, or cast even the tiniest bit of negativity on any person who either lacks the inherent skill to learn how to play a game quickly (like me), or any person who simply doesn’t have the time to put into a game, especially any game which has high demands on players to learn its mechanics.

        I’ve actually said many times that I literally despise the “git gud” attitude and its ubiquity when people criticize the difficulty of games. Here is an example from a year ago where I also mention coming around to being able to enjoy a genre I had previously decided I was simply not good enough of a player to be able to enjoy. Whenever the argument about whether or not games should have difficulty settings so that anyone, regardless of their skill level (again, it’s usually just a function of how much time they’re willing or able to put in to practicing it) can play a given game, I am always the one advocating for the inclusion of difficulty levels that allow everyone to be able to play the game even if that’s not how the developers “intended it.” I am literally the opposite of the kind of person who just jumps in to tell someone they suck at video games and I am genuinely offended that you’re trying to paint me that way.