Do you ever see someone complain about a game design decision, and you wonder why it's bad? Or at the very least, you know it's not optimal, but it's also not something you consider to be a notable issue, whereas they do?
People have different expectations about difficulty, especially when it comes in different genres. Sometimes difficulty is a reason why a game is bad, and yet it's frequently cited as why people find the Souls games compelling. (Kitler may disagree to some extent). When does difficulty become "objectively bad"?
A lot of people cite blood vials as the major flaw with Bloodborne, and yet it's never bothered me. To some extent I've found the complaints a little fascinating, because one time use items are pretty common in the RPG space. Having a set number of potions throughout a game is kind of unusual. The Dark Souls games basically have it set up that way, and it works pretty well. But I don't think that's a common design decision anywhere else.
People have different expectations about difficulty, especially when it comes in different genres. Sometimes difficulty is a reason why a game is bad, and yet it's frequently cited as why people find the Souls games compelling. (Kitler may disagree to some extent). When does difficulty become "objectively bad"?
A lot of people cite blood vials as the major flaw with Bloodborne, and yet it's never bothered me. To some extent I've found the complaints a little fascinating, because one time use items are pretty common in the RPG space. Having a set number of potions throughout a game is kind of unusual. The Dark Souls games basically have it set up that way, and it works pretty well. But I don't think that's a common design decision anywhere else.