(in D&D at least)

  • Hegar@fedia.io
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    1 day ago

    Elden ring absolutely does meet player expectations - challenge is the expectation of the souls-like genre.

    6 Charisma can roll a 20 and be able to convince whomever of whatever

    Certain people should never be able to make certain successes

    only as amazingly as they are capable

    I don’t disagree with any of this but I’m not talking about how the win should look in the fiction.

    It’s just that when you roll a crit but don’t get a crit, most players will get extra disappointed. That’s a fact of the human experience that no rules text will ever change.

    Good design accounts for the reality of how people actually use a thing.

    • Stovetop@lemmy.world
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      1 hour ago

      FWIW, inconsistency is one of the things I hate the most about the game design in Elden Ring. It does not properly communicate the actual impact of stat upgrades at different levels (e.g. 39-40 vigor is a significantly higher jump than 40-41 vigor) and enemies will have resistances or weaknesses to different damage types that often feel arbitrary/poorly communicated (e.g. the Magma Wyrm, a creature that breathes fire, is more resistant to fire than the Fire Giant; Borealis, an icy dragon that breathes ice, is nearly as resistant to fire as the Fire Giant; Hero of Zamor, an icy man that shoots ice, is weak to fire).

      Elden Ring’s design is essentially a form of trial and error that often punishes you for choosing poorly, relying instead on metagame knowledge (patterns from previous Souls games, online discourse) to patch up its shortcomings. Fun as all hell when you know what to do, but its systems are incredibly arcane for newcomers.

      • Hegar@fedia.io
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        1 day ago

        Disagree. People misuse stuff constantly.

        Woah wait now. Sure people misuse things but designing with that in mind always produces a better thing than ignoring reality. A gun with a safety is a objectively a better design than a gun with no safety, even if the both have a manual that says not to play with the trigger and keep away from kids.

        on them for just not reading the rules

        The game trains you to expect a dopamine reward when you roll a 20. A game that consistently meets the expectations it creates would be a better game.