this post was submitted on 06 Nov 2025
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[–] flux@lemmy.world 58 points 5 months ago (17 children)

The director should have reasons for the difficulty of the game. Celeste is a Perfect example. It's hard but it lets you learn and allows you to try again easily even if what you are doing is hard. Hard games that punish you and make you walk for 20-30 mins just so you can learn a few new moves the boss does can be incredibly frustrating. Many people who play these games eventually look at videos online to help after multiple tries because just "getting there" is extremely time consuming. A lot of games have normalized looking things up and that is disappointing as someone who would rather figure it out on my own. But wasting 30 mins to be killed in 2-3 hits from multiple stage bosses is not enjoyable IMHO.

[–] fushuan@lemmy.blahaj.zone 4 points 5 months ago (2 children)

Something a lot of people forget is that looking stuff up is not something normalised recently, older games tended to have a freaking manual that explained most bosses and areas, it even gave hints!

I get that you would prefer that, lucky there's plenty games for both of us.

[–] flux@lemmy.world 1 points 5 months ago

Fair point. I always associated those with the fact video games were relatively newer media at the time but you are correct. Some times they would give you maps and instructions.

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