Save for sekiro, there comes a point in every fromsoft game where the bullshit becomes more grating than it’s worth and I stop playing. Just “uh oh better watch out!” Like throwbacks to dated game design is a plus or something. There’s no challenge, no mastery, no skill. Random traps that you can’t see coming? The only thing that that teaches me is that the game has mechanics that are outright not fun, and maybe I should play something else. Boss fights? Sure, they’re mostly super well designed to have subtle but entirely existent tells, and require replay and mastery to beat. Gonna have to hard disagree with this blanket statement. That's unfair, because you did the correct thing based on the information you had and it was a trick. Like if you see something coming at you from the right and so you dodge left, but there was a hidden thing to the left that also kills you and actually you were supposed to take the hit from the right. Or fall victim to a nasty trick intended by the developer. To me something unfair would be where you still die despite doing a correct action. So, to get to your last sentence, the reason why I don't think probability is unfair is because it's not biased and as you say, doesn't have to do with the player's actions. In SMT specifically the battle system is based around the enemy being able to exploit the system as much as you. In the vast majority of games it's actually pretty rare for you to die because of dice rolls (crit chances are far lower than 50%), but even if they WERE 50%, that's still just as much of a chance for things to go in your favor as not. I understand the impulse to view that as unfair but I think that when you really get down to it, dice rolls aren't what I would consider unfair at all. This stuff is perfectly fine but it might SEEM like it's unfair because you don't immediately recognize that your mistake was made 30 seconds ago so there's a bit of delay between your mistake and punishment unlike the above where the mistake and punishment happen immediately.Ĭlick to shrink.Weighted dice are obviously irrelevant to what we're talking about.īut, yeah, that last part is what I'm trying to talk about. Your mistake was that you got into this situation in the first place and now you're almost definitely going to get your head chopped off. Think Resident Evil 4 sometimes you'll be cornered by a couple of Ganado with one shot left before you reload. Not Immediately Fair: A bad situation that could have been avoided but if you don't you'll be locked into a no way out situation. Devil May Cry would be an example of this, everything can be dodge as long as it hasn't hit you no matter how early or late you recognize the threat. Most fast paced games with some sort of dodge button are like this and I think this is generally speaking what people tend to prefer. As long as you haven't been hit you are always able to avoid the incoming attack. Immediately Fair: A bad situation that can be avoided at all steps of the process. After that though, you now know to watch out for chests. The mimics in Dark Souls would be an example of this since if you have no idea mimics exist you are bound to get gobbled by one. Initially Unfair: Something that can't be avoided without prior knowledge of it but once you have that knowledge it is fair game. I think this is rare and should generally be avoided The first enemy in Nocturne criting you would be an example of this. I like to define them as such.Ĭompletely Unfair: At no point in the process were your actions meaningful. Fairness can vary from scenario to scenario.
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