Wrote a lot and ultimately the TL;DR: version is "agree to disagree" I suppose...
...but I wholeheartedly disagree with a lot of what you said and view you as incredibly narrow-minded.
@hardwenzen said:
Games should be fun. Playing a game that is so easy that you can ignore most mechanics in the game is the extreme opposite of fun
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Fun (and what is not fun) is incredibly subjective, however, so I think we need to agree to disagree on this.
With that said, I'm not sure how you define "easy", or if you understand that different games have different mechanics.
I enjoy flight sims, for example. One sim I enjoy is a "study sim" called DCS World, where planes are modeled in such realistic detail that you can all-but-fly the real plane.
Anyway, point is: to me, it is hard to learn to fly a plane. It is hard to sit there and spend four hours learning how to just get the engine turning, let alone learning how to taxi, take off, and fly. That mind sound mind-numbingly boring to you, but to me it is challenging, interesting, educational, and fun.
Elden Ring is less difficult because it's simply a matter of trial-and-error. It's an exercise in patience and routine, and is therefore (in my opinion) a matter of time invested into a grind, and not a legitimate challenge.
Play and die, play and die, play and die, recognize pattern, exploit, get reward and endorphin release. Repeat.
It's no different than the "insert time, receive loot/endorphins" slot-machine mechanic you get in games like Destiny or Borderlands or Diablo, only you tell yourself you're more 'hardcore' because it's a soulsborn *shrug*
It's why I don't like Destiny and their ilk. And it's why I don't like Elden Ring and other soulsborn type games. They're all grinds for reward with no authenticity. They also tend to create rabid fanbases that suck the joy out of the games they claim to love and replace it with metagaming, another facet I dislike.
@hardwenzen said:
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If you want to listen to a podcast, or watch something, do that instead of playing a game. I mean, how shallow is the game must be, for you to be doing other things while watching/listening to stuff not related to the actual game? I do that when i am grinding for something aka doing chores, not during standard gameplay.
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As for "shallow", I don't think that is it at all. The kinds of games that I spend the bulk of my time with are more of a creative outlet, as opposed to a narrative, encapsulated experience I imagine you are used to. They have incredible amounts of depth, to the point where in a game like Factorio you can essentially build a factory that acts like a computer in the game world you play in (basically a computer inside of a game running inside a computer...).
If I am playing a city builder, for example, I start with a blank canvas. I spend some time envisioning what I want my city to be--organic neighborhoods or track housing, clean or dirty industrial, renewable energy or traditional, curvy roads or grids, and so on--and then I start building.
Eventually I get to a flow state where I know what I am doing and it occurs organically in the game, and I can have something going on in the background (a podcast or music, for example) in order to keep myself not just stimulated and entertained, but also informed.
Sometimes cities get so large there are some moments where you need to sit for 5 minutes and let things just sort of happen, and that's another reason to have a podcast going. Sometimes I come here and post or do other things.
I admit it lacks the intensity of a more narrative-driven game (I play those too, of course), but it's nice for relaxing.
@hardwenzen said:
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Hard games are stressful when you've been conditioned to easy games. They're not stressful at all when you're used to them. Dying in a video game and restarting a section has no difference between you working for 10+ hours, or 3 hours a day. What matters is the gameplay itself, and if its good, the difficulty will only add to the experience.
Again, define "easy". If I don't fail, is that an easy game? What if the game has no failure point? Does that somehow remove the mechanic of challenge from the game, and therefore make it not fun?
As for the gameplay, I agree, that is what matters most. I disagree with the notion that adding difficulty to good gameplay somehow improves it simply because of the flawed logic of "difficulty is always good and always welcome, therefore it should be added in no matter what".
Especially when done with artificial means (i.e. inflating enemy health pools) or super-technical mechanics (iframes being tied to block or dodges). At that point it's less of a game and more of an exercise is metagaming and math micro-optimizations to your "build".
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