sylvie

beware of my sword

hello! i'm just a little sylvie, i like posting on this web site. meow meow meow

left half of love ♥ game, with @aria-of-flowers


re: last share, i found this interesting because the impetus for my 2014 game cute jump was to examine the weird overlap between "skill" difficulty and "time/labor" or "luck" difficulties, especially in the context of precision platformers like jumper, meat boy, celeste, etc. (celeste didn't exist yet but whatever) though the movement in cute jump is based on jumper 1, it was heavily inspired by i wanna be the guy fangames because of how these fangames tend to push the player's limits much further than popular commercial titles.

precision platformers are inarguably skill-based games and i think many players of them would argue luck and time/labor difficulties detract from them. but at a high enough level of precision, near the limit of the player's skill, i feel like they devolve into a sort of grinding or gambling with your own body. you can't execute things perfectly every time, so what's the % chance of you getting past a difficult jump? on average, how long do you have to play to make it past the jump once?

let's say it usually takes a player 3-5 minutes of attempts to get past a certain jump. if i take out the "skill" difficulty, and replace the jump with a gate that just takes 60 seconds of waiting to open, did the game become "easier" for that player?

i think some speedrunners track the number of attempts that get past a certain split, so that you can see the rough probability of a run making it to the end. speedruns often have explicit luck checks, but it's also common for them to have things like frame-perfect tricks that runners can't hit consistently, which blur the line between skill and luck.

people often refer to time/labor or luck difficulties as "artificial difficulty" which is funny because those forms of difficulty are way more common throughout life than the carefully constructed and wholly artificial difficulty of a typical action game

i don't have a conclusion to this post, i'm just a rambling gambling fool


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in reply to @sylvie's post:

i think Gamers(TM) complain about "artificial difficulty" because they have this weird ideal that you should always have complete control over whether you succeed in a game. like they look at a game like celeste and think it meets that ideal, and maybe a game like binding of isaac doesn't because the rooms/items are random.

but even "skill" games have factors outside your control. with precision platformers, there's a limit to human precision, and you can't control your margin of error. you can train to make it smaller, but there will always be a chance that you planned perfectly but still failed because you don't have perfect control. it is possible for a game to be easy enough for the margin of error to not matter, but the people who want Pure Difficulty won't play it for that exact reason. they want games hard enough for skill to matter, which necessitates the luck component introduced by the margin of error.

also, on a macro scale, both celeste and binding of isaac have the same level of control over your outcomes. if you play enough games of either, your skill will determine how well you do on average. so it's a distinction that only matters for moment-to-moment gameplay... meaning it's more about how players FEEL about the role of skill in the game rather than how it actually exists. which matters of course, it's always important to take into account how your game feels to play, but in an ideal sense it's not real.

there is definitely some fixation going on to uphold those ideas of artificial difficulty, and yet in the difficulty as just a measure of how impressive - - commonly both skill and time/luck are headline impressive but uniquely 'skill' is dreamed to see in person. - is that the same as unique experiences not wanting to be seen in person?

well someones history can be impressive. is impressive the making you feel dizzy with ease to effect something important? usually its okay doing more good than harm but this is more like in keeping up a specific situation.. i guess it is sweet to be in those situations which must me linked to your heart, whereas some kinds of uniqueness are treated as good even if you don't feel that way about them,

or rather you would feel that way about unique things if you remembered to - or really it is like a additional difficulty check that decides the pain/reward.