tinyvalor

will never have the shoes

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FayeOkay
@FayeOkay

i've been playing a lot of celeste lately, both the base game and some of the most renowned, beloved, community made custom maps. i also made levels for mario maker 2 and watched a shitload of levels being played in mm2. i wanna talk about a common theme i've noticed across community made levels, something that holds those levels back even as compared to other very hard levels in say, super mario world romhacks or the base game of celeste.


tinyvalor
@tinyvalor

recently the sisyphus metaphor has been memetically wielded as an analogy for playing competitive games, but with something like this you end up with a weird twisted version i think. people spend a lot of time and get really good at rolling the same boulder and make it up the hill, so then they start looking for a heavier boulder

to me a lot of high difficulty stuff in games is offputting not because i don't like getting good at games (or grinding it out haha) but because i feel like it's difficult to convey things with "difficulty" that aren't about difficulty. i wrote a much ramblier and more pointless comment than this on the above post, but i feel like this is not even exclusive to fan/mod type work. elden ring, for example, feels to me like it prioritizes sticking to some kind of stat progression curve and making everything "hard" along it over considering whether it really makes sense for nameless midboss guys to be nearly as dangerous and tanky as major, legendarily powerful characters in the story. but it's definitely exacerbated in this case because the creators are approaching from the standpoint of a challenge-seeking player, so they might be even less likely to think about communicating other ideas as a result. the concept of "something you could describe in a single sentence that wouldn't describe any other level" mentioned cuts to the heart of that for me, i think. those things are hard to come up with! it's real creativity! and it's scary to put yourself out there and make something people really might or might not connect with

tho, tbh, considering all the mario maker streamers out there, it's easy to see how "difficulty" is an easier and more reliable foundation to build video engagement with, too...at the same time i know people were all using puzzles and iwbtg-esque psychology to play jokes on each other and that stuff was really popular at least for a while. also i've heard way more about myhouse.wad than like any other fan game-creation in like the past decade so i think a lot of these things do come around


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in reply to @FayeOkay's post:

Even as someone who doesn't play these games specifically this is something I feel lot in regards to any sort of fan levels, romhacks and even a lot of indie games. It really seems like people get so caught up in the high-level play stuff they think that's what makes the game, and that a good level is just anything that tests that as hard a s possible. I want to see people with the guts to make easy levels that are still fun and memorable, to leave leeway, to focus on the flow and pace of going through it and not how many skill checks they can string together.

In that vein I've recently been frustrated going through a lot of rigid boss battles in modern retro-styled games, where there's no recourse to beat them except to more or less do a perfect no-hit run through these perfectly set up attack patterns. Then I'll go play some real retro games, the ones which inspired them, and the bosses are often a lot simpler and flow way better. There's room to cheese, play around, etc, and they wind up being a lot more memorable that way.

kirby is such a miracle of a game. it's dead easy and very much a game children can enjoy, but i replayed the NES kirby's adventure about a year ago and had a wonderful time with it. there's definitely a huge skill to creating fun platforming that's easier.

letting people feel like they got one over on the level maker, or letting there be multiple intended-feeling-solutions to a problem is definitely the way. i'm sure of it. it's also just a natural consequence of how open ended, say, celeste's movement is. it makes it easy to find your own way to tackle a problem.

as prevalent as this stuff is in romhack/mod type scenes i think it extends to...potentially any game really. i'd extend it past even what mirai mentioned, certainly, but i feel like the things she brought up were on my mind when i made a post complaining about a different side of that whole phenomenon early on this year. i think music games are a really obvious example, and even by the time i started playing beatmania iidx almost 15 years ago i heard people complain about how often bemani boss songs sound bad and/or are chosen/made to be ultimate challenges because it's easy to justify writing stupid messes of button presses for them. but even outside the hardest songs there's a sense that the music and chart design started to move towards more defined ways that make many songs in a given few years of the game feel similar to each other. and it had a similar effect! it's a lot harder for me to point to singular songs that i think are especially fun to play in newer versions of the games for reasons aside from "well i like the way it sounds the most"

and this kind of thing was on my mind constantly playing elden ring. the game's decision to populate every mini-dungeon with battle challenges means tons of boss-type enemies literally repeat over and over or are just paired up with each other in arbitrary combinations to provide some kind of roadblock. and even the major bosses have a tendency to share all of the same traits because the developers have learned all the cheesy and scrubby methods for fighting bosses that people used in demon's souls and dark souls. so they virtually all have strong ranged attacks or gap closes, long combo strings, and openers which look similar but have different timings so you die for rolling just because you saw the startup frames. it's not like i think any of those things are horrible ideas individually, but piling them all on every single time makes almost every boss fight feel like a similar challenge of practicing reactions and slugging it out till you master everything or give up and summon instead. but for me it made the game so much more monotonous, since with only a few exceptions it was clear every time i made it to a new boss that it was going to be the same kind of process and feeling again. there's a couple bosses that really stick out from the mold, or have a kind of funny gimmick built in to let you create a different kind of setpiece, and they're by far my favorites; i feel like so many of the others are interchangeable at best, and in a few cases outright badly designed, putting a tedious challenge in a spot where the game could have built seamlessly to a climatic moment instead of just making me think "god, why did they put this jackass here?" for an hour first

i feel like kay's mentioned this a lot, "it's easy to make a hard game" and such, and particularly in that kind of fanwork world it's very clear to me why people who become deeply involved in a community like that learn the vocabulary deeply and just try to apply it again. it's hard to innovate, or express ideas more abstract than "try to do this!"...but i'm truly frustrated by all the trends i see like this which seemed aimed at delivering The Thing People Say They Like The Most at the cost of communicating ideas and feelings, or even just varying the pace and texture of a game, which i think reach far beyond even the things you've mentioned. but those are very pronounced examples because the people creating them are focused on the things that have kept them playing the game for so long, and they're aiming at a like-minded audience. i guess

that's really interesting about rhythm games, not an area i know about. i can see how you could totally get a song made to 'be a hard rhythm game song', or how difficulty could be messy rather than satisfying or whatnot.

i do think there's a degree of like levels getting inbred among communities as they all swim around in eachother's levels, but i more think that certain lazy ideas become standard because they're so much easier to design for.

it's like, playing a hard level made by a level designer is such a different experience than playing a hard level made by a person Really Good at Hard Levels lol

well, to be fair, there's also an active scene for music game mods (many of which are bootleg reconstructions of popular series), and you see both sides there too, all the way to people making stuff that is obviously physically impossible for a human to play, or stuff that is not on that level but still stupendously difficult that people use specifically to try and expand their abilities for the "real" game, but also events specifically aimed at trying to get people to make cool new songs that are fun for people to play (some of which have become popular enough to get licensed by corporate rhythm games)

but yeah, a lot of what you're saying lines up with what i was thinking about too. it's about "priorities" and i think for various reasons those kinds of precise tricks and sequences become priorities for the kinds of people who make these things very easily