

Would an easy mode disrupt the nature of invasions, since they can be some of the most challenging encounters you face in the game? If not, would it truly be an easy mode? Already there's a covenant system in place which impacts how online play works in Dark Souls III. But invasions are a reality that most players will have to deal with at some point unless you play offline. There are other problems with the idea as well. (In fact, I'm pretty sure there are more games with difficulty sliders than there are like Dark Souls.) The real problem is that changing the nature of a game in order to appeal to outsiders can have an insidious effect on the existing fan base. There are tons of very easy games, or games with scaling difficulty. This notion that a game with an established fan base and an established way of doing things should change to appeal to other fans. This is something we see too often in video games. Certainly betraying fundamental parts of a game's design merely to appeal to those who aren't "hardcore" makes little sense. Not every game should cater to as wide an audience as possible.

Dark souls iii has stopped working series#
Indeed, simply the act of summoning players and NPCs is effectively an "easy mode" in and of itself, making tough fights much easier.Īll the tools for an "easy mode" already exist within Dark Souls III.Īdding one to attempt to cater to non-fans of the series makes little sense. Certain covenants give you a better chance of getting help from other players online, as well. Generally playing classes with access to magic early on makes the game a little less brutal. But there's already ways to make the game easier for players who don't want such a punishing experience. Compared to games of the past- Battletoads and Star Fox and various other old school titles-the Souls games are actually quite forgiving.Īdding an "easy mode" would betray the core philosophy of the series, and it would give players a way to "cheat" in some sense. The very structure of the game is designed to allow players to fail and then learn from their mistakes. In other words, these are games designed with reasonable challenge in mind. "So when I show concern to the development team members, that’s why the term I use is unreasonable – basically, we don’t want to go too far. “When you think about it, the difficulty in the Dark Souls franchise so far has been something that players have eventually been able to overcome," Miyazaki said in an interview with VG24/7 last month. So long as the challenge is worthwhile, at least, Miyazaki believes it creates a sense of accomplishment and satisfaction if, on the other hand, the difficulty is not satisfying, it should be removed. "As a matter of fact, I am aiming at giving players sense of accomplishment in the use of difficulty." "I personally want my games to be described as satisfying rather than difficult," he told Metro in 2012. Franchise creator Hidetaka Miyazaki has explained that for him, the purpose of challenge is to create a sense of satisfaction in players.
