this post was submitted on 29 Nov 2023
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[–] ILikeBoobies@lemmy.ca 1 points 10 months ago (1 children)

Wouldn’t a stream of new enemies lean more into that core gameplay loop because you’re constantly learning rather than only when you first played?

[–] conciselyverbose@kbin.social 1 points 10 months ago* (last edited 10 months ago) (1 children)

Absolutely not.

Games as a service has never once resulted in high quality, well designed and polished content. The incentives are too broken. It is not capable of doing so. The model inherently removes the time required to do the bare minimum.

If every frame isn't carefully considered, it is not a souls like. The entire definition of the genre is built around deliberately approaching enemies that are extremely polished mechanically. There are some cases where the windows to act are small, but if you're frame perfect, you will always win. Games as a service effectively guarantees that there isn't time to ensure that consistent behavior, making it something entirely different.

[–] ILikeBoobies@lemmy.ca 1 points 10 months ago (1 children)

People seem to like them

Insert any MMO

LoL/DOTA

Apex Legends

Fortnite

Your definition of “game has to be good to be in this genre” doesn’t hold water

[–] conciselyverbose@kbin.social 1 points 10 months ago (1 children)

The defining trait of the genre is polished, deliberate combat.

Without that it's just a generic ARPG.

[–] ILikeBoobies@lemmy.ca 1 points 10 months ago (1 children)

Yes ARPG is how the industry refers to Soulslike

[–] conciselyverbose@kbin.social 1 points 10 months ago (1 children)

They very clearly are ARPGs. Not all ARPGs are Diablo clones with isometric graphics and big showy splash damage.

What distinguishes souls-likes from other ARPGs with similar gear and stat mechanics is the fact that your skill level is a core element of progression. Carefully designed enemies define a souls like. Calling a game without them a souls like is like calling a game without realistic physics a racing sim. It doesn't matter what the developer's intent is. If your physics are arcade-y, you're not a racing sim. You're just a racing game.

[–] ILikeBoobies@lemmy.ca 1 points 10 months ago* (last edited 10 months ago) (1 children)

You don’t sound like you are coming from a developer background

If I pitch a game as an ARPG people are going to assume a soulslike - simple combat where you wait for an attack then parry/dodge and hit back then repeat until the fight is over

All that matters is the developer’s intent

In your example it is still a racing sim, just a bad one

[–] conciselyverbose@kbin.social 1 points 10 months ago (1 children)

I am, and you're wrong.

Developers can say anything they want. Genre is defined exclusively by players and how they experience the end result. Players label games.

If a developer makes Doom and calls it a JRPG, they're wrong regardless of what their design goals were.

[–] ILikeBoobies@lemmy.ca 1 points 10 months ago* (last edited 10 months ago) (1 children)

It’s just a bad jrpg

Developers are the ones marketing it

[–] conciselyverbose@kbin.social 1 points 10 months ago (1 children)

Marketing has literally zero impact on what genre a game is.

Literally nothing but the gameplay can ever, under any circumstance, contribute to the discussion of what genre a game is.

[–] ILikeBoobies@lemmy.ca 1 points 10 months ago (1 children)

You’ve never read the description on steam or seen an ad for a game that tells you what kind of game it is?

[–] conciselyverbose@kbin.social 1 points 10 months ago (1 children)

Of course I have. They just don't have any bearing in any context on what actual genre it is.

[–] ILikeBoobies@lemmy.ca 1 points 10 months ago

Well good luck with your future pitches when you open up by saying the public is going to decide your genre