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	Comments on: Can a video game without “stress” be entertaining? Users discuss tendency towards eliminating stress from games 	</title>
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	<lastBuildDate>Wed, 13 Mar 2024 05:05:28 +0000</lastBuildDate>
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		By: John C		</title>
		<link>https://automaton-media.com/en/news/can-a-video-game-without-stress-be-entertaining-users-discuss/#comment-1900</link>

		<dc:creator><![CDATA[John C]]></dc:creator>
		<pubDate>Wed, 13 Mar 2024 05:05:28 +0000</pubDate>
		<guid isPermaLink="false">https://automaton-media.com/en/?p=28400#comment-1900</guid>

					<description><![CDATA[I think the problem is mainly UI, Quests and a lack of understanding the Game Design itself. For example i would say Code Vein suffers from UI, Level Design and even Gameplay issues as a whole, but it does not make the game fun in comparison to say Souls, Nioh or even Strangers Of Paradise. The reason is because 

1. Code Vein&#039;s UI is confusing in the inventory screen for weapons, passives skills, and the tutorial throws so much at the player in the very beginning than over the span of the game(Xenoblade Chronicles) to help build the player into the game itself. This is too much stress for anyone especially veterans and newcomers. 
2. The level design is linear corridors that feel the same where you can easily get lost and not know where to go and what to do, even the map&#039;s are not really the best on knowing elevation of high and low. 
3. attacks with Swords and Hammer are sluggish where it hurts the player who is doing their best. 

This is what i would say is the main issue players talk about when it comes to difficulty where you can not progress because the game does not teach you how to progress and sometimes it may feel like the design is working against the player than slowly getting the player to progress on their own indirectly to get to where they need to go.

An example of this is Fromsoft Games, Koei Tecmo&#039;s Stranger Of Paradise are the opposite. The controls are easily understandable, Attacks are not sluggish animations, the UI&#039;s are simple enough to understand, while there is complex things like I-Frames, Abilities and Classes, Builds, most players can grasp enough of the basics to get through those games and realize it&#039;s about using a different strategy than just using the same one, which makes sense considering that they are beatable, but you have to try new tactics than spamming the same attacks. Which is great level design as a whole as it teaches the player that once they know the basics, it&#039;s all about using their abilities differently according to each boss and level. It&#039;s stressful at first but they feel like they can beat it, and once they overcome it becomes easy and even thrilling because then the player has mastered the game and it becomes second nature and the Game Design helps mold the player into becoming really good at these games and become a fan of the games. 

All games have some sort of stress or tension, but making it possible for the player to overcome it and making them feel like they almost have it, or it&#039;s possible is the key thing that makes them wish to overcome trials than to complain and tell developers to lower the difficulty. A badly planned game design will make players complain about difficulty, a great game design will always make players happy with difficulty whether it&#039;s made intentionally hard(Souls, Nioh, SMT etc) or easy(Mario, Zelda,Persona etc) or just having a lot of depth to the mechanics like Xenoblade Chronicles it&#039;s absolutely possible to make a game users can feel like they can get through.]]></description>
			<content:encoded><![CDATA[<p>I think the problem is mainly UI, Quests and a lack of understanding the Game Design itself. For example i would say Code Vein suffers from UI, Level Design and even Gameplay issues as a whole, but it does not make the game fun in comparison to say Souls, Nioh or even Strangers Of Paradise. The reason is because </p>
<p>1. Code Vein&#8217;s UI is confusing in the inventory screen for weapons, passives skills, and the tutorial throws so much at the player in the very beginning than over the span of the game(Xenoblade Chronicles) to help build the player into the game itself. This is too much stress for anyone especially veterans and newcomers.<br />
2. The level design is linear corridors that feel the same where you can easily get lost and not know where to go and what to do, even the map&#8217;s are not really the best on knowing elevation of high and low.<br />
3. attacks with Swords and Hammer are sluggish where it hurts the player who is doing their best. </p>
<p>This is what i would say is the main issue players talk about when it comes to difficulty where you can not progress because the game does not teach you how to progress and sometimes it may feel like the design is working against the player than slowly getting the player to progress on their own indirectly to get to where they need to go.</p>
<p>An example of this is Fromsoft Games, Koei Tecmo&#8217;s Stranger Of Paradise are the opposite. The controls are easily understandable, Attacks are not sluggish animations, the UI&#8217;s are simple enough to understand, while there is complex things like I-Frames, Abilities and Classes, Builds, most players can grasp enough of the basics to get through those games and realize it&#8217;s about using a different strategy than just using the same one, which makes sense considering that they are beatable, but you have to try new tactics than spamming the same attacks. Which is great level design as a whole as it teaches the player that once they know the basics, it&#8217;s all about using their abilities differently according to each boss and level. It&#8217;s stressful at first but they feel like they can beat it, and once they overcome it becomes easy and even thrilling because then the player has mastered the game and it becomes second nature and the Game Design helps mold the player into becoming really good at these games and become a fan of the games. </p>
<p>All games have some sort of stress or tension, but making it possible for the player to overcome it and making them feel like they almost have it, or it&#8217;s possible is the key thing that makes them wish to overcome trials than to complain and tell developers to lower the difficulty. A badly planned game design will make players complain about difficulty, a great game design will always make players happy with difficulty whether it&#8217;s made intentionally hard(Souls, Nioh, SMT etc) or easy(Mario, Zelda,Persona etc) or just having a lot of depth to the mechanics like Xenoblade Chronicles it&#8217;s absolutely possible to make a game users can feel like they can get through.</p>
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