• Comment105@lemm.ee
    link
    fedilink
    arrow-up
    35
    arrow-down
    1
    ·
    edit-2
    12 days ago

    That describes the start, a bit hyperbolic but accurate.

    The whole experience is more like “the zombies are always hard to kill, but you can get good at killing them” vs “the zombies are hard to kill, then you get gear or whatever, then the zombies are easy to kill”.

    • davidgro@lemmy.world
      link
      fedilink
      arrow-up
      18
      ·
      12 days ago

      Which one is “The zombies scale as your character does, so the longer you play the harder they are to kill”?

    • Valmond@lemmy.world
      link
      fedilink
      arrow-up
      5
      ·
      12 days ago

      We used to call them twitch games IIRC.

      Like you need good reactions. But I guess dancing & rhythm games fall under that too.

      The other would have been “RPG” or RPG Elements, which meant your helicopter could “upgrade” its weapons, hull, manuverability etc. for xp/gold/cash/…

      • Korhaka@sopuli.xyz
        link
        fedilink
        English
        arrow-up
        4
        ·
        edit-2
        12 days ago

        Not all hard games (or ones that can be hard based on settings) are about twitch reflexes though, sometimes slower strategic processes are involved and how rapidly you can click doesn’t really matter so much as how much you can plan ahead.

        • Comment105@lemm.ee
          link
          fedilink
          arrow-up
          3
          ·
          12 days ago

          Yeah, I didn’t like how they claimed they’re all twitch games either.

          Timing is usually a factor, but it’s not like they’re all fast paced. In my opinion shit like Dark Souls is pretty slow paced a lot of the time.

          • Korhaka@sopuli.xyz
            link
            fedilink
            English
            arrow-up
            2
            ·
            12 days ago

            I was thinking something like Factorio or Rimworld that can be a very slow paced difficulty without using bullet sponges.

            Defeat could be the result of hours of just barely clinging on and finally collapse. Rimworld lets you reload or change difficulty, Factorio usually you get a decent enough idea fairly early on as to how hard it will be and if you are going to struggle then that is clear within the first 20 minutes or so of a game. Generally neither game lets you get 12 hours in easily and then you are stuck at an impossible wall outside of big mods or some very custom settings.