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  • People are notoriously bad at predicting what will make them happy. Many of the things that they predict will make them happy have been empirically found to make them less happy. For example, the trap of choice: we will go to great expense to preserve our ability to choose until later, but we end up happiest when we choose early (or the choice is taken away from us) and commit to that choice, even often when it was not the best one.

    Farming isn't "fun". But neither is smashing your head into the same wall for 2 hours. Games need to punish the player. Doing so makes the fun parts more fun. If the game just jumped from climax to climax, it would lose all meaning.

    There are mechanics that are better than others for the purpose of punishing the player and that can be debated, but the idea that something should be removed just because it isn't "fun" or that it makes it a bad mechanic is very shallow and does not necessarily lead to a better game.

    • Good analysis, thanks for sharing your thoughts.

      I can only speak from personal experience that I didn't vibe a lot with farming vials just to give a boss another try. It kind of makes sense to balance out the amount of vials you get, but I felt it didn't add to the challenge, personally, but rather made the game more tedious and annoying at times. If I want to keep bashing my head in against a boss because I'm stubborn and don't want to let up, that should be my perogative to decide and not the game's. It feels a little like an arcade machine gating me from further playing the game because I didn't throw in another quarter.

      Don't get me wrong - Bloodborne sits in my top 3 favourite soulslikes. But I think they could have done without non-replenishing healing items and it wouldn't have made the game worse in the slightest. There are a lot of different mechanics in soulslikes that add to the challenge of the game without adding artificial scarcity to a required item that you use on the regular. For example, it makes sense that Beast Pellets are non-replenishing because they're not an integral part of the gameplay loop like healing items are unless you know what you're doing and/or are speed running the game. Same with the sugars in Sekiro.

      Didn't like it a lot in Demon's Souls either where it was a lot more of a problem to me because the levels themselves were really difficult to navigate through vs. the bosses themselves.

      In the end, the game is still fantastic. I just think a lot of players bounced off the game simply because healing needs to be farmed for.

      • It's the only one I know well. Isn't it also unique that you can heal yourself by doing damage? It stands to reason they'd look for a way to balance that mechanic with scarcer healing artifacts.

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