Pain For Fun: Using games to explore the thrill of suffering
“I'm going to try and convince you to put more suffering in your games," Bennett Foddy told an audience of independent developers at this year's IndieCade festival.
Want to read more? The complete feature, also including Dear Esther's Dan Pinchbeck, can be found in issue 3 of GameQ Magazine - now available for free on iPad, Android tablets, and the GameFly digital client.
See the complete feature in GameQ magazine
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Andrew Yoon posted a new article, Pain For Fun: Using games to explore the thrill of suffering.
“I'm going to try and convince you to put more suffering in your games," Bennett Foddy told an audience of independent developers at this year's IndieCade festival.-
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Actually I'd say you're missing out on a lot. Dark Souls punishes mistakes, usually by the high amount of damage that enemies deal to you. It forces you to be consistently good at combat to win. I don't think the difficulty is ever "cheap" or "unfair" though.
It's not the pain of dying that makes the game enjoyable, it's the sense of accomplishment when you win - you MUST get better at the game to beat the bosses consistently as your timing on attacks and dodges improves, etc. I think that's more than most games with heavily scripted events and gimmick bosses can ever say.
Also the lore is good.
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