Dying to Win - Death as a Gameplay Mechanic
If you’ve been playing games for any period of time, you’ve likely died a lot. You’ve thrown yourself against the video game meat grinder and come out the other side. There are games almost built around the idea of death as a crucial part of the game and players treat their completion like a badge of honor. Dark Souls: Prepare to Die, Rogue Legacy, and so many more take death and turn it from an inconvenience into a mechanic. But on the other side you have games like Super Meat Boy or Bioshock, which do their best to make death as little of an inconvenience as possible, and making it a fun part of the game.
Dark Souls Without Difficulty
I love the Souls series. Over the years I’ve put a lot of hours into them and died a countless number of times, mostly by rolling off of cliffs. There is a lot to be praised about the game and the design, but somehow the conversation always centers on how difficult it is and how much you’ll die. It speaks to a certain attitude within the gaming community that praises “hardcore” games and decries “casual gamers.” Difficulty is king to many people and for that reason, the Souls series is frequently praised. If you can’t handle it, you just need to “get good” and deal with it. But what if you had to convince someone to play Dark Souls without ever mentioning its difficulty? How would that change our conversation about the game?