aenemic said:
I wrote a long-ass text, but this damn site lost it when I tried previewing the post.
That's a bummer. That's why I almost always CTRL+C my posts when the site seems to be taking "longer than usual" to either post my reply or show me a preview. I don't want the time and effort put into some posts to go to waste, and many times an argument is formed or worded entirely based on the moment you write it down, so losing that first edition is something you sometimes can't retrieve.
But I think you misinterpreted my post. To begin with, "wrong" analogy was part of the token phrase I felt tempted to use, but I also stated I was going to "opt out of". It was a poor analogy (not a "wrong" one) because you were addressing a point that had been previously refuted.
The issue I take with your assertion that "the vast majority of the Souls player base" considering it challenging is that, unlike
Demon's Souls, which STRICTLY targeted its core audience,
Dark Souls took many measures to reach "a broader audience", which has long been established as one of the major banes of the games industry. Seeking more players by rendering titles more and more generic, instead of producing higher quality titles at the cost of targeting a smaller, but far more dedicated, audience. Sure, the majority of DkS players think it's challenging, but the majority of DS players who migrated to DkS are the only players I'd consider that "count". The players to whom the game "belonged to", in a sense. They found a game lacking in many of the qualities that they admired in the first title, and many returned to the first in response. DkS and DS have a very similar relationship to FO2 and FO3, in that players who started with the first didn't like the followup, while players introduced to the series from the later installment thought that it was "better", and that mindset curiously didn't change, even when they played the originals, later. I'm not saying DkS is a shitty game, as I've specified before I think it's a fine game, but it's just not NEARLY as good of a game compared to its predecessor (a very important qualifying statement). It's still the lesser game compared to the first, so I don't like seeing casual gamers pick it up, find it "hard", and then use their numbers as a cause to tell me that the game truly is difficult. Harder than the average game, but several steps down in difficulty compared to
Demon's Souls. Several.
I got that you were largely agreeing with my original point, but that's irrelevant to how I address a point. I target the parts I DON'T agree with, whatever the reason may be, regardless of how much of the post I side with. You stressed that under certain circumstances, bigger HP pools can contribute to an enemy's deadliness, and I structured my point to address that, because I disagreed. As one variable on its own, I don't consider "more HP" to EVER increase difficulty or enemy threat, because if the other variables are what cause it to present that threat, then they're what deserve all the credit. In scientific terms, you'd call the HP pool "the control". Controls aren't what tests are designed to target, they're used to uncover the acting agents that cause some kind of reaction.
But in the case of Souls games, I don't think there IS any other kind of variable that can contribute to difficulty outside of randomizing AI patterns. If you perfect the technique to parry/riposte 3 separate combos of a Black Knight's move set, and that Black Knight instead utilizes 2 other combos, throwing you off, then using 1 of the 3 you're adept at countering, you'll be out of stamina or perhaps even low on health, so you won't be ready to instantly kill that "tough" enemy, and that's entirely due to a small level of randomization in its attack patterns. No amount of damage or health boosts would make it more difficult if you could parry/riposte every combo it would throw at you. Variety is the only thing it has to maintain its threat level.
But the major point of this whole discussion was to underline that increased HP WILL NOT increase difficulty, not what WOULD increase difficulty. What works in the Souls series to provide added challenge doesn't apply to FONV, unfortunately. There are no bottomless pits, and boss encounters can be talked down provided you have enough points in certain skills. They're 2 entirely different kinds of RPG, so I'm not going to assert that "randomizing attack patterns" will help address FONV's lackluster difficulty. I recognize far too many engine issues, that I personally couldn't say WHAT would add to the game's difficulty. Consequences definitely need to have stronger impacts (for example, "Oooooooh, -1 ST, big whoop..." Well maybe -3 will get your attention!) and various mods have addressed this. I keep "making plans" to mod my FONV to what I'd like to call "perfection", but I've yet to actually undertake this, but perhaps a certain combination of mods HAS addressed the game's difficulty? Unfortunately, until I actually undertake that endeavor, I wouldn't know. =/