If most players can’t beat it, is Souls-like difficulty actually good design?
I get it—part of the problem is me. I’m not good enough yet.
But at the same time, game design-wise, if only a small percentage of players can realistically progress, doesn’t that normally lead to player drop-off?
In most games, if difficulty is tuned so that only highly skilled or “hardcore” players can get through, it’s considered bad balance because it pushes players away.
But Souls-like games seem to do exactly that—and instead of being criticized, they’re praised for it.
So where’s the line?
Is this actually good design that creates mastery and long-term engagement?
Or is it just a genre where players accept frustration because that’s what they signed up for?