• Zizzy@lemmy.blahaj.zone
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    1 day ago

    idk i think its a bad analogy. Its more like calling all rts games starcraft or something. They can be thematically different and even play very differently but the underlying structure is the same. And its not unreasonable when talking with someone who isnt knowledgable to start with something similar and if they care to hear more to explain the differences and if they dont then the conversation can end

      • 5318008@lemmy.ml
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        22 hours ago

        I thought the defining feature of “Souls-like” games was more about the difficulty of said hacking and slashing, and heavy punishment for mistakes.

        • moakley@lemmy.world
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          22 hours ago

          But it also has to have tight controls. Failure has to be the player’s fault. That’s the defining characteristic.

          • jtrek@startrek.website
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            16 hours ago

            Failure has to be the player’s fault.

            I was going to say “they have to have low random factors” but I realized that’s the same thing. Dying to a random crit in a souls-like would be infuriating