Games, more than any other form of entertainment, offer skill challenges. As they've become more popular they've gotten better about offering spectacle also. Some people play games mostly for skill mastery, others play games mostly for spectacle. This is a more nuanced distinction than "hardcore" vs "casual" - which fails to capture skill mastery extremists who are barely even gamers because they only play one game, or spectacle extremists who could hardly be called casual because they make gaming their entire life.
Most people care about both, but may care more about one side or another. Some games cater to one side or the other, and some games, like Hollow Knight and Silksong, achieve excellence at both.
I haven't actually played HK yet, and I don't normally play Souls-likes, but I did finally start playing Elden Ring about two months ago.
Yes, I've had times where I'm cursing out loud because I've been trying to beat a boss for three hours without success, sometimes dying with the boss only needing one more hit to die, and I'm frustrated with myself because knowing he only needed to get hit one more time started making me greedy with my attacks, and so I take big hits to the face and don't back off to heal.
But what makes them fun is the dopamine rush when I finally succeed. A couple times, it felt damn near orgasmic. I've been playing video games for probably around 35 years and nothing felt as good as when I finally downed Morgott.
> movement is so finely tuned and so precise that I know deep in my bones that any hit or death is entirely on me. Of course, that in turn makes tangible improvement extremely visible. You go into a boss fight and die, and then you die again, and then again. Each time you get a bit further, and do a few more hits. And slowly, finally, painfully, you come out on top victorious
This is so wrong it hurts. You'd be amazed at how often "I will save you $X, guaranteed, or your money back" is a non-starter when selling to companies.
I've spent a career very slowly gaining respect for enterprise sales people - going from "Ugh, sales people are all snakeoil salesmen" to "I can't believe what they do is even possible, much less regularly done" over about 20 years.
Selling software to large organizations involves finding a champion within the org, then figuring out the power structure within the org via an impressive sort of kremlinology. You have to figure out who loves your product in the org, who hates it, who can make the buying decision, whose approval is needed, who's handling the details of the contract, and so on. You need to understand the constellation of people across engineering, procurement, legal, leadership, and finance – and then understand the incentive structures for each.
Then you have to actually operate this whole complex political machine to get them to buy something. Even if it's self-evidently in the interest of the whole organization to do so, it's not an easy thing to do.
Anyway, all that to say: "b2b sales are easy" is... naive... to say the least.
Anyways, I've often thought about Super Smash Bros. (particularly, Melee) as a prime example of that idea.
Among 2D platformers in general, I think the medal for best movement feel goes to the Fancy Pants Adventure series. (You can still play it online on sites that have Flash replacements, start with the 4th game because it has everything.) But that's a deliberately easy game, you just run through the levels and have fun.
Among difficult precision platformers, I'd say the N/N+/N++ series has the best movement. (The first game is also still playable online.) Be careful, this one is like a drug, it has a huge number of levels and it's really hard to stop playing.
I think this is an overstatement. I've put about 16 hours into Silksong so far, I've pretty much completed around 8-10 zones or so, unlocked most of the abilities and stuff.
I don't think Silksong is that much more difficult than HK. Honestly it's been so long since I played HK that I'm not even sure it's more difficult at all but it probably is. If you went to Hunter's March as soon as you found it you probably had a bad time but going in there later on was honestly pretty easy. And aside from that and maybe a couple other spots it's been fairly alright in terms of difficulty IMO.
Everything so far has felt achievable and reasonable to me, having played HK, Dark Souls, Elden Ring and other similar games I don't think Silksong is significantly more difficult than any of those - yet.
Maybe it gets crazy later on, but that wasn't the claim in the article. The article claims you can hardly access anything without extreme effort and I don't think that's true at all.
At the surface I had a similar experience to what the author describes. The movement feels good to me (until it doesn't), the game is appealing in style and gameplay concept, and I die frequently.
But unlike them I dropped it after throwing myself at the exact boss they mention.
Not because I think the game is actually hard at this point (it seems quite early in the game), but because I don't think the game actually respects my time. Something they don't seem to have an issue with.
They mention that they died over 30 times to the boss, and how it never felt unfair to them. And while I do not fully share this sentiment, I do not actually mind that part either. The difficulty of learning a boss is part of the game.
What surprises me is the not really mentioned part, that these 30 deaths (if I were to take them) take up 1-2 hours of my time.
And you might be thinking, 2-4 minute boss fight? Seems reasonable? To which I say, this person focuses so much on movement and dying to random stage hazards because at least 70% of that total time is spent getting back to the boss to begin with, a 1-2 minute run of the same segment of game, each attempt!
That's right, I spend more time running to the boss, than actually fighting it, because it turns out that you make mistakes when you do something repeatedly, even if it is just getting to the boss. I wish I could learn the boss and "get gud", but the game just won't let me without wasting my time.
Part of that is a skill issue on my part of course, but for this very segment at least, you just start to see all the little hazards the devs have placed on the optimal path, to trip you up if you ever lose focus for a second. For a part of the game you have already done, and are not actually concerned with at that very moment.
At least for me this got tedious very quickly. And supposedly this actually gets worse in later parts of the game.
At some point you start to wonder, "is the game punishing me by making me traverse the game world before fighting the boss again?" And this thought starts to infect the regular gameplay, were you are supposed to willingly explore the game world, you know, the core of a Metroidvania.
At the end I just asked myself "why am I willingly playing a punishment?"
The author even seems to have vaguely similar thoughts here, they say themselves that they are sometimes not having fun with this core part of the game. Isn't that worrying from a game design perspective?
Anyway, I think that's enough ranting, sorry for not concluding this thought.
In theory, it's just the game for me: indie, charming graphics, technically well done. What's not to like?
In practice, it felt too difficult, too much work, too repetitive, and simply unfun to me.
edit: interesting, downvotes for expressing an opinion directly related to sentences in the article (how difficult games are enjoyable somehow to some people; the article is all about difficulty and enjoyment regardless!). Is this the famed respectful and intellectually stimulating discourse of HN? Guys (and gals) please realize I'm not saying you are wrong to like Hollow Knight or Silksong, just adding a data point to the fact some of us don't like punishingly difficult games.