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Chebucto Regional Softball Club

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  3. Why are modern games obsessed with parrying? | Semi-Ramblomatic
A forum for discussing and organizing recreational softball and baseball games and leagues in the greater Halifax area.

Why are modern games obsessed with parrying? | Semi-Ramblomatic

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  • ? Guest
    I beat every boss in base game Elden Ring without parrying once, using melee only, and no ashes or player summons either (I summoned NPCs a few times if it was an NPC I liked or an interesting story, which meant summoning them for Morgott, Fire Giant, and the two gargoyles). I even got Malenia, eventually! I don't say this as a brag, because I am NOT good at these games. I say it to say that if I can do it, basically anyone can. I think it's a matter of mindset. You've got to go in psychologically prepared to fail a over and over again, and you've got to be analytical enough to figure out _why_ you failed. If you're really struggling with a boss, maybe don't even try to attack for a couple of runs, just focus on figuring out when to dodge and when you have windows. Maybe your current weapon isn't the right one for the job because it's a bit too slow to hit this boss or it does a damage type that the boss resists. Maybe you just need to go somewhere else for a bit and come back with more vigour and a better weapon. Elden Ring is really good for letting you do that. Obviously that's not going to be a process that everyone enjoys, and if someone doesn't enjoy it that's totally fair enough. It's a game, we're all just here to have fun. But the actual skill floor is one almost everyone _can_ achieve if they want to and approach it ready to experiment and learn
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    poppichew
    wrote last edited by
    #23
    I mean, I am all for failure as a whole. Cause it really is true what they say about the growth being in the action of failure. I also like tactics, but I like to have the space to think on the tactics I am enduring. I think it's cool that a game introduced that in a very action-oriented way. There seems to be a lot of creativity in the creatures as well, which I like. I will say as I get older my reaction time has lessened even worse than I'd say it originally was. I never played shooters or anything, although I had friends go ham on them. I think perhaps it might be an incongruity with what I want out of a game with swords x boss battles. The game I think of when I think of big papa boss battles is Shadow of the Colossus. Cause it's pretty much the only one I have ever played like that. I feel the game though, while exciting, is actually pretty slowly paced. Which makes it more accessible to me. Most "sword" games though, I want to play like a dumb-dumb. I wanna hack, slash, and feel all powerful. Smash everything in sight (Dynasty Warriors). I think the two clashing might also be making it difficult for me to pick it up. But I guess the third thing is that pretty much any time I have grabbed a game that is hyper popular nowadays I don't really seem to like it much. That might be an age thing too, idk. Might be a lot of things, but I generally think I might not be the audience for most AAA games. In fact, I know I am not =P!
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    • M mohab
      This reads like a crutch though and reflects part of the problem: games are being treated like products and not carefully curated, cohesive experiences, which's why its consistent inclusion everywhere is being criticized. If everyone is using the same crutch, no one should be surprised if people start complaining they're seeing the same crutch everywhere instead of interesting new ideas.
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      Guest
      wrote last edited by
      #24
      Would you say the same thing about dodging in bullet hells? What OP said is right. Parrying is an easy mechanic to give dopamine, just like dodging lots of things in bullet hells. At one point, the choice for defensive mechanism aren't infinite. We usually see armor, dodge and parry/block. Parrying is clearly popular by looking at smash successes from FromSoftware where this is a key mechanic in the games. People usually complain about parrying when it isn't clear when to parry, or parrying is inconsistent. It feels cheap. The mechanic itself isn't the issue, but how it is implemented.
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      • ? Guest
        Would you say the same thing about dodging in bullet hells? What OP said is right. Parrying is an easy mechanic to give dopamine, just like dodging lots of things in bullet hells. At one point, the choice for defensive mechanism aren't infinite. We usually see armor, dodge and parry/block. Parrying is clearly popular by looking at smash successes from FromSoftware where this is a key mechanic in the games. People usually complain about parrying when it isn't clear when to parry, or parrying is inconsistent. It feels cheap. The mechanic itself isn't the issue, but how it is implemented.
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        PlzGivHugs
        wrote last edited by
        #25
        >The mechanic itself isn't the issue, but how it is implemented. It depends on how (and where) its implemented is his point. It needs to be woven into the comvat system as it is in FromSoft, Batman, Ultrakill, or Cuphead, not tacked on because its easy or popular. Each of those uses parrying in a different way to enhance its combat. On the other hand, if you take these mechanics without the greater context or understanding of why it works, then it'll tends to stand out as bad, or remain unused. Doom Eternal is an example that immediately comes to mind. The whole game is about fast paced combat, with a plethora of new mobility mechanics, that is, until you encounter one of the enemies you need to parry. Then, the game comes to a grinding halt while you wait for the enemy to take action, so you are able to react, completely opposite the rage-fueled persona and the mobility focus of every other mechanic. Compare that to Ultrakill, where parrying isn't just a reactive way to mitigate damage, its a situational attack that allows you to keep moving and keep up your carnage. Game mechanics work best when they're cohesive. Parrying, due to its simplicity can be tacked on easily, breaking this cohesiveness if not given the same weight as the rest of the mechanics.
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        • P PlzGivHugs
          >The mechanic itself isn't the issue, but how it is implemented. It depends on how (and where) its implemented is his point. It needs to be woven into the comvat system as it is in FromSoft, Batman, Ultrakill, or Cuphead, not tacked on because its easy or popular. Each of those uses parrying in a different way to enhance its combat. On the other hand, if you take these mechanics without the greater context or understanding of why it works, then it'll tends to stand out as bad, or remain unused. Doom Eternal is an example that immediately comes to mind. The whole game is about fast paced combat, with a plethora of new mobility mechanics, that is, until you encounter one of the enemies you need to parry. Then, the game comes to a grinding halt while you wait for the enemy to take action, so you are able to react, completely opposite the rage-fueled persona and the mobility focus of every other mechanic. Compare that to Ultrakill, where parrying isn't just a reactive way to mitigate damage, its a situational attack that allows you to keep moving and keep up your carnage. Game mechanics work best when they're cohesive. Parrying, due to its simplicity can be tacked on easily, breaking this cohesiveness if not given the same weight as the rest of the mechanics.
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          Guest
          wrote last edited by
          #26
          OP's point is that parry in itself doesn't need much more around it to feel rewarding. The guy I replied to said that this is a crutch. I asked if that applied to bullet hell dodging because dodging in bullet hell is a core gameplay element and you'll be hard pressed to find people calling that mechanic a crutch. But you'll find shitty bullet hell with a terrible implementation of the mechanic. The mechanic itself isn't a crutch and has been used successfully numerous times and I fail how to see how the mechanic in itself is crutch, and not the bad implementation by some devs. Show me a great game mechanic and I can find you terrible implementation of that game mechanic.
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          • tal@lemmy.todayT tal@lemmy.today
            My summary: * Parrying has gotten very popular. * It works fairly well. * Not everyone wants to play a game that relies on responding to cues. * It doesn't give a feel of being able to control combat. * Overuse of one mechanic can make it unappealing.
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            rvtv95xbeo@sh.itjust.works
            wrote last edited by
            #27
            >Not everyone wants to play a game that relies on responding to cues. >Overuse of one mechanic can make it unappealing. I feel the same about games that rely on reactions during cutscenes or climbing. On the one hand having to be on edge all the time is annoying, but on the other, the absence of interaction can hamper suspense. For example, I've been playing Horizon Forbidden West lately - There's a lot of climbing, and the devs love to throw a mid-climb "post you're hanging on starts to fall" gag, but with no reaction mechanic, it's pretty much always harmless and kinda feels "why bother"
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            • ? Guest
              OP's point is that parry in itself doesn't need much more around it to feel rewarding. The guy I replied to said that this is a crutch. I asked if that applied to bullet hell dodging because dodging in bullet hell is a core gameplay element and you'll be hard pressed to find people calling that mechanic a crutch. But you'll find shitty bullet hell with a terrible implementation of the mechanic. The mechanic itself isn't a crutch and has been used successfully numerous times and I fail how to see how the mechanic in itself is crutch, and not the bad implementation by some devs. Show me a great game mechanic and I can find you terrible implementation of that game mechanic.
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              PlzGivHugs
              wrote last edited by
              #28
              Its a crutch because its used to hold the game up, rather than the game supporting its own weight. In your bullet hell example, dodging isn't a crutch, it's the foundational mechanic. A better example would be a slot machine system (something that is near-inherently engaging) being added to a bullet hell game, not because it fits but because its fun and helps distract from the fact that they haven't put any effort into the core gameplay. The mechanic isn't a crutch, its inclusion as a tacked-on addition is.
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              • ? Guest
                If you ask me, if done correctly it's very satisfying when parying, feels like a rhythm game.
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                evotech@lemmy.world
                wrote last edited by
                #29
                I agree.. It's very rewarding
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                • T themoken@startrek.website
                  I had to give up on Soulslike games. It's not that I *can't* do it, it's that every boss makes me feel frustrated for 30 mins to an hour and I'm cursing a blue streak, pissed off when I'm supposed to be having fun. Not worth it to me or my blood pressure.
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                  Guest
                  wrote last edited by
                  #30
                  I've tried a couple soulslikes and I think I could get into them but it seems like they need a decent chunk of time dedicated to them before you can have any fun. I did enjoy a more stripped down version that I found in Titan Souls though-- it's a boss rush game with simple and tight mechanics, so you can jump in and try a boss or two without any other lead up. https://youtu.be/afIZ1AS7BAY?t=111
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                  • P PlzGivHugs
                    Its a crutch because its used to hold the game up, rather than the game supporting its own weight. In your bullet hell example, dodging isn't a crutch, it's the foundational mechanic. A better example would be a slot machine system (something that is near-inherently engaging) being added to a bullet hell game, not because it fits but because its fun and helps distract from the fact that they haven't put any effort into the core gameplay. The mechanic isn't a crutch, its inclusion as a tacked-on addition is.
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                    Guest
                    wrote last edited by
                    #31
                    Then it can be said about any mechanic, isn't it? In Soulslike, parry is part of the core mechanics. When Balatro exploded, a ton of copy cats tried to get in on the action. It happens all the time. Why is parrying any different?
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                    • M mohab
                      Didn't Furi do this in 2016? I'd be surprised if it was the first game to tie parrying to health gain either. In the slew of action games that came out in the PS2 era, someone must've done it.
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                      Guest
                      wrote last edited by
                      #32
                      Pretty sure this kind of game mechanic (expose yourself to an enemy attack for a skill check that regains health) can be traced back at least to the Dodgeball DLC for Outside™. Game mechanics are like TV tropes, they echo what came before them, almost without exception
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                      • ? Guest
                        Then it can be said about any mechanic, isn't it? In Soulslike, parry is part of the core mechanics. When Balatro exploded, a ton of copy cats tried to get in on the action. It happens all the time. Why is parrying any different?
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                        PlzGivHugs
                        wrote last edited by
                        #33
                        Using your clones example, the Slay the Spire "clones" that give roguelike deckbuilders a bad name aren't Inscryption or Monster Train or Balatro. Its things like Across the Obelisk and Wildfrost, that are good, but fail to capture what makes others great, and the numerous low-effort copies you've likely never heard of that viewed it as an easy way to make a good game without understanding it. Its not that Roguelike Deckbuilders are bad, obviously, its that lazy, or thoughtless use of the mechanics that is. A game isn't one mechanic, and trying to treat it as such just results in a messy or bad game.
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                        • P PlzGivHugs
                          Using your clones example, the Slay the Spire "clones" that give roguelike deckbuilders a bad name aren't Inscryption or Monster Train or Balatro. Its things like Across the Obelisk and Wildfrost, that are good, but fail to capture what makes others great, and the numerous low-effort copies you've likely never heard of that viewed it as an easy way to make a good game without understanding it. Its not that Roguelike Deckbuilders are bad, obviously, its that lazy, or thoughtless use of the mechanics that is. A game isn't one mechanic, and trying to treat it as such just results in a messy or bad game.
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                          jakeroxs@sh.itjust.works
                          wrote last edited by
                          #34
                          Whoa AtO catching strays? I enjoy it a lot, particularly great that it's multiplayer
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                          • T themoken@startrek.website
                            I had to give up on Soulslike games. It's not that I *can't* do it, it's that every boss makes me feel frustrated for 30 mins to an hour and I'm cursing a blue streak, pissed off when I'm supposed to be having fun. Not worth it to me or my blood pressure.
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                            jakeroxs@sh.itjust.works
                            wrote last edited by
                            #35
                            It's funny, I think soulslike games gave me a lot more patience and endurance, I remember several times fighting a boss for an hour+ over and over until I "get it" then when you finally win... The victory feels sooooo earned.
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                            • T themoken@startrek.website
                              I had to give up on Soulslike games. It's not that I *can't* do it, it's that every boss makes me feel frustrated for 30 mins to an hour and I'm cursing a blue streak, pissed off when I'm supposed to be having fun. Not worth it to me or my blood pressure.
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                              bob_lemon@feddit.org
                              wrote last edited by
                              #36
                              That's a fine take. If you realize you're not having fun, there's no shame in stopping. For me, the dopamine rush of finally killing a boss after several attempts is worth it. Although the number of attempts I'm willing to put in is quite limited (~15), and I have quit several games after hitting a road block.
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                              • E Ephera
                                I think, part of it is also that it's a rather isolated feature which is fun on its own. You don't need multiple systems working together to make parrying fun. Instead, you just react in the right moment and there's your endorphins. Pretty much the hardest part about implementing it, is to make enemy attacks readable, which you likely need for dodge rolls, too. And then especially for AAA titles, which can't afford to experiment much, such an isolated feature is just a no-brainer to include.
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                                redredme@lemmy.world
                                wrote last edited by
                                #37
                                No no no no. No. You ever played DOOM? And i dont mean the recent incarnations, i mean the original one. No Parry. Only damage and more damage. And lots of endorfines. BFE. I hate parrying.
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                                • J jakeroxs@sh.itjust.works
                                  Whoa AtO catching strays? I enjoy it a lot, particularly great that it's multiplayer
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                                  PlzGivHugs
                                  wrote last edited by
                                  #38
                                  It is a fun game - I bought it and have put a dozen hours or so into it, but it also really doesn't capture the brilliance of Slay the Spire or the other more influential roguelike deckbuilders. In particular, a lot of it feels either clunky or repetitive. It *is* a good game, but *just* good rather than amazing.
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                                  • ? Guest
                                    This is a timely addition to the recent discussion on this comm
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                                    Guest
                                    wrote last edited by
                                    #39
                                    I like how it's used in the new Indiana Jones game. You can approach fights like a hack-n-slash and just wail on people, but occasionally they dodge or parry, and you need to react. But fights aren't about waiting to parry like Jason Bourne, it's just a useful ability.
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                                    • R redredme@lemmy.world
                                      No no no no. No. You ever played DOOM? And i dont mean the recent incarnations, i mean the original one. No Parry. Only damage and more damage. And lots of endorfines. BFE. I hate parrying.
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                                      Guest
                                      wrote last edited by
                                      #40
                                      I'm inclined to agree on the latest release, but Doom 2016 is fucking amazing.
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                                      • ? Guest
                                        The guy who made the video (Ben Croshaw) is a long time game journalist. I often prefer written things over videos as well but he's not padding his run time with a story about his grandma before he gets to the recipe or anything like that. The above bullet points get to the gist of the content but the rest of the video has examples and deeper explanations
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                                        Guest
                                        wrote last edited by
                                        #41
                                        Semi-Ramblomatic is also his long-form content. Fully Ramblomatic, which used to run as Zero Punctuation, is even more concise.
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                                        • ? Guest
                                          Semi-Ramblomatic is also his long-form content. Fully Ramblomatic, which used to run as Zero Punctuation, is even more concise.
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                                          Guest
                                          wrote last edited by
                                          #42
                                          Glad to see second wind is doing so well. I haven't been back to the escapist since the exodus.
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