Numbers isn't hard. It's just tedious.
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I read tedious as tendies lol
If they were tendies, anon would prefer numbers instead of mechanics. 😎
Yeah but having discipline to grind and find an efficient grind method can be hard.
Some games like runescape are mechanically easy but number hard because the difference between optimal path and suboptimal is one of "never getting this within realistic time frame" which essentially is equivalent to a mechanic defeat.
I feel like anon could’ve researched this online ahead of time
Yeah, nobody should ask clerks about their product anymore, that time is over. Most chains don't give a fuck about returning happy customers.
They also don't pay the clerks enough to give a shit.
I've also noticed a generational difference in the 20-some years I've been in the workforce.
Millennials and Gen X were/are given shit wages too, but still gave a fuck because their Boomer parents sold them on the lie that you will get recognized for your efforts if you just work hard enough (because it was true for them up until the Reagan era). I'm a Millennial and even to this day I notice that I put more effort into doing my job the way I'm supposed to compared to my younger coworkers, even though I know now that I'm being exploited. I can't help it; it's in my programming.
Gen Z, on the other hand, was born into a world where everything already went to shit decades ago, raised by jaded parents who didn't sell them on the same lie because it was never true for them. So they don't give a fuck because they were never programmed to believe that hard work will result in higher income.
Asking a store clerk to know intricate details of every one of their products is an insane ask regardless of how much you pay them.
Holy shit I never heard of this before but totally get why I love Valheim. It's actually got some mechanics and not only numbers!!
Edit: clarifying not just mechanics but a mix.
Valheim is absolutely numbers. Every fucking thing you do in that game is determined by your skill level in said thing. Running, attacking, crafting, even sleeping. It's all fucking numbers.
In a market plagued by generic survival crafting games, valheims devs wondered "what if we were the most generic of all?"
In a quick comparison Valheim vs Terraria. Terraria is numbers not mechanics.
I've challenged myself to kill mobs way before I was supposed to in epic souls-like battle and succeeded. There were even streamers trying to clear the game in "reverse" boss order.
Can't pull that in most games.
Dude, Valheim and Terraria are both numbers. Don't think there's a single survival crafting game that isn't numbers. Your not beating any of the late game bosses in starter armor, even existing in the areas they reside requires bigger numbers. Not so say their aren't mechanics, but they both rely on enemies getting spongier to force you to make your gear (numbers) better. Basically if you can use gear to brute force a solution, it's numbers.
Ninja Garden is mechanics. Shooters are mechanics. Furi is mechanics. Your power level stays more or less the same, the enemies change but don't really get tankier, but they force new/different tactics. If you get upgrades it's mostly to bypass older enemies which you've already mowed down dozens of times.
This is all imo.
Very valid. Valhiem has more mechanics than most sandbox games.
But it's numbers because its impossible to beat the end boss in starter gear.
I think God Of War is similar in that you can do lots of side stuff pretty early and under leveled and if you are good enough you can pull it off, ofc it gets easier with better gear, but better gear is locked behind story progression
So which type is balatro
Largely mechanics, apart from the need to unlock jokers.
Fun for a game so centered around numbers to not actually be numbers
It's all just bullet sponges..
Post game of borderlands 3 is stupid in this regard. Normal enemies becomes a question whether full ammo in all weapons deal enough damage combined, given that they are all headshots.
Vanilla Cyberpunk 2077 is like that on higher dificulties and it sucks. Luckily there are mods to fix that.
Skyrim does this too, fortunately mods fix it. I want hard to mean I can die as easily as everyone else.
Remnant vs Sekiro
Remnant 2 is all just numbers until the final boss, who is a bigger load of bullshit than Promised Consort Radahn.
Have you tried shooting it in the head and dodging the red lasers?
It's the "randomly going blind and teleporting to an entirely different arena, vs an entirely different entity" that made it shit.
Fake. This guy has never been called “sir”.
Anon doesn't even get called by tech scammers
yeah, the odor is just too strong
Is it myth of the sword or myth of the gun, tell me retail employee. Tell me!
I can't stand when retail cash-register workers can't engage with my obscure philosophical analysis of niche media details.
Anon is Sanraku from Shangri-la Frontier.
this is just the gym is based or cringe text with GameStop
I don’t get it. Someone explain to me Plz
Some games test your skills. Other games test your patience. Both are hard, but the latter is a lot less fun.
It's the difference between a zombie only dying from a carefully aimed headset, vs only dying after smacking it with a stick 274 times.
What exactly are you doing with this headset? Are you putting it on the zombie and putting on Joe Rogan's podcast until the Zombie's remaining brains melt?
You break the headband and use it as a pair of nunchucks
That describes the start, a bit hyperbolic but accurate.
The whole experience is more like "the zombies are always hard to kill, but you can get good at killing them" vs "the zombies are hard to kill, then you get gear or whatever, then the zombies are easy to kill".
Which one is "The zombies scale as your character does, so the longer you play the harder they are to kill"?
Numbers
I'm looking at the headset hanging on my wall with apprehension now.
Like in Elden Ring you can beat late game bosses with a low stat character if you are really good. So basically you rely on your own gaming skills rather than on big number defeats smaller number. Sure Elden Ring is a mix between mechanical and numbers difficulty, bosses are hard because of high HP (numbers difficulty) but their difficulty also comes from their attack patterns (mechanical difficulty) which you have to dodge at the right moment and attack when there is an opening, so it’s also relies on the mechanical skill level of the player.
While in turnbased RPGs like Final Fantasy 7 you rely purely on the character stats to defeat enemies. Sure there is tactics involved but it’s impossible to defeat a late stage boss with a low stat character in those type of games. Since it is purely a big number defeats small number type of game. So that’s numbers difficulty. Of course you can defeat bosses that a low stat character shouldn’t defeat if you load up with a ridiculous amount of items like potions. But that’s still numbers difficulty. There is no mechanical skill involved from the player.
(edit: spelling)
There's precision, complexity, timing, punishment, and resource consumption.
With precision, you have to do things in a certain amount of space. To make something more difficult with precision, you shrink the spaces that the player has to fit through. Think of having a smaller road with for a racing game, having a boss with bigger attack hitboxes so the player has less space to dodge to, or having a smaller keypress window in a rhythm game.
With timing, you have to do things in a certain time window. You make games more difficult timing-wise by shrinking the time window. Think shorter time frames for a race, faster attacks from a boss, or tighter keypress requirements in a rhythm game.
Precision and timing are closely tied to one another so they are often treated as the same thing. In Rhythm games, for example, they are near-inseparable.
With complexity, you have to do a certain number of things. you increase difficulty with complexity by increasing the number of things you have to do. Think More turns back-to-back on a racetrack, more unique attacks you need to memorize from a boss, or longer rhythm game courses.
With punishment, you have to do things while only failing a certain number of times. To increase difficulty with punishment, you shrink the number of times you can fail before losing. Think of racing games where your car degrades from collisions or where there's cliffs on the track sides, where the boss attacks do more damage, or where you get fewer miss allowances in a rhythm game.
With resource consumption, you have to do things with access to a limited amount of time, energy, items, etc. to increase difficulty with resource consumption, you shrink the amount of resources available and/or how long resources last during use. Think giving a player less health, a boss more health so each attack is worth less, giving a player fewer health potions, make the player have to fight more enemies total (not necessarily more per fight).
All games shift difficulty with any number of these. a mechanics game will increase difficulty by demanding better precision and timing, increasing complexity, etc, usually a combination of all methods I mentioned. a numbers game will change difficulty almost exclusively by increasing resource consumption, usually by increasing enemy health pools and nothing else. It's also common for difficulty to increase by just making good items more scarce.
Very good and detailed explanation!
I want to also add on the last part; often the difficulty is composed of all of those elements, because each single difficulty element scales very badly.
For example game that only focused on the precision and timing has some limits where the game just breaks because it is no longer possible to move fast enough to keep up. At this point increasing the duration (adding numbers) of the 'encounter' becomes a better way to increasing difficulty.
Good example of this would be "Through the fire and flames" in guitar hero. It already tests your precision and timing to the extreme, then adds a long song duration (7+ minutes)
I've never heard it phrased this way, but from context I'm guessing it's the difference between big bosses that have arbitrarily high HP, or if the game mechanics themselves are difficult.
Tetris is difficult because you need to be good to play it, mechanics. WoW is numbers difficult because you can buy the best equipment and then pwn the noobs even if you don't really know how to play your character.
Still a hard game though.