Originally Posted by Mr Smiley
If you had read my posts, you would know that it's impossible for developers to control player experience in most cases. And I don't think they should either, because players generally don't like it. One example is Valve's Left 4 Dead, where the game adjusts the ammount of ammo you find based upon how much ammo you hoard or waste, because the developers intend for they player to almost run out of ammo. If the developers of Dark Souls intend a certain level of difficulty, they need to control it dynamically, which players tend to dislike.
Nice of you to admit that you haven't read my posts. I find it rather impolite not to read the posts of others before replying, though.
Please quote where I don't make sense, and I'll try to explain my position further. I'm not all that interested in convincing people either, but I would at least like to make sense.
That's exactly why the "one size fits all" approach doesn't work. How "high" is a high level of demand? How do you measure it? And how do you control it?
Exactly. And my point is that the individual player is in a much better position to judge the game's difficulty and adjust it to their own ability or taste, than the developer is.
Since the placement of traps and enemies is static in Dark Souls, everybody knows exactly what to expect after a few deaths. Player capacity to predict danger is unlimited and equal. But player capacity to overcome the known obstacles will vary a great deal.
Much of the appeal of Dark Souls has to do with mystery and discovery. But players can read all about every secret before even playing the game, thanks to online wikis and forums. To me that destroys the game much more, but it's impossible to control.
Of course artists have the right to create whatever art they want, but trying to control how their art is experienced and appreciated is futile. And because this is a business oriented industry, it's also stupid.