this post was submitted on 10 Apr 2025
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[–] [email protected] 34 points 2 weeks ago* (last edited 2 weeks ago) (3 children)

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".

[–] [email protected] 18 points 2 weeks ago (1 children)

Which one is "The zombies scale as your character does, so the longer you play the harder they are to kill"?

[–] [email protected] 37 points 2 weeks ago (1 children)
[–] [email protected] 1 points 1 week ago

Could be mechanics, if the zombies get upgrades as the game goes on.

If difficulty goes up because gameplay changes, it's mechanics. Otherwise it's numbers.

[–] [email protected] 6 points 2 weeks ago

I wanted to make it more clear for those not too familiar with gaming

[–] [email protected] 5 points 2 weeks ago (1 children)

We used to call them twitch games IIRC.

Like you need good reactions. But I guess dancing & rhythm games fall under that too.

The other would have been "RPG" or RPG Elements, which meant your helicopter could "upgrade" its weapons, hull, manuverability etc. for xp/gold/cash/...

[–] [email protected] 4 points 2 weeks ago* (last edited 2 weeks ago) (2 children)

Not all hard games (or ones that can be hard based on settings) are about twitch reflexes though, sometimes slower strategic processes are involved and how rapidly you can click doesn't really matter so much as how much you can plan ahead.

[–] [email protected] 3 points 2 weeks ago (1 children)

Yeah, I didn't like how they claimed they're all twitch games either.

Timing is usually a factor, but it's not like they're all fast paced. In my opinion shit like Dark Souls is pretty slow paced a lot of the time.

[–] [email protected] 2 points 2 weeks ago

I was thinking something like Factorio or Rimworld that can be a very slow paced difficulty without using bullet sponges.

Defeat could be the result of hours of just barely clinging on and finally collapse. Rimworld lets you reload or change difficulty, Factorio usually you get a decent enough idea fairly early on as to how hard it will be and if you are going to struggle then that is clear within the first 20 minutes or so of a game. Generally neither game lets you get 12 hours in easily and then you are stuck at an impossible wall outside of big mods or some very custom settings.

[–] [email protected] 1 points 2 weeks ago

Well of course. Chess comes to mind :-)