I think the hardest aspect of Dark Souls is "figuring out what to do to make it easy". Rarely is the wise thing to do to mash your head against a wall, at least until you start getting near the end. Early on, there are almost always alternate avenues you can explore that make things a lot easier. I think you could chalk this up to "challenge" as well, knowing where and how to seek out better opportunities. But it also introduces an element of luck. Someone who gets it in their head that they've figured the game out while missing key details about kindling and stats and weapon upgrades will have a really rough time.
In that particular case, this is only another argument against difficulty-setting. The tools are there, you just have to know when to go do other stuff. Sucks if you miss an ember though.
Sekiro, on the other hand, almost never offers these kinds of pathways or any opportunities for confusion, and really is quite challenging no matter what you do.
This is, to be blunt, a character flaw and not a good argument against difficulty settings. If your sense of pride in your own accomplishments depends on others not being able to do it, that reflects pretty poorly on you.
Not sure about that. Unbounded arrogance is a flaw, but people recognizing their own strong points is something that shouldn't vilify people if they find a way not to be obnoxious about it. I feel like these efforts are trying to enforce a Harrison Bergeron-esque experience for video games. If someone's a chess grandmaster, I expect him to feel some pride about it, otherwise it's just kind of sad.
I'd say pretty much all the ones in the past 10 or 15 years has.
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Russia's military is incredibly dysfunctional. Conscripts are pretty much dogs. It's not like being a grunt has a lot of prestige in other countries, but potentially better examples would probably include Korea, Germany, Switzerland, or Israel.
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