Preface
I’ve been wanting to write an entry in this series that focused on reflex-driven design and to discuss the nature of difficulty in games, and soulslikes provided me the opportunity to do both. Breaking down difficulty in games is one of the harder aspects of game analysis and is exceptionally important when we’re talking about any kind of game. When it comes to reflex-driven design, this book is going to act as the precursor to discussing it in length with shooters and action games later, but it was great for me to start putting to words about how important responsiveness and feedback are to these games.
I hope everyone will get something out of this, and to hopefully move the conversation forward when it comes to difficulty and challenge ...
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