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There are probably a bunch of videos in this genre, but I found [0] to be a particularly good explanation of why Hollow Knight felt so good. If you’re experienced at game design none of this is probably news to you, but if you’re unfamiliar with terms like “coyote time”, “jump buffering” etc., this video is a great introduction to how video games break physical realism to provide a better-feeling experience, and how tuning this is critical to getting a game which feels great. Silksong is presumably using all the same techniques.

[0]: https://youtu.be/Vxt8uud5o_4

> Selling to businesses is very easy. You go to a business and you say "hey, you like making money?" And the business will say "why yes, I do like making money" and you will say "great, I can help you make more money.

This is so wrong it hurts. You'd be amazed at how often "I will save you $X, guaranteed, or your money back" is a non-starter when selling to companies.

I've spent a career very slowly gaining respect for enterprise sales people - going from "Ugh, sales people are all snakeoil salesmen" to "I can't believe what they do is even possible, much less regularly done" over about 20 years.

Selling software to large organizations involves finding a champion within the org, then figuring out the power structure within the org via an impressive sort of kremlinology. You have to figure out who loves your product in the org, who hates it, who can make the buying decision, whose approval is needed, who's handling the details of the contract, and so on. You need to understand the constellation of people across engineering, procurement, legal, leadership, and finance – and then understand the incentive structures for each.

Then you have to actually operate this whole complex political machine to get them to buy something. Even if it's self-evidently in the interest of the whole organization to do so, it's not an easy thing to do.

Anyway, all that to say: "b2b sales are easy" is... naive... to say the least.

Am I the only one who didn't like Hollow Knight?

In theory, it's just the game for me: indie, charming graphics, technically well done. What's not to like?

In practice, it felt too difficult, too much work, too repetitive, and simply unfun to me.

edit: interesting, downvotes for expressing an opinion directly related to sentences in the article (how difficult games are enjoyable somehow to some people; the article is all about difficulty and enjoyment regardless!). Is this the famed respectful and intellectually stimulating discourse of HN? Guys (and gals) please realize I'm not saying you are wrong to like Hollow Knight or Silksong, just adding a data point to the fact some of us don't like punishingly difficult games.

I'm not familiar with the the named platformer titles beyond word of mouth and I may not have the free time to become so for a while but anecdotally I found some years ago that the movement controls in the games Titanfall, Doom (2016) and Titanfall 2 produced the same feeling of flow between the hands and brain the author articulates. It may come to pass that games will one day be benchmarked by neurological metrics in the superior parietal lobule and ACC of their players next to their frames per second, load times, ping stability, 1% lows and memory scaling.
> You could play Silksong's predecessor, Hollow Knight, and not be all that good at it. Hollow Knight was a tough game, but I think you could get through it and fall in love with the environmental story telling and the lore and the music and characters. Silksong has all of this in spades, too, but it is so damn hard that you will not be able to access any of it unless you are willing to put in some serious effort. As a result, I suspect many of the people who enjoyed Hollow Knight will actually bounce off Silksong precisely because it is so hard, and they simply won't have the tenacity.

I think this is an overstatement. I've put about 16 hours into Silksong so far, I've pretty much completed around 8-10 zones or so, unlocked most of the abilities and stuff.

I don't think Silksong is that much more difficult than HK. Honestly it's been so long since I played HK that I'm not even sure it's more difficult at all but it probably is. If you went to Hunter's March as soon as you found it you probably had a bad time but going in there later on was honestly pretty easy. And aside from that and maybe a couple other spots it's been fairly alright in terms of difficulty IMO.

Everything so far has felt achievable and reasonable to me, having played HK, Dark Souls, Elden Ring and other similar games I don't think Silksong is significantly more difficult than any of those - yet.

Maybe it gets crazy later on, but that wasn't the claim in the article. The article claims you can hardly access anything without extreme effort and I don't think that's true at all.

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Cute article but skong isn’t as hard as op makes it out to be. I wonder if he’s played any soulsborne games or even hollow knight. Git gud!!!
Elden Ring is easier than Silksong. Summons are easy mode.
i dont know about that, elden ring has some extremely difficult moments.
I think Hollow Knight and Silksong are mostly special for their art style, the movement feel is pretty average.

Among 2D platformers in general, I think the medal for best movement feel goes to the Fancy Pants Adventure series. (You can still play it online on sites that have Flash replacements, start with the 4th game because it has everything.) But that's a deliberately easy game, you just run through the levels and have fun.

Among difficult precision platformers, I'd say the N/N+/N++ series has the best movement. (The first game is also still playable online.) Be careful, this one is like a drug, it has a huge number of levels and it's really hard to stop playing.

Savage Beastfly killed me 43 times in a row. :/
After 10+ deaths just go somewhere else. It's optional boss.
Fluid & fun movement feels great and a lot of my favorite games have it - Doom, Hades, Ori, Celeste, Apex Legends, The Finals and more. To me it's an ingredient in a great game, not something necessarily unique to Silksong though.
Titanfall was one of my favorite games ever, largely because of the movement. (I even hated using the eponymous Titans, because they take away your ability to run on walls!)
I remember reading an essay (probably from here?) about how a great way to build a game is to build it around a "toy" -- something that is pleasurable to simply interact with, even without objectives. I can't find it anymore -- the closest I can find is https://medium.com/@keerthiko/toys-to-games-25d35b40425d but I don't think it was that, although it's based on the book "The Art Of Game Design" which may have been a common inspiration.

Anyways, I've often thought about Super Smash Bros. (particularly, Melee) as a prime example of that idea.

This is interesting to me because I separately came up with the "toy" idea in trying to figure out for myself exactly what a "game" is, anyway. Many popular things marketed as "games" really are toys by this standard, in the sense that you have to build your own win conditions around them. I'm thinking here of pretty much the entire simulation genre, as well as even very niche and complex things like Dwarf Fortress.

I'm sure many others have separately come up with this idea, too.

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I've played a couple hours of silksong. I don't get the hype. Its a fine game, but I really think people are over hyping it. The internet hype loop on this game is turning me off on it. It's a nice metroidvania game.
I used to think the same when I was around 15-18 hours in.

Now I'm finally reaching 100% completion and frankly, it's just very hard for me to argue this is not the best metroidvania ever released. It has a lot of hype, but I think it somehow lived up to it.

For reference I do think the original Hollow Knight is a bit overrated, right now I reckon Nine Sols has it beat, but this? The game has SO MUCH to offer, SO SO much, with so much care for detail that I just can't think of any other game in the genre that is better.

> Silksong as a game should not exist. It is so brutally difficult that it stretches the very definition of the word "game". Games are supposed to be fun [...]

I haven't actually played HK yet, and I don't normally play Souls-likes, but I did finally start playing Elden Ring about two months ago.

Yes, I've had times where I'm cursing out loud because I've been trying to beat a boss for three hours without success, sometimes dying with the boss only needing one more hit to die, and I'm frustrated with myself because knowing he only needed to get hit one more time started making me greedy with my attacks, and so I take big hits to the face and don't back off to heal.

But what makes them fun is the dopamine rush when I finally succeed. A couple times, it felt damn near orgasmic. I've been playing video games for probably around 35 years and nothing felt as good as when I finally downed Morgott.

A good example of how the experience of something can be so different between people. I also feel the need to write an article about it, but I'm not done yet...

At the surface I had a similar experience to what the author describes. The movement feels good to me (until it doesn't), the game is appealing in style and gameplay concept, and I die frequently.

But unlike them I dropped it after throwing myself at the exact boss they mention.

Not because I think the game is actually hard at this point (it seems quite early in the game), but because I don't think the game actually respects my time. Something they don't seem to have an issue with.

They mention that they died over 30 times to the boss, and how it never felt unfair to them. And while I do not fully share this sentiment, I do not actually mind that part either. The difficulty of learning a boss is part of the game.

What surprises me is the not really mentioned part, that these 30 deaths (if I were to take them) take up 1-2 hours of my time.

And you might be thinking, 2-4 minute boss fight? Seems reasonable? To which I say, this person focuses so much on movement and dying to random stage hazards because at least 70% of that total time is spent getting back to the boss to begin with, a 1-2 minute run of the same segment of game, each attempt!

That's right, I spend more time running to the boss, than actually fighting it, because it turns out that you make mistakes when you do something repeatedly, even if it is just getting to the boss. I wish I could learn the boss and "get gud", but the game just won't let me without wasting my time.

Part of that is a skill issue on my part of course, but for this very segment at least, you just start to see all the little hazards the devs have placed on the optimal path, to trip you up if you ever lose focus for a second. For a part of the game you have already done, and are not actually concerned with at that very moment.

At least for me this got tedious very quickly. And supposedly this actually gets worse in later parts of the game.

At some point you start to wonder, "is the game punishing me by making me traverse the game world before fighting the boss again?" And this thought starts to infect the regular gameplay, were you are supposed to willingly explore the game world, you know, the core of a Metroidvania.

At the end I just asked myself "why am I willingly playing a punishment?"

The author even seems to have vaguely similar thoughts here, they say themselves that they are sometimes not having fun with this core part of the game. Isn't that worrying from a game design perspective?

Anyway, I think that's enough ranting, sorry for not concluding this thought.

Think the article makes a good distinction between games being hard because they're bugged and not designed well enough, so your expectations are broken and you're frustrated by how (game) life is unfair vs. a perfected design with precise match between your skill and results

> movement is so finely tuned and so precise that I know deep in my bones that any hit or death is entirely on me. Of course, that in turn makes tangible improvement extremely visible. You go into a boss fight and die, and then you die again, and then again. Each time you get a bit further, and do a few more hits. And slowly, finally, painfully, you come out on top victorious

This reminds me how my wife kept asking if I was enjoying Cuphead, because she hear a non-stop stream of curses from the other room.
> Silksong as a game should not exist. It is so brutally difficult that it stretches the very definition of the word "game". Games are supposed to be fun. They are meant to delight with their whimsy. Sometimes, yes, they are meant to be challenging. But that challenge is in service of fun.

Games, more than any other form of entertainment, offer skill challenges. As they've become more popular they've gotten better about offering spectacle also. Some people play games mostly for skill mastery, others play games mostly for spectacle. This is a more nuanced distinction than "hardcore" vs "casual" - which fails to capture skill mastery extremists who are barely even gamers because they only play one game, or spectacle extremists who could hardly be called casual because they make gaming their entire life.

Most people care about both, but may care more about one side or another. Some games cater to one side or the other, and some games, like Hollow Knight and Silksong, achieve excellence at both.

"Silksong as a game should not exist. It is so brutally difficult that it stretches the very definition of the word "game"."

Someone get that article writer a copy of Battletoads.

After reactions to Elden Ring, I can't blindly trust people saying a game is not enjoyable because it is too "difficult".
I think if you place games in the category as tourism in so far as the "safari experience", then it makes decisions clearer that the difficulty is part of the experience as the artist's intention.

Silksong is not particularly that hard either with retrospect to the wider genre with staples like Megaman.

> some games, like Hollow Knight and Silksong, achieve excellence at both.

I disagree. I appreciate the skill that went into making Hollow Knight, but to me it felt too much like work, too repetitive, too grindy, too difficult. Not an enjoyable experience for me at all :(

It's unfair that you cut off the quote there. Because in the next paragraphs:

> And yet.

> I have played this game obsessively since it came out. I cannot put it down... This game is incredible, I say to myself as a small grub brutally murders me for the mistake of touching its seemingly soft and cuddly body.

I believe you have given up and found out that the game is not for you.

That's not a bad thing, it's just you finding out things about yourself. Move on to another game and let other players have fun with this one.

Regards, Someone who has never player HK and doesn't plan to

This gaming household had two huge teenager fans of Hollow Knight, with t-shirts and hoodies merch. Us adults didn't see what the big deal was about but we are not their demographic. My wife tried it and found it too demanding for a middle-aged person. I watched a few minutes of Silksong over my kid's shoulder yesterday and commented that it looks a lot like Hollow Knight and I could see their eyes roll at me from behind them... as their character died for the 3rd time to some [admittedly cool looking] boss throwing needles at them. Oh to be a teenager again with lightning fast reflexes...
Dying 30 times to a boss isn;t that bad…
Ehh, not interested in HK or similar games with such a high difficulty bar. Life is too short to be playing games that are not fun to play (for me).
I disagree with the author saying silksong breaks the definition of a game because what it offers is challenge instead of "fun"

Thats like saying shawshank redemption isnt really a movie because its not fun like the original charlie chaplain films

I think the vast majority of games are meant to be digital toys, the way early movies were mostly cheap entertainment. But just like movies evolved as an art and artists began to become more comfortable with the medium, games will also become more artistic and less like toys.

The interactive nature of games is so innovative in the art world that it hasnt really caught on how to use it. But its evolving. Dark souls, the spiritual ancestor to silksong and pther soulslikes, is harder and that was a response to games like call of duty which felt like they were just trying to get the player through the level with as little friction as possible, with the pakyers actions being an inconvenience the game has to overcome so as to give them their dopamine hit. Dark souls responded to that by respecting the player and trusting them with a challenge they can be proud of solving.

This idea of one peice responding to another is exactly how art works. And the fact that the interactivity of the medium is what is being played with in these peices is a sign that we are moving towards art evolving to embrace interactivity like it did video

Another example is DDLC. That game did amazing things with making the narrative meta that non interactive media simply cant do. A character in a movie turning to face tue camera and addressing the viewer is trippy for sure, but a character telling you your steam username is way fucking trippier, and sells the meta aspect way better

Games arent just toys, they can be art. Art just hasnt evolved enough yet, but its on its way

I won't play action games without an easy mode anymore. I've beaten all Dark Souls games and I just got tired of proving myself over and over. Nowadays I just want mild challenge and the certainty I will win after trying a couple of times.
I can't play dark souls and eden ring without a fov mod, so I can't go online and summon if a boss gets too difficult. Sadly pointless for me.
Mods already exists which can make game more forgiving. Limiting damage to one is great start. Don't be ashamed to use them on Silksong, developers went hardcore for this one.
I want either an easy mode or just let me skip a boss battle after a few tries.

There’s also an accessibility aspect to it. Accommodation for players who may have different physical capabilities is just the right thing to do.

On the other hand, you have games like Borderlands that force you to finish the game once (or even twice) to unlock an "acceptable" level of difficulty (via lazy bullet sponge metamorphosis).

Same with Bioshock Infinite that needed a hack to unlock "1999 mode" or Bloodstained its harder difficulty (still easy, though).

Balance and fair difficulty really are some of the hardest and most important things to get right in video games.

There are plenty of games with no difficulty settings at all that are easier than, say, Touhou Kinjoukyou’s easy mode. Elden Ring, for instance. Why is the presence of an ‘easy mode’ even a significant factor here?
Dead Cells did this. I was about to give up, because I am old and I want to play games not grind one part of a game. But I found an assist mode menu that lets you tweak making it easier, with no penalty, and a nice message from the devs explaining they just want their game to be enjoyed. I got about double enjoyment time out of it by just making it easier a bit.