Quote Originally Posted by HikariKurosawa View Post
That's one way to play the games, personally I don't cheese encounters by changing up my build but to each their own. It's like people who demand smn for ultimates. That's one way to do it. If you think the flexibility is what enables dynamic encounters in from software games I'm sorry but you're just not very good at the games.
By flexible I meant that you don't need to put things in a specific pattern. Imagine losing if you don't input a predetermined 64 step sequence with perfect order, timing, and positioning. Accidentally heavy instead of light on step 20? Move a little too far to the left at 32? Half a sec late on 25 because you healed? Doesn't matter if you survive completely unscathed, you're out of sync and will hit an enrage. If this sounds asinine that's because it is, and encounter design would have to be dumbed down and stripped of any dynamic variablity to make it work.

But sure we can roll with your definition too. You yourself state that Souls has more than one way to do things, i.e. the very definition of flexibility, and yet it has the dynamic and difficult encounters you claim to like. The two clearly aren't mutually exclusive.

Still, you're right, I'm not good at those games- the overwhelming majority of people aren't. The overwhelming majority of people who clear the game still aren't. Those that actually are is a tiny fraction of the playerbase and hardly enough to financially sustain the game. But by understanding the game well I can still play it, and since the game is flexible it still leaves room for skill expression for those who are good. This range of skill expression is necessary- it allows the devs to retain difficulty without making it too inaccessible or ping dependent. The devs have made it clear that accessibility is a priority, so if you actually want those hard, dynamic encounters like you claim you do, then flexibility is paramount.