Easy to practice difficult games

Yeah this makes sense. I could probably try to write down and keep track of times I get tilted, but I do think this resonates with me a bit.

I’ve definitely gotten tilted before thinking stuff like “I should have won” or something of the sort. This is actually why I stopped playing a lot of multiplayer games. I was always able to place the blame somewhere else and so they just stopped getting fun. “teammates suck”, “enemies cheating”, “enemies smurfing”. I like single player because its just me versus a programmed computer. No need to worry about who’s ever “fault” it is that I’m doing bad. It’s just me.

I posted a nested comment on a YouTube video about Hollow Knight boss design.

@the_holland While I liked your video, smash is relevant. It does involve a lot more risk taking and getting hit sometimes, which is different, but it also involves positioning around potential dangers that currently have no telegraph: understanding what your opponent can do and what areas he threatens that you won’t be able to react to and designing your strategy around that (sometimes avoiding dangers entirely by positioning out of range and sometimes knowingly taking some risks). In HK, knowing about potential dangers and having to position in certain areas, not others, until the boss telegraphs something, seems reasonable on some fights, especially simpler or easier fights that have less other stuff going on. And that’s only if you want consistent hitless fights, which is not required: you can also just take risks that are usually ok and sometimes heal. Going for reliable hitless fights shouldn’t require extremely slow and conservative play, but I’m not sure if it does on any HK fights: e.g., from what I’ve seen, good players can do a safe, hitless hornet fight faster and more aggressively than new players do hornet, despite the repositioning issue, so overall it works out reasonably OK. I do agree that the repositioning problem can make things worse for new players initially learning the fight, and it certainly has downsides, and probably more repositions should have more telegraphs like Hornet crouching for a second before jumping. But I think that showing the location a boss will reposition to, while it’s fine sometimes, is not always necessary. Just showing the boss is about to reposition gives you time to get a little distance and then react and dodge if necessary even if you don’t know specifically where the boss will go. So I think you have some good points but also boss variety is OK and not everything needs full repositioning telegraphs + where it will reposition to telegraphs. And especially on simpler fights it’s OK to have some less clear stuff, even if most players get hit sometimes and have to heal – it’s ok if the margin of error where you can take some hits is partially used up by bad luck not just by errors – as long as a very skilled player can do it hitless while still playing reasonably aggressively (which I’m pretty sure is true for Hornet but I don’t know if it’s true for every boss or not).