When I encounter it the fun instantly stops, but I slog through the tedium of slowly and carefully working through puzzles or bleeding down mini bosses I don't dare let hit me ever, then get back to the fun parts. I can mitigate it by always choosing fountain options that minimize the scope of its ruinous impact on my fun. In all forms it just plain sucks and I generally avoid it like the plague, making exception for HoH because: bad key mapping that isn't customizable, punishing left-handedness, narrow FOV in 1st person, etc.). I've never heard of "Interface Screw" before, but had my own name for it: "playing the interface." It's a kind of anti-immersion where the thing that is supposed to connect you to the gameplay instead actively gets in the way or is just so obstinately unaccommodating as to make the game frustratingly inaccessible (i.e. In every other mechanic you list, the player still feels in control with reaction options that don't involve suddenly feeling (and being) incompetent at basic game interaction while they fight their own hard-wired impulses borne from decades of training. Frustrating mechanics designed to subvert learned behavior _and particularly_ ones that prey on muscle memory by coercing fast counterintuitive responses are about as far removed from fun as a game mechanic can go. It's a mechanic that can trip up impulsive players, which can be frustrating, but you should consider the prospect that you could be playing the game in a manner that is very susceptible to the mechanic.Īuburok, the distinction is far from arbitrary. It's also introduced after the player(s) have time to get a grasp on the game. The implementation of it isn't random, nor is the execution (reversing cardinal directions versus randomly reassigning each). The list using this mentality could be endless, because you're cherrypicking what you consider "merit" in regards to challenge. Enemies resistant to your class' strengths.You could apply the same sentiments to a mechanic such as: The boss of Archives is a PRIME example of this.Ībsolute, unmitigated sensationalism. Things like this are done when the developer is generally incapable of making something difficult on its own merit. Which winds up just having them feel unfair. This results in you dying regardless of if you actually knew how to handle the trap or not, and feels more as an unintended side behavior than an actual intentional mechanic. And if the confusion traps are randomly popping on and off (unpredicably) you have even less time to actually react. See, what happens is while you're on the spike trap, you tickle the confusion circle before you actually get onto the confusion tile which means (even if you have literal ace timing you still spend an extra bit of time on that spike trap, which is often enough for it to hit you. This is all fine and dandy (and is probably a means of making it so you can't just casually avoid them by skirting the edges) except for when they are paired with spike traps that require explicit timing. Specifically if you touch the very edge of a confusion tile (just tickle it with your toenail) you get hit with the debuff. Honestly its a mechanical flaw more than anything else that makes the traps a lot more annoying than they should be.
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