Many years ago, I spent an evening in the pub with a cohort of fellow game journalists.

Graham said something that helped it all click into place, and which I have never forgotten.

People say they want good AI in shooters, but they dont.

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It would be awful.

I am not going to try and disagree with his premise that Elden Rings balance often feels extreme.

But my counterargument is that old line of Grahams.

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Sure, Elden Ring could have a linear difficulty curve.

But this sounds terrifically boring, does it not?

AsSpelunkydesigner Derek Yu is fond of pointing out, balance is often to the detriment of fun.

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Dunkey isnt asking for that sort of balance in Elden Ring, sure.

How do you balance enemies around a player with all that power in their pockets?

Okay, one-shotting them is a bit extreme, but this is FromSoftware were talking about.

This is FromSofts whole deal.

I interviewed Miyazaki a few E3s back about the newly announcedSekiro: Shadows Die Twice.

We all know how that turned out.

I hadnt felt that good about myself since the first time I killed Smough and Ornstein.)

Balance is a weird thing, a subjective one, often more about feelings than facts.

And a perceived imbalance can ultimately define a game, rather than break it in two.

Take, for example, my beloved Street Fighter IV.

Series producer Yoshinori Ono demurred, explaining in a Famitsu interview that Yun was working as intended.

But the legacy of the Yun years endures, and in hindsight Im glad it happened.

That experience changed the way I thought about balance, or at least the supposed importance of it.

I see something similar in Elden Ring, and FromSofts games more broadly.

Technically they are PvE games with an optional and this time largely opt-in, praise the sun PvP component.

I am, after all, a bit of a Yun myself.

The final boss could tell you that, if I hadnt already killed it.

‘Technically they are PvE games with an optional and this time largely opt-in, praise the sun PvP component.

you’re able to run around an early-game area cathartically one-shotting everything, blowing off some steam.

and the walls are all that remains.

The pain becomes sharper, but is it really because the game is too hard?

I may use some words that make the eldest shout Language!

from round the corner.

That, right there, is the hardest balance for game designers to strike.

Personally I think that is worth all the one-shot attacks in the world.

Two thousand words, that took, give or take.

Dunkey did it in five minutes.

Told you I was a fraud, didnt I.

Thanks to Hit Points for allowing us to share this article.