Earlier quoted context omitted.
> Having a difficulty selection doesn't remove anything from the game. I actually seriously disagree here. Especially with Souls games. Difficulty, whether it scales with your abilities or not, etc, is a pivotal, foundational component of game design that affects nearly everything else. And as the article points out, the point here is not the difficulty per say (something that is way too overemphasized with these gam…
Was Elden Ring's tutorial any different from what they've been doing? Except for being skippable, it felt basically like the DS1 tutorial.
ER delivers them as very big popups that actually pause gameplay -- a first for the series, I think (pausing of any kind, I mean, besides cinematics). The fact that they're not delivered through the messaging system has I think led to some confusion for new players as to what the messages even are.
The popups also have more info, which I think can ironically be overwhelming for new players. Something as simple as "R1 for fast attack" allows players to discover the intricacies and nuances on their own through trial and error, whereas a big wall of text that takes them out of the game can feel like information overload after the 2nd or 3rd. I'm a pretty experienced player of the genre and even I was like "jesus, chill out" after the first few popups explaining new mechanics that are specific to ER (another problem -- there's a lot of new mechanics, so it really can feel overwhelming fast, and thus finding mastery and the pleasure it brings can be more difficult).
It's not a huge thing, but I definitely noticed it and was actually really struck by it. I found it very surprising, given the previous games' extreme minimalism in this regard.