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The Siege of Dawn’s Smallest Controversy is One That Should Have Been Avoided With a Basic Understanding of Gamers


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The Siege of Dawn’s Smallest Controversy is One That Should Have Been Avoided With a Basic Understanding of Gamers

Flintlock: The Siege of Dawn is a new and promising entry in the souls-like genre. The game’s release has been somewhat positive with players praising its attempt at the genre. But players have been harsh in the backlash over the game’s performance issues and bugs.

One other thing that’s gotten players’ attention is that picking the Story or easy difficulty in the game locks you out of getting achievements. Some players say that achievements should be obtainable regardless of difficulty level. Others think the difficulty factor is what makes it an achievement.

Flintlock: The Siege of Dawn Locks Achievements Behind Higher Difficulties

The backlash is mainly from the fact that Flintlock: The Siege of Dawn prevents players from earning any achievements if they switch to the Story mode at any point. This is particularly punishing, as even if players start on a higher difficulty and later switch to Story, their progress ******** invalid for achievements. 

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Achievements are meant to reward players for their accomplishments. Many players believe that these rewards should be accessible to all players, regardless of the difficulty level they choose.

The current system by A44 Games requires players to start a new game on Normal or Hard difficulty if they want to unlock achievements after switching to Story mode.

Comparisons have been made to other games that have successfully balanced difficulty and achievement systems. Players point out that a more reasonable approach would have been to include specific achievements for higher difficulties while still allowing basic ones to be earned in easier settings.

Games like Dark Souls have popularized the notion that difficulty is integral to the experience. But even these games have found ways to include players of varying skill levels without alienating them.

The argument that achievements should be earned rather than given is valid, but it should not come at the cost of excluding a significant portion of the player base.

Should This Be a Common Trend in Today’s Gaming World?

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Flintlock: The Siege of Dawn is a good but broken game. | Image Credit: A44 Games

In an era where inclusivity in gaming is becoming more prominent, this controversy feels outdated. The essence of gaming ***** in its ability to offer enjoyment and a sense of achievement to all players, regardless of their chosen difficulty level. 

By locking achievements behind higher difficulties, Flintlock: The Siege of Dawn seems to miss this critical point. Lessons from other games show that it’s possible to cater to both ********* gamers and those who play for the story and exploration.

As games evolve to be more inclusive and accessible, developers face the challenge of balancing difficulty with rewarding all players. While some players appreciate the traditional approach to achievements, many others call for a more inclusive and flexible system. 

What do you think of the difficulty/achievements debate? Let us know in the comments!




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#Siege #Dawns #Smallest #Controversy #Avoided #Basic #Understanding #Gamers

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