what xcom are you playing? you can reductively abstract a lot of stuff into "rhythm games" but a game that will sit idle indefinitely I think is not part of that set.
those are not the game timing you. somebody else could walk up and keep playing if I died irl. destroying the computer is not an in-game fail state. those things are outside the game interface, the conversation about categorization only makes sense if we consider differences in the challenge a game presents. your own mortality or the universe ending are true of every game, and are not challenges presented by games. That muton will never kill my unit, that goomba will kill mario on 1-1,
With the exception of staggering, enemies in souls games just keep hitting according to their programmed time scheme, and you have to move around it to kill them and avoid the attacks. Your attacks are all kinda slow so you have to synchronize them with enemy movements. So if your timing is off, you won't be able to do anything in the game. Contrast this with a Zelda game, where some enemies have specific timed weaknesses but in general just running in and smacking them in the face works.
The timing is based on one action, it's not.like the whole thing is scheduled like a dark souls enemy. Say the player character triggered a boss and was there to be hit but couldn't move, attack, or die, the boss fight would have identical rhythm to a normal run in dark souls. Not so for Zelda bosses, they don't reveal their weakness or activate attacks until certain conditions have been met usually. You need to be so close or moving in such a way, and so on. You could theoretically never get an opening on a stalfos in ocarina of time, that wouldn't happen with a dark souls enemy.
Past that, none of the things you listed are essential to a rhythm game. They're hallmarks of the genre, but the definition is a game where you have to complete an action in time with rhythm the whole way through. Every fight in dark souls is just dodge and hit, dodge and hit. You attack early the enemy still does his thing on schedule.
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what xcom are you playing? you can reductively abstract a lot of stuff into "rhythm games" but a game that will sit idle indefinitely I think is not part of that set.
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yes, nothing requires timing and that seems like a pretty big fucking difference between menu games and real-time input games.
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those are not the game timing you. somebody else could walk up and keep playing if I died irl. destroying the computer is not an in-game fail state. those things are outside the game interface, the conversation about categorization only makes sense if we consider differences in the challenge a game presents. your own mortality or the universe ending are true of every game, and are not challenges presented by games. That muton will never kill my unit, that goomba will kill mario on 1-1,
clr james doesn't apply.
For speedrunners, it absolutely is. This is really obvious when you see JPRG speedrunners find ways in optimizing going through menus.
With the exception of staggering, enemies in souls games just keep hitting according to their programmed time scheme, and you have to move around it to kill them and avoid the attacks. Your attacks are all kinda slow so you have to synchronize them with enemy movements. So if your timing is off, you won't be able to do anything in the game. Contrast this with a Zelda game, where some enemies have specific timed weaknesses but in general just running in and smacking them in the face works.
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The timing is based on one action, it's not.like the whole thing is scheduled like a dark souls enemy. Say the player character triggered a boss and was there to be hit but couldn't move, attack, or die, the boss fight would have identical rhythm to a normal run in dark souls. Not so for Zelda bosses, they don't reveal their weakness or activate attacks until certain conditions have been met usually. You need to be so close or moving in such a way, and so on. You could theoretically never get an opening on a stalfos in ocarina of time, that wouldn't happen with a dark souls enemy.
Past that, none of the things you listed are essential to a rhythm game. They're hallmarks of the genre, but the definition is a game where you have to complete an action in time with rhythm the whole way through. Every fight in dark souls is just dodge and hit, dodge and hit. You attack early the enemy still does his thing on schedule.
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