cormack12
Gold Member
Now, onto reasons I feel more strongly about.
First, I oppose exposing a game's internal workings. As Bismarck said, people shouldn't see how sausages or politics are made. Revealing too much strips a game of its magic, reducing it to a tool like Photoshop. I want to experience a creator's vision with their imprint intact. Otherwise, it's like reading Lovecraft's Shadow over Innsmouth but using sliders to simplify its vocabulary, add humor, or toss in a busty barmaid. No, thank you.
Second, exposing parameters turns ferocious hellspawns into emotionally sterile bots with a basic set of instructions. It's like watching a sci-fi or fantasy film where the wires, green screens, or mocap suits are still visible. Filmmakers strive for immersion, making us forget the blood is ketchup and the backgrounds are CGI. I don't see a reason for games to be any different here.
Third, such a broad range of options weakens the sense of community around a game. Anyone who's beaten a FromSoftware title cherishes the achievement, knowing they're part of a group of madmen, nerds, and hardcore gamers. Mastery and Autonomy are often cited as pillars of great games, but we overlook the third: Relatedness. Whether single-player or not, games thrive on devoted fanbases.
Fourth, laying out every option feels like the developers are waving a white flag. For fifty years, game creators delivered engaging challenges without extreme granularity -- what changed? Saying "set it up however you like" shifts the responsibility for fun from developer to player. At least broad difficulty settings like Easy, Normal, or Hard are a compromise, preserving some of the magic.
Fifth, small details matter immensely. Anyone who's missed a train by two seconds gets this. If Doom offered difficulty levels plus a Custom Mode for tweaking, I'd find it less objectionable -- not ideal, but less troubling -- than the current approach.
Sixth, relatedly, many games can be modified via ini files, cheat programs, or console commands. The original Doom had powerful cheats like IDDQD or IDKFA, but they were hidden, not openly promoted. That distinction matters. There's a psychological difference between quietly tweaking a game, knowing it's outside the "intended experience," and being officially encouraged by the creators to do so.
(Side note: the old Doom games respected themselves enough to disable almost all cheats on Nightmare mode and above.)
Seventh, and perhaps most crucially, consider the attached image, it's a famous flow chart every designer knows by heart.
It shows that insufficient challenge leads to boredom, while excessive challenge causes frustration. One might argue this supports customizable difficulty, letting players adjust sliders to stay in the "flow" zone. I disagree. Not everyone can craft a Michelin-star
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