at this point i'm just grateful there no base building for crying out loudTL;DR?
I'm not against difficulty sliders, but I have to admit that they give me a vibe of "we didn't balance the game so have fun doing that yourself".
Yes, every person is different yet somehow tens of millions of people have played and loved games without these sorts of ridiculous sliders. Like, nobody complained there were no sliders in Super Mario 64. The idea that we need this or it helps is ridiculous.
Just looking at it from my POV, I boot up this fucking game, what sliders are best for me? how the fuck should I know? I didn't design the game.
Again, the job of a game designer is to design the game and understand how their game best operates.
That's why they have 4 regular difficulty settings just like every other game in the world.Yes, every person is different yet somehow tens of millions of people have played and loved games without these sorts of ridiculous sliders. Like, nobody complained there were no sliders in Super Mario 64. The idea that we need this or it helps is ridiculous.
Just looking at it from my POV, I boot up this fucking game, what sliders are best for me? how the fuck should I know? I didn't design the game.
Again, the job of a game designer is to design the game and understand how their game best operates.
The player is the variable they can't control. Settings which might be superior for the ability/preference of one player might be terrible for another.Because I expect game designers to design the game. If these sliders end up with settings that result in a superior game then that shows they should have made the game with those settings.
Auto-sprint shouldn't be an option, it should be on by default because the game is almost unplayable on normal walking speed with all the projectiles around. Game designers shouldn't even consider players speed as a subject of some choice here.The player is the variable they can't control. Settings which might be superior for the ability/preference of one player might be terrible for another.
edit: nvm, plenty of other people already pointed this out.
oh my god what a pretentious douchenozzle. I immediately hate this guy.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.
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.
The second point is essentially the same as the first point. But he throws in that he's a "muh immersion" gamer. Not a big fan of "muh immersion games"... maybe I should make a big huge rant about how they just plain shouldn't exist because I don't like them.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.
May seem odd coming from a dude posting about video games on a video game forum but the sense of some greater community doesn't do much for me. In the lead up to Path of Exile 2's Early Access some fellow gaffers were absolutely raging about some website using a pre-launch build to start building guide content and I couldn't find a way to give a fuck or even understand their position.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.
Shut up with muh magic already. Some things really depend on the game.. I can't really discuss the Doom reboots specifically as I'm still working up to that Doom (2016) in my backlog that still kinda feels like it was released yesterday... but... sliders for days gave a game like Madden so much more life than it otherwise would have had. Madden with a canonical difficulty and no sliders would be awful. (granted I haven't played Madden in 15 years)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.
Isn't that essentially what the game has, some difficulty settings but you can tweak them? Just stick with the basic difficulty setting then, what are you stupid or something? It's not like the game boots up and forces you to make 100 decisions on sliders with no defaults, does it?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.
This is all in dude's head. Nobody has ever played this guy's game in history and paused to think "But I wonder what Adrian would think about me editing this .ini file". You ain't Jesus. Nobody's got a WWAD bracelet.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.)
Not really a flow chart though is it? I mean it's got the FLOW section but.. it's not... a flow... shit did i just throw myself into a pun war for no reason? Yes yes I did.Seventh, and perhaps most crucially, consider the attached image, it's a famous flow chart every designer knows by heart.
I mean it's possibly the most obvious interpretation if it.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.
First he's Lovecraft, now he's a fucking Master Chef.I disagree. Not everyone can craft a Michelin-star dish, and even fewer can expertly tune a game's parameters to sustain flow. That's hard even for experienced, talented designers, let alone average players. Plus, dishes prepared by someone else always taste different from self-made meals.
You're extending a very goofy analogy to begin with but it's completely falling apart here. Easy/normal/hard don't seem to be a sensible analogy for different menu items. Extensive customization is more like "hey hold the onions", "give me a little extra ketchup" or "can you please prepare this without peanuts because it turns out I got helicopter parented in my own little bubble instead of getting to play in the dirt and now even the faintest whiff of peanut dust will kill me". Ultimately options I'd like to have, but hey I guess it feeds into this dude's pretentiousness. Probably jerks it to videos of Salt Bae doing his jagoff salt toss while thinking to himself "the filthy peasants would never know how much salt to throw on a steak"To extend the culinary metaphor, broad difficulty levels -- again, like Easy, Normal, Hard -- are like menu items: burgers, cheeseburgers, or veggie burgers. Pick one. Extensive customization, however, is like sending players to a grocery store with instructions to buy ingredients and cook their own burger, including the bun. Few will thrive with that.
Oh shit I guess my Peanut Death analogy falls under accessibility so he'd be good with that. But fuck me if I like a little extra ketchup.In conclusion, any one of these seven reasons is enough for me to oppose open, extensive customization. This has nothing to do with Accessibility, which is vital and games should absolutely support visually or hearing-impaired players, among others. Distinguishing Accessibility from difficulty modifiers is a topic for another post, but it's not that complicated.
Really a weak argument all around. The muh art and muh immersion stuff can more appropriately just be applied to the story/sound/graphics of a game. There's not much analog for difficulty in a movie or a fucking meal. They gotta make Doom to cater to someone who's been playing FPS since well.. DOOM and someone who is just picking it up with the latest Doom. No single difficulty setting is going to realistically handle that. IMO a single difficulty only makes sense for muh story games, and then for difficult games that need a canonical challenge level. And even then some modifiers to kick it up a notch are still welcome. Even a difficult game tends to become easy once you put enough time into it.If someone enjoys Doom's approach, that's fine. Directors and writers have their styles, and I have my design philosophy -- not everyone needs to agree. But I hope I've clearly explained my perspective.
I can't take this seriously xD Especially than in Souls game there is an organic difficulty sliders : some builds will make some bosses real jokes.Anyone who's beaten a FromSoftware title cherishes the achievement, knowing they're part of a group of madmen, nerds, and hardcore gamers
See all of that is well and good except at no point did anyone, including the game devs, say that you're supposed to mess around with a bunch of sliders before playing and enjoying the game.Yes, every person is different yet somehow tens of millions of people have played and loved games without these sorts of ridiculous sliders. Like, nobody complained there were no sliders in Super Mario 64. The idea that we need this or it helps is ridiculous.
Just looking at it from my POV, I boot up this fucking game, what sliders are best for me? how the fuck should I know? I didn't design the game.
Again, the job of a game designer is to design the game and understand how their game best operates.
Yes, every person is different yet somehow tens of millions of people have played and loved games without these sorts of ridiculous sliders. Like, nobody complained there were no sliders in Super Mario 64. The idea that we need this or it helps is ridiculous.
Just looking at it from my POV, I boot up this fucking game, what sliders are best for me? how the fuck should I know? I didn't design the game.
Again, the job of a game designer is to design the game and understand how their game best operates.
Creator of Painkiller, Bulletstorm, Ethan Carter, Gorky 17 and Witchfire.Who is this adrian chlamydia and why should i care about his dumb opinion?
agreedAlso don't forget all the optional different control schemes you have to choose, the optional graphical option you have to choose, the optional languages you have to choose, the optional sound options you have to set up before playing the game.
Damn, all these optional features are so annoying
talk about missing the pointSee all of that is well and good except at no point did anyone, including the game devs, say that you're supposed to mess around with a bunch of sliders before playing and enjoying the game.
You see, those sliders are additional options which you can mess with and not mandatory for your experience.
Just pick a damn difficulty from the list and play the game, easy peasy that!
Exactly. Creators intent!Creator of Painkiller, Bulletstorm, Ethan Carter, Gorky 17 and Witchfire.
Also, he is right of course. But it is a subjective matter, he prefers when games are made with creator's intent, while others prefer if games are tools to be personalized and tuned by end consumer.
The game has classic difficulty modes, so no, he is not right or at the very least it's highly debatable.Creator of Painkiller, Bulletstorm, Ethan Carter, Gorky 17 and Witchfire.
Also, he is right of course. But it is a subjective matter, he prefers when games are made with creator's intent, while others prefer if games are tools to be personalized and tuned by end consumer.
So there is a difficulty modifier in Elden Ring...I love how Elden Ring let's you change your path or let's you grind a bit more levels, fine-tune gear, if a boss is too hard. There's no difficulty option or sliders, there's just the game and the player has agency towards how difficult he wants to make it for himself.
Youll like Doom then because thats exactly what it does.Yeah i dont want to create my own difficulty ever. It exists, whatever, but don't bother me when i start a game with all those options. i don't care, i doubt most people do, so don't waste most peoples time. Just have the minority have to look for the settings they want instead of forcing everyone to go through stupid menus.
There is a slider for that.I didn't buy the game for this reason, and because it is too slow.
This right hear says it all for me.Every single person in the world is different. Your idea of a superior game is completely different to mine.
They have the normal curated difficulties just like every other game on the market.
Offering more options is not a cop out. These guys have made some of the greatest games of all time. Again i don't see the issue.
It's not. I'm playing it right now. Starting the game i had popups telling me how i could customize difficulty, and then last menu when i was starting the game was sliders with parry timers and shit.Youll like Doom then because thats exactly what it does.
The game, like most games is just letting you know its features first time playing. You can just ignore them and just pick the desired difficulty.It's not. I'm playing it right now. Starting the game i had popups telling me how i could customize difficulty, and then last menu when i was starting the game was sliders with parry timers and shit.
It is after picking the difficulty that all that shit appears. When you pick difficulty, there should just be an option that says custom. would be obvious to everyone what it means, and if you chose that, then they could bother you with the pop ups and additional menus.The game, like most games is just letting you know its features first time playing. You can just ignore them and just pick the desired difficulty.
But it increase the speed of everything, sounds too.There is a slider for that.
You can play it fastBut it increase the speed of everything, sounds too.
I haven't felt games having "magic" in a very, very long time. I'm jealous of this guy if he can feel magic. I'd say adding RPG mechanics to so many genres did this, but I don't think it's a bad thing.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.
What does that mean? I'm assuming the pitch is maintained, haven't tried it, but I would hope it doesnt sound like Benny Hill. But you would want them to be sped up, otherwise they would start overlapping trying to keep up with the action.But it increase the speed of everything, sounds too.
It's a fucking video game boss. It's meant to be fun not a fucking achievement, and what's fun for you is different than what's fun for me or what's fun for someone else.It's the problem with "participation trophies". It lessens the over all experience. See kids .. you don't have to work hard or become better at anything!