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Add a story difficulty mode to all games.

Add a story difficulty mode to all games.
That's not Art, the definition of Art hasn't changed.but it feels like we've long reached a point where convenience and "quality of life" is prioritized over meaningful game design choices.
His face says I'm playing online but his controller says otherwise. Also, his size says I'm done playing on consoles along time ago and PC is the right choice for me. It's stereotype, AI understands stereotype cause it's the truth, you can't fool AI and make it escape the real world.
No, because difficult is a 100% subjective metric. It %100 depends on the player skill and no one can measure that other than considering every player skill level in the balance of the game difficult. Some people can not finish a Dark Souls game while others can do a "no die run" in all the games consecutively. The skill gap is gigantic.There can still be an objective part about what game is considered easy or hard for the average gamer.
And games difficulty don't have to adapt to everyone, the player can adapt to the game too. That's like if movies had options to be shorter in case the viewer is feeling too lazy to watch the whole thing.
If you just move sliders to make your own difficulty, it's just the best way to miss the intended experience, with nothing feeling properly designed.
Take the recent ubisoft games for example. I don't know about Shadows, but Assassin's Creed Valhalla was terrible at that. You can tweak absolutely EVERYTHING to change the "difficulty", you can at any time change the amount of damage, in %, that you take, that you deal, you can change the amount of experience % you get, you can even decide if you will kill ennemies in one hit or not.
That's absolutely awful, it feels like there just isn't any designed, intended experience. Like who is this even for? They try so much to make this for everyone, that it ends up being designed for no one really.
What's the point of the game being a "rpg", if you can change the % of damage you deal just by adjusting a slider at any time, your equipement and everything else doesn't even matter anymore.
Most of the games out there nowadays are way too easy, and people got used to that. Most of them also have lazy difficulty choices. These games you want already exist.
Games that decide to offer one specific experience with one unique difficulty should be allowed to exist too. That's creative freedom. Challenge can be part of the intended experience, if the game is designed around that.
The expression "git gud" explains it all. Some people think they are "awesome" for finishing a game that "few" finished because of the difficult. Makes sense. I would feel awesome if I could finish Diablo 2 on Hardcore or Doom on Ultra nightmare.There's nothing wrong with difficulty options. I never understood why people care so much about how somebody else plays a game. If you beat a game on hard or just a hard game, good for you, but it's not like you cured cancer or won an olympic medal. And it somebody else beat the game on a lower difficulty than you, it doesn't affect you at all.
This doesn't even mean I don't welcome a challenge, btw. I just don't care about the way other people play single player games.
Easy answer to your question. Balancing is a fucking mess and 90% of the developers won't bother, in which the product ends up being a fucking casual paradise on easy/normal/hard and an absolute fucking imbalanced mess on the hardest ones. When you have one set difficulty, they can control how the gameplay flows + they dont have to waste a year on balancing every single gameplay mechanic for each difficulty.
So then why not make the game the way you just explained......and then dial it back by injecting an "Easy" mode instead?
I mad the mistake of restarting that game on some hard mode because it was boring as fuck on normal and you are on the money. The gameplay in general seemed designed by fucking monkeys.Witcher 3 has some of the worst designed difficulty levels I've ever seen. The lower difficulties you never need to use most of the mechanics, and the higher difficulties the enemies are damage sponges and it's incredibly tedious.
Not everyone cares about sales and maybe some just want their games to be experienced as they created them? Like walking sim horror games for example, almost all of them have no difficulty options, they are niche, yet they are continued to be made, because thats the beauty of creating something, you dont always have to make a game for everyone.
But it is understandable as to why some people would like there to be a different mode added, just so they could enjoy the game too
To be honest, reading all the posts here, I'm starting to doubt if it's even really a "skill" issue, it seems more like a motivation issue. Most people complaining about difficulty talk about how they don't have time for that after spending a day at work etc etc... So it's more like a choice, rather than not being able to. And if it's really a choice, there's no reason why every games should be obligated to cater to that choice, devs should be able to create the experience they want.No, because difficult is a 100% subjective metric. It %100 depends on the player skill and no one can measure that other than considering every player skill level in the balance of the game difficult. Some people can not finish a Dark Souls game while others can do a "no die run" in all the games consecutively. The skill gap is gigantic.
I think that's extremely exaggerated, this is something I mostly hear from people who don't like difficulty, but people who do play difficult games most of the time don't brag about it or act like you're pretending they do. Yes there is a personal satisfaction when beating a challenge, this can be part of the fun to some people, but it's not because you're happy that you can enjoy a challenging experience, that you also hate easy games.The expression "git gud" explains it all. Some people think they are "awesome" for finishing a game that "few" finished because of the difficult. Makes sense. I would feel awesome if I could finish Diablo 2 on Hardcore or Doom on Ultra nightmare.![]()
Both can coexist, always. The prof is "mods". Me modding Souls game to be harder or easier is possible, ease and doesn't affect anyone other than me.Both experiences can co exist, but not always within the same game, that's the thing.
Not only individual multiple sliders, but could be one slider, where it analyzes your playing and adjust difficulty - you select "hard* on the slider and when you play it calculates the exact "hard" for your playingThis is the answer. More options for people to tailor the experience to their own tastes. I'm a fan of sliders for accessibility, where you can increase or decrease certain aspects of the game. 99% of the time I just roll with the set difficulty or normal, but there are times that I like to be able to tweak some options, especially if it's a game I've gone through before.
Yep, this would be perfect. There has been no creativity on the difficulty setting front in quite some time, and doing something like this would make perfect sense.Not only individual multiple sliders, but could be one slider, where it analyzes your playing and adjust difficulty - you select "hard* on the slider and when you play it calculates the exact "hard" for your playing
This sounds terrible to me and one of the worst things you could do.Not only individual multiple sliders, but could be one slider, where it analyzes your playing and adjust difficulty - you select "hard* on the slider and when you play it calculates the exact "hard" for your playing
This has literally existed in sports games for a while now, and it honestly works great. It doesn't adjust the difficulty to where it makes it super simple, it just adjusts accordingly with something is too simple or too difficult to you. You can still fail.This sounds terrible to me and one of the worst things you could do.
Fight a boss, die against it, and every time you try to fight it again, it gets easier and easier? In the end you won't even know if you managed to beat it because you learned it and got better, or if the game silently made it easier.
What you describe actually completely destroys the very concept of difficulty, medium or hard, it just removes the idea of failing in a game completely.
I meant like a slider with (as an example) options easy, medium and hard. For each there's a "field" of optimization, like for "hard" it only optimizes that "hard" "field" of optimizations, everything the game optimizes stays in the "hard" optimization "field". The way game optimizes it is by adjusting things like enemy behavior, stats etc; maybe your damage taking, and attack power etc. Something like that...This sounds terrible to me and one of the worst things you could do.
Fight a boss, die against it, and every time you try to fight it again, it gets easier and easier? In the end you won't even know if you managed to beat it because you learned it and got better, or if the game silently made it easier.
What you describe actually completely destroys the very concept of difficulty, medium or hard, it just removes the idea of failing in a game completely.
Couldn't disagree more.I think OP is 1000% right. It's not necessarily about difficulty, it's the constant watering down of things in the name of QoL. Silksong is a great example of people refusing to learn a game and are bitching about their own failures as somehow the game's fault instead of their lack of thought and effort.
Not just gaming issue either, this phenomenon basically explains a lot of what's wrong with society in general.
Most people caring about "difficulty" wants it to be in manageable fashion to get a satisfaction that they are better than average, "I am gud". Not because difficulty itself.The expression "git gud" explains it all. Some people think they are "awesome" for finishing a game that "few" finished because of the difficult. Makes sense. I would feel awesome if I could finish Diablo 2 on Hardcore or Doom on Ultra nightmare.![]()
A LOT of people do bragI think that's extremely exaggerated, this is something I mostly hear from people who don't like difficulty, but people who do play difficult games most of the time don't brag about it or act like you're pretending they do.
That's a fair opinion.Couldn't disagree more.
Silksong's difficulty system is based on tedious busy work, drawn out corpse runs and fiddly controls. The move set is significantly limited, at least until a long way into the game, such that combat is boring. The magic is entirely in the visuals and audio design, which are wonderful. But the mechanics are not especially interesting or rewarding.
I think it might just be the most overrated game in years. An ok, too long game that becomes a chore has been elevated to rarefied heights beyond criticism.
And whilst I agree that there are underlying social problems, I'd counter that internet groupthink, which has certainly benefited Silksong, is another!
It does somethings very, very well.That's a fair opinion.
I will counter with an example from Silksong that directly exemplifies the kind of intentional design I'm talking about.
I just got through one of the notorious areas that people are massively complaining about Bilewater and the boss at bilehaven
And the reward for beating this area is so goddamn perfect, intentional, and exactly what you were wanting the entire time, that I couldn't help but laugh out loud at how incredibly well designed the entire thing was from the start to the middle with the hope and despair and then the ending of finally winning.
If checkpoints and zero run backs and tips and everything else modern quality of life demands were on this area, the entire thing would fall apart.
This kind of intentional challenge and reward is RARE in modern gaming. It absolutely demands the player get good enough to reap the reward of success. That's a good thing.
How about options?
Easy/Story/ICantGitGud/BusyLife/Entitled option
SoHardYourFuckingFaceWillMeltHard option
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