But maybe sales zoom up if they have easier options. The core gamers play them at the standard default difficulty which is harder than most games, but for others there's an easy option.But games like Souls/Sekiro are popular and sell pretty well and still being true for their version, I think games become worst when they try chase popularity.
That would be a good option. Problem is it's easier to make 3 or 4 canned difficulty levels than making an algorithm analyzing player skill.Should just be a dynamic difficultly which gets harder or easier depending on the player.
Based on games they released so far they clearly don’t want to and in fact it how they design their game what makes them well known.But maybe sales zoom up if they have easier options. The core gamers play them at the standard default difficulty which is harder than most games, but for others there's an easy option.
Difficulty today is basically broken. If you beat a game in the first week of release on the hardest difficulty, you earned some stripes. After patches and actual balance and when its been long and forgotten, its usually a cake walk. Not easy, but it will be less painful.
[...] and then, upon completion, higher difficulties are unlocked.
If you make an hard mode, make sure it is really hard and not piss easy cakewalk, the fact that most devs don't understand this simple thing is mindblowing.
Probably related with the pussyfication of modern gamers who want just to button mash their way to victory on normal mode.
Also don't lock your hardest mode behind bullshit requisites...no, i'm not gonna play your 100 hours open world game again, just gimme the fucking super hard mode right away.
During these modern times?! Devs would just make ultra easy games most of the times...No difficulty levels. Difficulty levels are the lazy,safe solution.
Just put in the extra work and balance your game properly while having a clear solid vision. Doesn't matter if it gets too hard as long as it feels fair. Not every game should be for everyone.
Ask yourself, have you ever not beaten a game because it was above you as a skill, or because you coudlnt put the time in getting to the skill level required. If games require skill to beat then you need to learn that skill. There's no game that has beaten me if I've been arsed to persevere with it.
I think this is a very big discussion and it involves many aspects of both game design and production costs.The balance needs to be found not only in the game itself but also between publisher/developer as well as between budget,sales expectations and the developer's own vision.During these modern times?! Devs would just make ultra easy games most of the times...
Even if different difficulty mode are shit and often unbalanced, it is still better than making only one difficulty level, devs are not all miyazaki, most devs want their games being played by most people possible and gives 2 fucks about people who want some challenge.
You can't balance a single mode for casuals and ultra skilled people.
Yeah but i ask you this once again, how can you please both the super skilled player and the casual with just one difficulty mode? the difference in skill sometimes is just too much...I think this is a very big discussion and it involves many aspects of both game design and production costs.The balance needs to be found not only in the game itself but also between publisher/developer as well as between budget,sales expectations and the developer's own vision.
Personally i believe there will be always room for fairly balanced games with no difficulty options as long as the publisher is not a greedy fuck and the developers can actually make a game that can stand its ground purely on its gameplay without having to spend insane amounts of money on marketing and graphics in order to sell it.
Aye, but there were few games in the 90s except for RPGs and some adventures that couldn’t be finished in 15 minutes to an hour when you knew their ins and outs like the palm of your hand. Their difficulty was intrinsic to their longevity. You can!t do that today unless you use glitches or a strategy that allows you to cheese the game royally. There’s no speedrun of Souls games that doesn’t include that. A game today is hours long even at the base difficulty, which in most cases poses no difficulty at all to a veteran gamer.Today's hardest difficulty was the 90's normal.
I said what I said.
You can't.Yeah but i ask you this once again, how can you please both the super skilled player and the casual with just one difficulty mode? the difference in skill sometimes is just too much...
How do you make a dmc game easy enough for the casual but hard enough for a veteran player? and this pretty much apply to every genre really.
Imo is just too much to ask to devs.
Totally this. I believe in the auteur approach applied to videogames. If the vision from the dev team is to not have difficulty levels then so be it. Playing Returnal would not be the same community experience with different difficulty levels.The first option is the only correct one.
If that ends up limiting it's audience then so be it, it's not like there aren't plenty of other games out there for people to play.
I think a good developer knows how to get the difficulty just right and doesn't need options.This recent Ghosts and Goblins thread got me thinking about difficulty levels.
Ghosts ‘n Goblins producer explains why ‘easy mode’ was added to one of gaming’s hardest series | NeoGAF
For me, I don't even really think about it anymore as I just play on default normal most of the time. But when I gamed on Genesis and SNES I definitely pumped up the difficulty as games were pretty easy back then.
But what's your call?
Games should have multiple difficulty settings.
If that triggers you because you are so hArDcOrE and everyone else should GET GUD, you don't have to play them. Simple. Everybody wins. You get your penis compensator and the rest of the population with a healthy sex life gets to enjoy games.
I know you are joking but really those games usually have a lot of options for making the game much easier."Soulsborne" games should have an easy mode.
Something that is weird though is that these conversations always seem to circle back to "soulsborne" games when actually those games do allow for a range of difficulty.Normal difficulty should be based on the average player taking all skills into account from the beginners to professionals.
Some companies forget that not everyone plays games excessively at unhealthy levels.
It's just as ok for a game to have very easy and easy to hard and very hard.
At the end of the day if you gate who can enjoy your game then what was it all for?
Let someone enjoy it at stupid easy levels while also offering a difficulty that'll stuff their shit lube free.
The only thing FROM is accomplishing of any real consequence is smaller market penetration, a lesser bank account, and enabling bragging rights at such cost. They deem that worth it? That’s their prerogative, it’s their craft.
Perhaps if I thought video game braggadocio held any actual merit I’d feel different, but I don’t. Make your games prohibitively difficult....I’ll keep my money.
Unfortunately souls games are widely known for not utilizing the full range of the leveling system.Something that is weird though is that these conversations always seem to circle back to "soulsborne" games when actually those games do allow for a range of difficulty.
If a player is struggling on a part of the game its usually pretty easy to farm souls to level up HP or damage or whatever. Pretty easy to look up the best weapons or strategies etc. Generally the difficulty does seem to be on a sliding scale, that is player controlled to an extent.
What you mostly see in the community is, in fact, people doing stuff to make it harder. No hit runs etc. New game plus 10 using only a shield or whatever.
I wouldnt even say there's anything that's too mechanically complicated compared to other games and Dark Souls is a bit slow actually so it's not like the game is frantic (like Returnal for example).
Not to say the games are easy but really there is a lot of scope within the games themselves to make things deliberately easier or more difficult depending on the player.
Isn't that better than just having a menu option?