ResonanceSD said:
Absolutely agree on the content at hand. Easy modes ruin games. Games are interactive. Games need challenge to stay engaging.
However, AC: B&R kinda ruined things for me, I was just too damned good at counter-killing for them to pose any challenge.
It's ignorant to assert that games can only be engaging through testing our controller-mastery (and patience). Challenge, in its broadest sense, may be a necessary aspect of interactive media, but it can come from a lot more than a test of reflexes and muscle memory. No game should be
unplayable by the uninitiated, just as no book is completely unreadable.
I don't think difficulty is this simple an issue. It's not just a slider that you increase or decrease. For example, Dark Souls is not just difficult (it is, but there are few challenges that you'll have to replay more than five or six times), it's
punishing: each death means losing souls, humanity, backtracking and possibly getting killed by normal enemies on your way to the bloodstain (in which case the souls are lost for good), and stopping for a rest and resupply respawns every enemy in the game. The game simply doesn't care for you, hampers you and treats you like an insignificant gnat throughout, which fits the tone and atmosphere perfectly. For Dark Souls, it's essential to be unforgiving and merciless, because it wouldn't be a survival RPG with a quicksave/quickload function.
You could decrease enemy damage and health (and worsen the AI) a bit, and technically "lower" the difficulty of Dark Souls without harming the atmosphere, since it's the unforgiving attitude that's key. In a cover-based shooter, rendering cover unnecessary is just
bad design, and there are much smarter ways to accommodate inexperienced players without hamstringing the core gameplay. If the AC3 designers can't think of an easy mode without breaking their game, it's their own fault for being unimaginative.