All very true, this is a pretty sizable subset of gamers. But then this relates to his opening comment about the new PoP being marketed to the wrong audience. Some of the oldest gamers are the ones who put difficulty as their number one determinate of a game's quality, but they are still a small group. Games catering to enjoying near-impossibility should be fewer and far between, and more overtly labeled. Having played neither, I knew soon after hearing of its existence that Demon's Souls was punishingly hard, but I have never heard that about Prince of Persia (maybe I'm just uninformed).Michael O said:snip
The bottom line, though, is that when those gamers complain about easy games they often forget that they are a dying breed. You can have an enjoyable and challenging experience even if you don't die every single time anything happens. The point isn't to be challenged or entertained, it's to enjoy the game, and getting some momentum and actually completing more than one challenge before dying again (and then not going back several other challenges) is enjoyable and should be enjoyable to anyone, whereas the feeling of "Yay I did it!" gets old after you have to feel it every time you progress at all.
But the option of grinding can lead to an even worse difficulty problem. Assuming this a classic rpg, compare it to an action rpg. Even if you stay at level one and keep your "wooden sword" and "clothes" equipped, you can still physically dodge all attacks and hit bosses for 1 damage until they die after an hour of whacking. But in a classic rpg, no matter how skilled you are, stats determine whether or not you can progress. There is a minimum level at which some things are possible to accomplish, because you WILL get hit. My example would be FF3 DS, where even though you had probably grinded (ground?) before, and you had done every optional side thing for experience, you had to grind at least 10 more levels before the final boss was even beatable. Or at the very least you had to grind money to buy Shurikens, but that's pretty much the same problem. Grinding lets the developers throw something multiple times your last encounter at you with the game still being technically beatable, but I think its pretty commonly accepted that higher enemy stats do not equal higher difficulty, just more time investment. Usually that's in hitting them, but in this case its in preparation.Fearzone said:Bad games have one level of difficulty that will appeal to that select group of players along the delta for which that difficultly level is challenging.
Good games, you can play them as hard or as easy as you want.
For example, take an RPG. Playing it "hard" would mean going straight through the game with your level 1 sword. Playing it "easy" would be taking time to grind your levels up a little bit. Skilled players are happy because they went through it faster than most people could. Casual player are happy because, even thought they had to grind some and pay more attention to the right gear, they still finished the game.
Take away grinding from and RPG, and it is stuck at one difficulty level, which either works for you, or it doesn't.
BTW I had never thought of grinding like that before, well done.