This, but I'm not quite this cool. I tend to play games on the second hardest difficulty, unless there are only three, in which case I play on hard. The "nightmare" settings are always just a hair into frustrating territory, though I do play them if I go for a second playthrough.SmashLovesTitanQuest said:I don't see any good reason to remove the easy difficulty setting.
I play on the highest difficulty setting and turn it down if needed, in case anyones wondering.
I think even EgoRaptor would agree that such games are not exactly a normal occurrence. As such, it's kind of ridiculous to say that this negates the need for easy mode for newbs.k-ossuburb said:Surely if you're new to gaming then a fair difficulty curve alongside a decent demonstration of core mechanics (see: EgoRaptor's "Megaman X VS Classic Megaman Sequalitis" for how this can be accomplished) would mean that we don't need the "easy" mode even for people new to gaming.
basically this, not to mention sometimes depending on your flavor of game, there can be ONE mechanic that annoys the piss out of you/breaks the gameplay for you if you are playing at a higher level. So if they take it out/nerf it on "easy mode", thus, making the game enjoyable and a solid purchase for you.hazabaza1 said:The more options the better. It gives more player control and customisation.
Unless the game is one designed around its difficulty (i.e. Dark/Demon's Souls, etc) I don't see a reason not to have one.
jklinders said:That's the thing, we've got the technology now to deal with that sort of thing. If someone is having trouble with a certain part then the game could stealthily dumb down the AI for a moment or make any attack from an enemy hurt less, the moment they start doing well again, the challenge ramps itself up (again, without letting the player know in any way) to keep things interesting.k-ossuburb said:I get what you are saying but I do not agree that it is a worthwhile way to do it.OlasDAlmighty said:PIGEONS!
There will be gamers who will resent the handholding at the beginning of the game and others who will not not be able to crest the difficulty curve at the top and resent not being able to finish the game. In other words the current system works just fine. Why break it by trying to fix it? Why are having options to set difficulty apparently a bad thing? You say you do not have a problem with them but you are arguing against the need for them. They may not be needed but they make the playing experience better for those both t the upper and lower end of the skill spectrum.
Discuss.
Certain games lower the difficulty when a player dies a certain number of times, why not just implement a system like that that has a more active role in gameplay like The Binding Of Isaac changing which floor you go to depending on how well you did on the previous floor.
I honestly don't have a problem with difficulty settings, I think they're fine and they've done well as a standard for a very long time, I'm just saying that now there are ways to think outside of the box and try to tackle this problem of challenge and difficulty in relation to player skill in more creative and innovative ways.
Surely re-invention of some of the old systems is a step in the right direction?
Some people seem to have gotten the wrong idea about this, I'm not some elitist twat who only plays on hard mode and thinks anyone else who plays easy games are pussies. I'm just questioning a standard mechanic in gaming which a lot of people don't even think about and if there's any way we can improve upon it by implementing it in a more subtle fashion instead of literally choosing it directly from a menu.
Maybe a hybrid of systems that allows you to change difficulty in-game while maintaining that "invisible" difficulty changer AI I mentioned above alongside it to keep things interesting. If you'd prefer things stay at a single level throughout then there could easily be an option to turn it off as well.
Maybe you are not but you pretty much sounded like this when you said that easy setting doesn't give people a challenge, hence they wouldn't completely enjoy easy mode.k-ossuburb said:Some people seem to have gotten the wrong idea about this, I'm not some elitist twat who only plays on hard mode and thinks anyone else who plays easy games are pussies.
Oh and then you followed that with a completely wild guess about the gamers (most play on normal) which, let's assume it's true, completely ignored the ones that do choose easy at first.k-ossuburb said:Maybe it's also good if you just want a quick, un-frustrating game to pass the time and just want to relax while you're waiting for something, but the challenge is part of the fun and a lot of gamers would have a lot more fun when the game isn't too easy, so why not just go for what you're used to and play on "normal" or "hard" instead?
This. Too many people equate "challenge" with "enjoyment murdering difficulty" [footnote]That's not a dig at you, Rack! The industry's made that equation for decades.[/footnote]. If you have to play the same "pinhead-to-pinhead jumping" sequence 47 times because the controls are wobbly and the camera is positioned by a drunken hamster on meth, that's not "challenge." That's "your developers are bad and you should feel bad."Rack said:For me challenge isn't part of the fun, it's a replacement for the fun. Playing the same content over and over again, not getting to see cutscenes or new areas, or getting new abilities.. It spoils the flow and I don't care for it. There are games that offer challenge without falling into this trap though, Bayonetta and The Binding of Isaac being the best examples recently. Also if a game is singlemindedly focussed on challenge (ala Super Meat Boy) I can enjoy a lot more of this kind of thing. But in most games I want that easy mode there.
k-ossuburb said:That's an awful lot of additional coding and scripting you are asking the devs to do when there is a simpler and accessible system already available. It's simpler for little indie games to do what you say but when we are talking top shelf RPGs and action games it gets progressively or even exponentially more difficult.jklinders said:That's the thing, we've got the technology now to deal with that sort of thing. If someone is having trouble with a certain part then the game could stealthily dumb down the AI for a moment or make any attack from an enemy hurt less, the moment they start doing well again, the challenge ramps itself up (again, without letting the player know in any way) to keep things interesting.k-ossuburb said:I get what you are saying but I do not agree that it is a worthwhile way to do it.OlasDAlmighty said:PIGEONS!
There will be gamers who will resent the handholding at the beginning of the game and others who will not not be able to crest the difficulty curve at the top and resent not being able to finish the game. In other words the current system works just fine. Why break it by trying to fix it? Why are having options to set difficulty apparently a bad thing? You say you do not have a problem with them but you are arguing against the need for them. They may not be needed but they make the playing experience better for those both t the upper and lower end of the skill spectrum.
Discuss.
Certain games lower the difficulty when a player dies a certain number of times, why not just implement a system like that that has a more active role in gameplay like The Binding Of Isaac changing which floor you go to depending on how well you did on the previous floor.
I honestly don't have a problem with difficulty settings, I think they're fine and they've done well as a standard for a very long time, I'm just saying that now there are ways to think outside of the box and try to tackle this problem of challenge and difficulty in relation to player skill in more creative and innovative ways.
Surely re-invention of some of the old systems is a step in the right direction?
Some people seem to have gotten the wrong idea about this, I'm not some elitist twat who only plays on hard mode and thinks anyone else who plays easy games are pussies. I'm just questioning a standard mechanic in gaming which a lot of people don't even think about and if there's any way we can improve upon it by implementing it in a more subtle fashion instead of literally choosing it directly from a menu.
Maybe a hybrid of systems that allows you to change difficulty in-game while maintaining that "invisible" difficulty changer AI I mentioned above alongside it to keep things interesting. If you'd prefer things stay at a single level throughout then there could easily be an option to turn it off as well.
I really don't see the need to add another 10.00 to the price of a game to fix something that is not broken. Chaos loves complicated things. This no more true than it is in computer programming. I can't even imagine the potential for bugs and dev time slow downs, budget overruns et al here. Let's not give them yet another excuse to move the price point please.
Edit:
You might be trying to say you are not being elitist (whatever the bugger all that means) and while I certainly never directly accused you of this, you set the tone in your first post by essentially asking those of us who have no aspirations to be professional gamers to justify using lower difficulties in the OP. My real problem is with making any system more complicated than it needs to be. Your system is very simple from an end user standpoint and if that was the only consideration then bravo good sir you are brilliant. But from an execution standpoint it is a potential nightmare. Let's look at all sides shall we?