BloodSquirrel said:
Look, if you can't follow a discussion when it starts to become about fundamentals of game design rather than one specific example, don't participate. Don't barge in rudely and demand that people don't have it. The basic concept of difficulty not always being trivially reducible is a important than whether Dark Souls has driving in it or not.
So whether or not reducing the difficulty of the GAME IN QUESTION is irrelevant, as long as we can demonstrate that OTHER games will experience difficulties for unrelated reasons? If you want to demonstrate "basic concepts" and bloviate about game design fundamentals, you might start by applying them to the question at hand. Otherwise it's not really applicable, is it?
BloodSquirrel said:
Sloppy strategy means that you're not experiencing the game's mechanics, which is at least as bad as not experiencing some of a game's levels or story. It means that you have to pull a different set of tricks to make sure that the player has something new to experience as the game goes on, since you've removed the main impetuous for getting a player to experiment with new items, units, weapons or tactics.
That's not true at all. All of those games I listed, along with others, can easily communicate basic fundamentals of game play and introduce basic strategic elements without overwhelming the player with hard consequences for poor decisions. A new player picking up Civilization for the first time and starting on Chieftan is still going to be learning, and experiencing elements of strategic game play. They don't need to be shoved into Deity right from the get go in order to have "a proper strategic experience".
BloodSquirrel said:
No, people have quite literally called for every game to have a mode where even their grandmothers can beat it, and I'm not seeing anyone here arguing for an easy mode that they still can't beat.
Who? What people? Can you quote some of these people? I imagine we could both cherry pick some pretty ludicrous quotes on both sides of this argument if we wanted to, but I'd like to see the people saying "I want the game to be so easy anyone can beat it". I find that to be an unreasonable request, and I would join you in censure of those individuals.
BloodSquirrel said:
Halo on Novice and Halo on Legendary are as radically different a pair of experiences as I would get from playing a shooter vs. playing a hack & slash. And that's a game that was designed with difficulty levels, versus a game that was designed without the need for an easy mode vs. one that was. I'm not sure what personal definition of genre you're using here, but it isn't helping you make a point.
I'm using the dictionary definition of genre, which I assumed was the widely utilized employment of the word. Perhaps there are different colloquial uses, and genre can mean "difficulty" or "a type of cheese". I'm really not certain. Why we would need to substitute "genre" for "difficulty" when "difficulty" is already a perfectly serviceable word is beyond me, but English is a funny old language.
The "point" remains that tiered difficulty in games does not rob you of the "difficult" genre, if such a thing could be said to exist. You can speculate that madcap tinkering with the game mechanics of Dark Souls in order to shoehorn in some lobotomized easy mode would destroy the experience, but that's alarmist claptrap. Everyone is dancing in From's panties telling them what Good Guys they are at creating balanced but fair experiences, and suddenly we don't trust them to move a few numbers around without the game exploding like a novelty cigar. It strikes me as deeply disingenuous.
Vegosiux said:
You have misquoted me, chum. Pistols at dawn.