BioRex said:
By letting the chef do what he bloody pleases and telling the people whining about the spicy food to let the chef do as they please? Or is it fine for me to go to a sweet shop to ***** and moan about the lack of spicy food.
Well you could yell at the sweet shop, but you wouldn't get very far.
Point is:
You aren't the only people in the market, and whether you like it or not, just by interacting with that market you are pressuring the chef. By buying Dark Souls, you are pressuring From Software in SOME WAY.
Dark Souls is not some privately commissioned work of art for you and your clique of like-minded fans; it's published for and exposed to the entire gaming market.
This isn't idle speculation or some analogical romantic gesture, it's cold hard FACT.
You don't have to like it, but you can't just ignore it either.
Also here is a tip read the thread or at least all the posts by the person you happen to be talking to.
Whatever. You dragged me into your argument. I just wanted to comment on the video.
First there is a multiplayer component that would require balancing for more then one mode, since multiplayer is another core feature you can't just ignore it.
Make members of Mode A only interact with other members of Mode A and Mode B with Mode B.
This isn't rocket science.
Second simply changing the numbers won't do much good, often the difficulty comes down to enemy placement and level design.
I call that (unofficially) "Transformative Difficulty", and it's a very good thing.
It's one of the best forms of difficulty.
However, that doesn't preclude it from being changed or adjusted modally. Several other games that had this managed it just fine by changing the scenarios within an environment, and not just the numbers (Megaman X5 and X6, Metroid: Zero Mission, Advance Wars 1&2...I can name more if you'd like).
Altering how a scenario plays out by its initial conditions is one of the best ways to vary gameplay.
I'll get to that later in this post.
Third you can already access an easy mode, one that is not in the menu, by leveling up, using items that give you a boost, summoning two buddies to help curbstomp the game. an easy mode is redundant.
So..."playing the game".
Unless this information is implicitly known by the player (or explicitly given to), I don't see how this is "Easy Mode".
Fourth unless you underlevel or on ng++...etc, the game is not reactive heavy, honestly the skills that help in dark souls are skills that apply in the real world, observational skills, patience, prediction from past experience, learning from ones mistakes, and the want to learn. All of these will help you more then having split second reaction times.
So Trial and Error, plus observation.
Of everything you listed, I can think of several ways to make a separate mode that's fundamentally easier without resorting to scaling numbers and other artificial means. Just because that's how most of the (lazy) gaming industry approaches modal difficulty does not make it the ONLY way to approach modal difficulty.
Good grief, a modicum of thought could make the modal concept an amazing concept within the game's own rules.
That sounds great honestly; Leverage that creativity. Introduce new scenarios in old environments based on different modes. Reward the player's powers of observation or trickery, instead of rote memorization and Trial and Error.
The more I think about it, the more of a waste it seems to produce a statically-difficult environment.
And keep in mind, NOTHING I've mentioned deals with stat-jacking.
I've committed no heresy thus far.
Sande45 said:
The thing is, changing certain things, like HP, wouldn't do much good, but changing others, like how that whole encounter is laid out (which could lead to a good easy mode), doesn't really fit into the category of reasonably simple tweaks.
Refer to the text above.
I suggest that non-numerical (non artificial) methods of adjusting difficulty are not only possible, but desirable.
If needed, I will provide examples of concepts.
BioRex said:
Well those numbers in the shape of a tree sized arrow really don't care what numbers that player shaped thing happens to be made of, and how about you play or look up a lets play of the game before you say whether or not adjusting numbers can make the game easier, mmm?
You want to argue, argue.
But leave the smug sass out. I'm trying to remain civil, the least you could do is try too.
As for the "numbers in the shape of a tree-sized arrow", I'm not talking strictly processing-presentation.
Those "numbers of a player shaped thing" at the absolute least need a Boolean state, and from what's been described, it isn't strictly boolean. There are stats being obfuscated.
The point is moot though, I've already addressed this.