grumbel said:
I can't remember having 1000 post long threads about easy-mode back when Demon's Souls was released or back when Dark Souls was released. People who didn't like that simply didn't buy it. Has worked out great for you, hasn't it? Now the developers are thinking about attracting a wider audience because they see potential for more sales.
Because Demon's Souls was a niche hit that was hardly advertised, and became a success largely due to word of mouth and hype generated within the niche group that enjoyed it. Due to that success, more people were anticipating Dark Souls and it was more heavily advertised. When more people became aware of the games existence there were more people to complain about the game not being accessible to them, many without even giving it a go.
The problem is that a simple "easy mode" wouldn't fix the issues that people are complaining about with Dark Souls difficulty, so allocating resources into rebalancing the entire game into being more accessible would ruin the core philosophy that made Demons and Dark Souls into the successes that they have become.
Simply changing monster health and damage would not create an experience that the people asking for an Easy mode would just suddenly enjoy. Also, labeling such a mode as an "easy" mode would be a dishonest trick to get more people interested in buying, which in turn could lead to bad publicity.
grumbel said:
Gamers are not very good at doing boycotts:
http://cache.gawkerassets.com/assets/images/kotaku/2009/11/1258035395841.jpg
Would you seriously not buy a Dark Souls with an easy-mode when everything else stays exactly the same? Doubt it. Jim also had a while back a video on why boycotts are not such a good idea, also worth a watch.
Boycotting isn't the only issue. If the next game is designed with a different goal in mind, less hype and activity within the community will be generated, and this in turn will lead to less people being interested in picking up the game.
And, no, if the next entry is lacking fundamental parts of the experience of previous games, there would be nothing attracting me to spend time and money in that world.
I didn't buy Condemned 2 because they tried to make it into a supernatural combo driven action brawler, I didn't buy Dawn of War 2 because they removed base building and many defensive aspects from DoW1 and I didn't buy Red Faction: Armaggeddon because it removed the open world aspect and destruction parts that made Guerilla a sleeper hit. Remove core mechanics and make the experience less enjoyable and naturally I won't be interested.
Also, there's a difference. CoD is mostly about the competetive aspect, responsive gameplay and military setting, and you can have all of that without dedicated servers.
grumbel said:
So why exactly can't all that learning happen in an easy-mode before people move on to normal-mode? Why is it for you ok to have an training mode before going to NewGame+, but not ok for others to have a slightly less difficult training mode?
Because the normal mode is designed to force you into being good enough at the game to finish it. If you want a training mode, you can always use a strategy guide or ask for advice on forums if you can't figure things out in the game. There's however no reason for the developer to encourage you to do so if the core experience is to remain intact.
grumbel said:
I am referring to the fact that the game does not have very good checkpoints and forces you to replay large sections over and over again.
The game has excellent checkpoints. The kind you have to search for and find yourself, and the kind where you trade some progress for having a safe haven. And the kind where you unlock shortcuts to save progress in an area. If there was no need for you to replay large sections, there would be nothing threatening and no sense of loss when dying, no sense of relief and safety when finding a bonfire and a much lessened sense of accomplishment when getting through a difficult area.
This is what game design is all about, you want to invoke an experience for the player by making decisions around how you interact with the game.
grumbel said:
Publishers see that a little different.
Then, let's hope the publishers let the people who made the game a success will get to do their jobs at least one more time before they start watering down the franchise.