Dexter111 said:
Because a game loses it's value that way, especially if it was intended to be hard.
How does it "lose its value"? That makes no sense if an OPTIONAL new difficulty mode is added. Did Ninja Gaiden Black "lose its value" when it added in both newer easier AND harder difficulties over the original version? No way! It was a MUCH better value because it actually allowed more people to jump in, get used to the combat and enemy patterns, enjoy the game's visuals, puzzles, combat, and story, and when you were done the game practically was begging you to try it on the next several difficulty modes now that the warm-up was over. It IMPROVED a game designed to be hard by making it accessible for newer players to learn the ropes and THEN threw in additional challenges for them, and returning veterans.
Take Battletoads for example, you probably still remember that game and possibly the frustrations or the amount of times you tried to get through that level, without that or with the easy ability of save-state-scumming or similar it just wouldn't be the same legendary game, but just another lame Jump'n'Run.
Yeah, I remember Battletoads... as a game I HATED. I despise that game and it's absolutely crap-poor difficulty spikes and it's unreasonable roadblocks that threw out the current gameplay for suddenly different modes that controlled in ways you were not prepared for, died, and then having to redo those early sections all over again. Those first three levels I know by heart... they're fun. But I HATE the game for practically telling me "no, you cannot enjoy the rest of the game with that style of gameplay because you can't pass this racing level that behaves in a totally different way with no combat whatsoever and has instant kills everywhere." It wasn't a fun game. It was a terrible game that I wish I had never played. That's Battletoad's legacy for me.
Most "Difficulty Modes" are bogus anyway and oftentimes untested/unbalanced crap, while games like Dark Souls and Super Meat Boy have been fine-combed to be challenging, but not frustrating and probably ran through by dozens of testers hundreds of times to test for that most developers take the easy way out and just offer an "Easy" or "Hard" Mode or similar where the only difference is that enemies do 50-200% of the usual damage or have somewhere between 50-500% of their usual HP (which is often not even really tested for and also might break several other game mechanics).
If you read the book "The Art of Game Design", game developers reveal what they call the "difficulty curve", which is difficult to maintain for almost any game. Even "kiddie" games like Mario have bouts of extreme difficulty, while other games are just preventatively difficult. BUT, the goal of the "difficulty curve" is to find a middle ground that allows as many people to experience as much of the game as they can without compromising the challenge and fun. When the game becomes a "job" the game fails.
For all the praise they get, Ninja Gaiden 2 is NOT an accessible game. According to statistics, only 1% of the people who played the game ever got to the end credits. 99% of players gave up. That is NOT what you should strive for. Yes, challenge can be rewarding, but not at the expense of the majority of your players and the majority of your game world. If only 1% ever battle the major villain, that's a lot of wasted time and effort making stages and enemies that so little people will ever see.
If a game is intended and balanced for "button-awesome", no "Hard" mode will make it really "challenging", but will be a cop-out and if certain games are designed to be challenging and that is a huge part of the experience you might as well be cheating infinite health or whatever, since the result between that and the experience that remains after played on "Easy-mode" will be about the same.
I never had the same "experience" playing Goldeneye with invincibility and double-rocket launchers as I did when I played it legitimately. However, having cheat codes and invincibility was REALLY FUN! I could also test-run difficult stages, memorize enemy, weapon, and mission locations, and strategize for my "Hard Mode" runs, which provided steep challenges, but only when I, the player, wished to do so.
It also in general cheapens the entire experience and awe people have for the game or certain encounters and all the discussion that will develop in the community.
I think that's a BS excuse. The "awe" of the game is ruined? I STILL hear people praise Ninja Gaiden Black as a superior game to Ninja Gaiden, despite having an easier difficulty. The "awe" never vanished because the HARD MODES STILL EXISTED!
You are *supposed* to try to overcome obstacles the game puts in your way, figure out the way to win a fight by changing your tactics or equipment or coming back later, ask for help or perform the feat of ultimate dexterity in finally beating the Meat Boy level with those damn saws and get out of it with a feeling of ultimate glee of having just done that, not turn on "Easy" mode and forego that experience.
Why do you view "easy mode" as an "instant-win"? Believe it or not, you can still maintain a huge degree of challenge, even on "easy" difficulties. Ninja Gaiden Black is still no walk in the park on "easy" and even skilled players can and WILL die on the easiest difficulty. Despite the fact that the game is not as difficult as the UBER-HARDCORE mode, it remains insanely rewarding and satisfying eeking out a victory over Alma. The ONLY difference is the difficulty is now scaled to the skill level of the player. So, what might be easy for you would still remain extremely hard for another player. There is NO reason a difficulty for Dark Souls couldn't exist that would give players a challenge at their skill level that other players could safely ignore if they felt it was too easy. But, you don't know. What you consider easy could remain a rewarding, intense challenge for thousands of other players.
Just accept that some games are possibly not for everyone instead and that not everything is supposed to be "won" by press of a button, no matter how much it might bruise some peoples egos. Especially since as I've said 98% of games out there cater to the easy mode/instant gratification crowd.
And, again, "easier" does NOT mean "instant win". A difficulty that matches the skill level of the player is the IDEAL difficulty for ANY game. There's a reason games like the early Silent Hills were praised for providing variable difficulty for both their combat AND their puzzles, and why Kid Icarus has over 100 difficulty levels, from the pathetically easy to the masochistically brutal. The point is it provides OPTIONS.
Creating a game that way requires an entirely different mentality and creative process behind the development of a game and the game as it is today would just simply not exist.
Nonsense. Besides Ninja Gaiden pulling it off, Devil May Cry 3, another game celebrated for its intense difficulty, was re-released with an easier difficulty for players. Nobody complained and the game remains beloved as the peak of the whole entire franchise, even with that new difficulty mode. Ocarina of Time was re-released on the 3DS with a harder difficulty, which fans appreciated. Hell, even Contra was "made easier" with the option of the infamous Konami cheat code, which millions of gamers used and APPRECIATED.
How would adding a "Konami code" to Dark Souls to help struggling players hurt the game?
It wouldn't. Stop pretending it would. To paraphrase Shigeru Miyamoto, the ideal game is one that "allows players to play the game they way THEY want to, not the way the developers intended." I agree fully with that statement.
joshuaayt said:
God knows you couldn't just, like, not let easy difficulty players do any of the online-invasion crap. It's like, people might find the core gameplay or story fun, but not be that good at the game, or something. There is no reason NOT to have an easy difficulty mode, at all.
No idea why this bothers people- "Oh, fuck no, no fucking peasants gonna have fun with MY video games, piss off to farmville you wankers."
I don't understand it either. How would giving players an easy option impact hardcore players AT ALL? It was never an issue when Devil May Cry 3 was re-released with an easier difficulty, or Ninja Gaiden Black had an easier difficulty. Even Metroid Prime 2 was re-released with easier bosses and fans were grateful for it.