CritialGaming said:
I think what misses the mark a bit here is that people who tend to lend on those harder modes when given the option, enjoy the challenge. Even if it results in rage quits from time to time, outbursts, etc, they put up with that because: 1, They actually enjoy that frustrated feeling as it drives them forward and pushes them to be better and 2, The rush they get after succeeding is an incredible high that you just don't get from playing on lower modes.
Maybe for some but not for others [https://www.youtube.com/watch?v=AC3OuLU5XCw&feature=youtu.be&t=975].
CritialGaming said:
It amazes me that people can simultaniously say that Dark Souls isn't even hard AND also say it needs an easy mode at the same time. Like how the fuck does that work. If it isn't hard, then why does it need to be easy...er?
At the same token, Dark Souls is challenging and very hard for different people. And people who say, "Dark Souls is EZ" are frankly just a bit disrespectful of others imo. It's almost a troll thing to say, even if you don't personally find the DS series difficult the general consensus and gamer population agrees that they are though games so mocking the game as easy is just being a dingus.
Souls is easy to beat if that's literally your only goal, there's so many cheap ways to play that don't require looking up videos, posts, or FAQs. If you just play with the mindset that this game will do anything to kill me (which it does) and then turn it around and basically play to do everything to not die, then it's easy as shit. I did that for my initial 3rd or so of DS1 because I heard the game was hard to beat (along with the game doing cheap shit to me). I did Sen's Fortress completely blind and didn't die once, just play careful and pay attention. But to play in a fun way, Souls gets harder...
The problem with Souls is that its progression curve is opposite of what a game is supposed to be. You're not only the most gimped in the beginning but you also just don't know the game. The amount of DPS your character and enemies do basically stays the same throughout the whole game so you die in the same amount of hits you did at the start that you do at the end. With getting more estus flasks as you play means the game gives you more margin for error as you get better, which makes no sense. Sekiro is much much worse in that regard than Souls is. Also, the controls and enemy placement only serve to punish the player for trying to play at a faster pace. The controls and lock-on system are archaic and don't work well outside of 1v1 fights and then From likes to hide enemies in corners and shit to "trap" players into a BS death because the game's controls don't function well enough. An easy difficulty can help players have a better progression curve along with not punishing people for not checking their corners (these games ain't online shooters after all), especially Sekiro at least, which should play a lot faster than it does but it's full of cheap enemy placement as well.
CritialGaming said:
In reality the difficulty modes in games like Devil May Cry, God of War, Halo, etc. Games use difficulty modes, don't actually change anything but the numbers. Either the players or enemies have more or less health, and that's really it.
How long someone must play until they get the "click" will depend on the player and not everyone will have the patience to play until it happens, but how is that the game's fault?
I know most games just alter numbers but you can do more. Even just changing numbers can make a game so much better as there's always that sweet spot of how damage spongy enemies should be and the player has 2+ options to find the sweet spot if the dev fails with normal difficulty (which they usually do). Hell, part of why Uncharted 2 was so much better than the original was due to making the enemies less spongy, which fixed quite of bit of what was wrong like making automatic guns actually better than pistols like it should be. If the player just doesn't like the combat and finds it basically pointless (like I did with Witcher 3), they can lower down as far as possible to make combat basically waste less time to enjoy the actual good parts of the game. Getting back to doing more than just changing numbers. I know the new God of War's highest difficulty changes the way you fight for example. Bayonetta, for example, didn't make enemies spongier (at least not too noticeably), witch time was made less and less of a crutch while enemy aggressiveness was increased. I'm guessing at least some DMCs do stuff like that too as the same guys made them.
CritialGaming said:
Why should From implement a mode for players not willing to spend enough time with the game. Because let's look at things objectively in regards to difficulty adjustments.
1. Health changes
2. Changing enemy behavior
3. Make the player stronger
So players can alleviate some of From's poor game design and controls. Yahtzee literally pointed out the same thing I did about Sekiro, which is how time-wasting it is for you to have to kill all the mooks every time you try to fight quite a few of the mini-bosses (boss are usually completely by themselves). I can kill normal enemies like it's nothing because 1) they ain't tough and 2) you can stealth them so why make me do that over and over again when I just want to fight the actual challenging fight? That's why I literally would quit out the game, redownload my save (after clearing the mooks), and load the game up again because it wasted less time. That's just bad game design to put something in that only serves to waste a player's time. And why even have the player lose money and XP as punishment when it can be farmed (again, we're talking just a time issue). And the game's purses are only there because of the money punishment, thus their only point is to remove the money punishment so why even have it then?
I kinda explained health changes already. For Souls, maybe you should start with a lot of estus flasks and lose them as the game goes on, that would make more sense honestly. Difficulty is really all just increasing/decreasing margin for error and health does that inherently. It's not really hard to change enemy behavior, most spectacle fighters have a taunt move specifically to increase enemy aggressiveness, it's really not hard to do. Also altering the frequency of certain attacks is easy as well or adding some attacks on harder difficulties. Making the player stronger is basically health altering. If you can kill an enemy in 3 hits instead of 4 hits, your margin for error just increased 25%.