I think that the resurgence in the roguelike genre and the popularity of stuff like dark souls tells us that quite a few RPG players would appreciate additional difficulty.
I love the classic D&D RPGs. I mean...sure.. a ancient crippled goblin with arthritis and a crossbow could kill a level 1 party, but it encouraged a healthy fear of things. Anything could kill you.Indecipherable said:The classic D&D RPGs that follow the rules strictly at low levels are just a nightmare. One hit and you can be dead, every attack is crucial and a single strike decides everything.
Unfortunately those don't make for fun play, they are just luck. You have next to no abilities so your strategies are significantly less than what they will be later, so it's just chance on some encounters. I don't care for that at all. A game should become more difficult over time and the beginning should introduce you to the gameplay and let you develop what works and what doesn't. Old school D&D games violate this.
I'm quite happy for them to introduce sliding difficulty bars (which most RPGs have) and put one up at some extreme level to satisfy you, but for me? No. I like challenge but some of the older games were pointlessly binary with life/death where if you went the wrong = certain death. Or having 6 hp and a single attack from an axe deals 1d8. No skill there, just load/reload/reload/win!
Hell, I'd like to see that in all forms of media, because broadening is happening everywhere. But yeah, fully agree with your post. It would be nice if they'd make at least SOME games that appeal to us instead of everyone. Right now, it's all games for everyone, and now it sucks.KingsGambit said:I'd like to see games move backwards...away from the broadening of appeal. Games used to have target audiences in mind with design aimed at niche groups of fans. The net result was that while fewer people might have bought a particular title, those games are to this day legendary titles and sadly reminders of a better time.
Games now are solely mass-market appeal. "Dead Space" took survival horror and made it an action game. "Mass Effect 3" took a sci-fi RPG and turned it into a cover-based shooter/interactive movie. It seems that all you need to do now to make a AAA game is take an action game of any sort, add minor RPG elements and you're done.
Games need to get back to being tough, challenging and involve a little work to get good at. I'm simply not interested in bland, easy, consolised games.
I don't think that an RPG can't have a heavy emphasis on story, but I would like to see more attention being paid in RPG games to the mechanics. There's really no excuse for taking an action game, slapping an extraneous leveling system on it, and calling the result an RPG.somonels said:RPG is about mechanics, not fluff; more numbers, more charts.. nrgh.
There's a difference between a well-designed, difficult RPG and a badly designed RPG where the difficulty stems from dealing with the design flaws.Baron_Rouge said:There's a good variety of RPG's out these days to cater to a wide variety of tastes, but you severely limit your audience and risk frustrating a lot of gamers when you make a game crazily or unfairly difficult due to poorly explained mechanics and seemingly arbitrary nuances like some old-school RPG's have in spades, by the sounds of it.