I always start in normal mode but if it was a really great game that I wanna play a second time I need to make it more difficult as a replacement for the suprise effects when not knowing the plot.
Aunel said:Why do I play bass instead of guitar?
because doing hard stuff is fun.
real men seek a challenge.
I actually agree with you completely. There should be an Easy mode that's actually easy and a Hard mode that's actually hard. Sadly, that doesn't happen as often as it should. Games tend to skew too far in one direction or the other.Furburt said:My fault I'm afraid, I misinterpreted the meaning of frustration.Susan Arendt said:Site editor snip
I defined it a bit better a little bit earlier in the thread,
'Seemingly insurmountable challenge that provides great frustration UNTIL you beat it'
This doesn't apply to casual games, ambient games, or games of those types, more to what would be traditionally considered a 'hardcore game' (much as I loath that definition)
I'm not denying that it's very much different strokes for different people, and I respect peoples right to play through the game at whatever difficulty suits the experience they want from the game, what my problem is is that the developers of modern games appear to be enticed with the notion that hand holding is required through every part of the game, otherwise they aren't reaching out to a big enough audience.
Again, not a problem as long as that's exclusive to the lower difficulty levels, but I've noticed a few games where, while the difficulty of the enemies may go up or the potency of your weapons may go down as you increase the difficulty (I'll use a standard FPS model as an example here), the amount of assistance remains at a high enough level that you never really have to rely on your own instincts.
This also happens in games without difficulty levels, like GTA 4. Frankly, I found that far too easy to enjoy properly, mainly because half of it is tutorials, and while as you say, this is just my experience, it's the only experience available on that game.
I didn't really touch on this as much in the original post I made, but what I'm basically saying is that while I have no problem with the developer varying their difficulty levels to appeal to a wider spectrum of gamers, I have noticed that some developers seem to be forgetting that challenge is a definite reason why people play games, and sometimes, feeling defeated and broken is intrinsically linked to how everyone plays games, be they playing it on easy or hard. Remove the occasional frustration, and you remove one of the main reasons for playing games, the sense of achievement. A sense of achievement is very difficult to acquire if there's no challenge.