SonOfMethuselah said:
I could agree with that, but the thing is, I'm not seeing anyone saying that they're comfortable with easy and don't want it changed. I didn't read every comment, but the ones I did read are just complaining that there's an easy mode in the first place, which is the wrong attitude to take, I think.
There was one person (in addition to you) who suggested adding "Very Easy." I think this is good as it is less condescending than "n00b mode" but doesn't get in the way of people who enjoy easy's current difficulty. Very Easy used to be pretty common, but they have been going away more and more as time goes on. Its a shame, they are good for people new to the genre or gaming in general (I see nothing wrong with being bad at a game. The term "Newb" always annoyed me. There is nothing wrong with being new or bad.)
BreakfastMan said:
The reason I am dismissive of this possibility is that the publisher would have to be freaking blind in order to not get that most of the people who have played the game like the difficulty. Lowering the barrier of entry does not mean lowering the challenge ceiling. It might be different if the majority of people were complaining that the game is too hard, but that is obviously not the case. And since devs and pubs are not in the business of removing things from games that most customers have expressively stated they like, the notion that they would remove something that most people like is absurd.
I disagree with you on this. How much do you know about game design? My friends and I do some amateur game design in our spare time. Difficulty is the hardest part of making a game as it runs contrary to a lot of game design theory. You want to make a game as smooth, intuitive, and user friendly as possible but this directly clashes with difficulty. Its a delicate balancing act to keep a challenge but not resort to cheap difficulty.
There are two kinds of difficulty. I'll call them "Cheap" and "Fair". Cheap difficulty is when an enemy can one shot you but takes a huge amount of damage to kill (Hard Difficulty on EDF: Insect Armageddon takes at least 10 clips, probably much more, with the starting weapon to kill the easiest enemy). Fair difficulty is the Dark Souls style. You need to analyze the enemy, find its weakness, be on your gaurd, and take it down using tactis. Cheap enemies scale easily with health and damage changes, fair enemies do not. Thats why AI rarely improves on higher difficulties.
As someone has already stated, when designing difficulty you must start from the easiest difficulty. Giving something less health or less damage does not always make it significantly easier. If something requires a specific tactic to fight, changes to its health will likely not have a major influence. Take something like the Hunter from Halo. Its not a cheap enemy, its a fair enemy. Its tactics focused rather than simply being an elite with a lot more health. You need to get behind it and dodge its explosives. In my opinion, they seem to scale the least with difficulty. Sure it chews through your ammo like crazy on hard, but its just as lethal on easy.
Now take a game thats major focus is tactics (Like XCOM). Changes to health or damage will make the game easier, but some fair enemies would still be difficult to fight if you don't learn the tactics (I'm assuming, haven't played the new one). These would be hard on easy as they require a certain method to defeat them. Perhaps the difficulty of other enemies build you to this strategy on harder modes or perhaps you are just thinking tactics more at a higher difficulty or maybe its just as hard on hard, but people expect it more on hard. Say playtesters call this enemy too hard because of the sudden difficulty spike it causes on easy due to lack of using the tactics. The way I see it this can lead to 3 possible outcomes.
1. The enemy is removed. The designers feel the enemy's tactics are too hard to figure out and keep the game too difficult.
2. The enemy is changed. They like the look of the enemy and want to show it off to everyone, even the easy players, but they fear the tactical nature of it will cause too much trouble. As such, they just make it a higher damage/health version of a previous enemy.
3. The enemy is removed, but only from easy. The designers saw it was too difficult for easy, but they felt it still had a place in the higher difficulties.
Options 1 and 2 hurt everyone, not just the easy players. This means that if a future XCOM game attempts to attract a crowd who wants an easier game, the easyness trickles into other difficulties. Will this do anything to the current XCOM? No. Will it effect future games? Possibly.