k-ossuburb said:
OlasDAlmighty said:
I get what you are saying but I do not agree that it is a worthwhile way to do it.
There will be gamers who will resent the handholding at the beginning of the game and others who will not not be able to crest the difficulty curve at the top and resent not being able to finish the game. In other words the current system works just fine. Why break it by trying to fix it? Why are having options to set difficulty apparently a bad thing? You say you do not have a problem with them but you are arguing against the need for them. They may not be needed but they make the playing experience better for those both t the upper and lower end of the skill spectrum.
Discuss.
That's the thing, we've got the technology now to deal with that sort of thing. If someone is having trouble with a certain part then the game could stealthily dumb down the AI for a moment or make any attack from an enemy hurt less, the moment they start doing well again, the challenge ramps itself up (again, without letting the player know in any way) to keep things interesting.
Certain games lower the difficulty when a player dies a certain number of times, why not just implement a system like that that has a more active role in gameplay like The Binding Of Isaac changing which floor you go to depending on how well you did on the previous floor.
I honestly don't have a problem with difficulty settings, I think they're fine and they've done well as a standard for a very long time, I'm just saying that now there are ways to think outside of the box and try to tackle this problem of challenge and difficulty in relation to player skill in more creative and innovative ways.
Surely re-invention of some of the old systems is a step in the right direction?
Some people seem to have gotten the wrong idea about this, I'm not some elitist twat who only plays on hard mode and thinks anyone else who plays easy games are pussies. I'm just questioning a standard mechanic in gaming which a lot of people don't even think about and if there's any way we can improve upon it by implementing it in a more subtle fashion instead of literally choosing it directly from a menu.
Maybe a hybrid of systems that allows you to change difficulty in-game while maintaining that "invisible" difficulty changer AI I mentioned above alongside it to keep things interesting. If you'd prefer things stay at a single level throughout then there could easily be an option to turn it off as well.