Or, you know, just put in some separate trophies for hard mode and not be a total dick to the half of your fanbase that isn't filled with hardcore gamers. Just because you're playing on easy doesn't mean you didn't achieve something, just means it's not as impressive as if you had done it on hard. So put in 2 or 3 trophies, one for just beating the game, and another for beating it on hard. Do it on hard the first time, you get both, good for you, but there's no need to belittle everyone playing on easy. Many people didn't grow up gamers and it's discouraging to them when you make them out to be children throughout the entire game.T_ConX said:I don't mind the existence of easy mode, just so long whoever is playing on easy mode is CONSTANTLY REMINDED of how TOTALLY PATHETIC they are for doing do.
Oh, and easy-moders should also be barred from getting most, if not all, of the achievements/trophies for level/game completion.
Yep.Kalikin said:If a game is too hard, and designed to be that way, you should recognise that it's not meant for you and leave it alone. And the opposite is true for games that some people might think are too easy.
Dark Souls isn't an exception to the rule. One of the hallmarks of that game is its difficulty, but that doesn't mean someone else can't enjoy it if they were to decide to play it on a different difficulty.StriderShinryu said:It depends on whether the difficulty exists in such a way that it's a core of the experience. Something like Dark Souls, for example, wouldn't exist as complete satisfying experiences if the difficulty were removed. The same goes for fighting games. With games like that it's less about giving everyone a difficulty that they can play on and more about breaking the game into a bland lifeless experience.
If the difficulty is separate from what the cort of the game is, however, I don't see anything wrong with both easier and harder modes being included.
In an ideal world every game would cater to everybody and everyone would be happy but sadly that isn't the case. What you tend to get are games which are designed towards one difficulty with other modes just stat changes which often just mess up a games pacing. And since difficulty is more than just stats, they remain easy or hard in different ways. Everything in game design is connected, that's why you see ppl using such terms as hand holding & dumbing down both difficulty wise and controller wise on different platforms.LetalisK said:Edit: Besides that, you're ignoring relative difficulty. If the goal is to make it difficult so that the player experiences a certain level of difficulty and not just for the sake of itself, then there is absolutely no reason there can't be a difficulty setting, particularly in a case like Dark Souls where you could build in an automatic scaling difficulty system that would also benefit the hardcore crowd. It makes no sense to purposely cripple your game when you can create a system that provides that baseline difficulty to every, or most, levels of skill. A game that keeps a specific and unalterable objective difficulty, ignores relative difficulty, and has the goal of being an experience that is intended to be difficult for the player is going to completely fail in that goal with all but a small subset of gamers(basically the small set of gamers that are not too bad or too good for the game).
Even though Dark Souls is much easier than many easy games insane modes, it's the fact that you can't be lazy, ever, otherwise it'll punish you. You have to study the game and be an intelligent player to make the game easy, not just cheat and turn it on to easy when you're feeling lazy and can't be bothered.kyogen said:Dark Souls is not crippled by being designed for a single difficulty. From Software's Dark Souls team knew perfectly well that it is possible to design a game with multiple difficulty settings, and they chose not to do that. Instead, they built in stat-based, game-mechanical systems to accommodate players of different skill levels and play styles. It works perfectly well, but it does require all players to study the game and learn its systems--from playing, from guides (if you buy them, which I don't), from wikis, from forums. It's part of the lone hero/summon help structure. Players who aren't prepared to tackle that aren't really interested in playing the game. You aren't playing football/soccer just by kicking the ball around a park with no rules.
Except you could play the game without the "purple dildos", as it were. And having difficulty levels doesn't stop the game from being well designed. I don't see why a Dark Souls player should give a rat's ass if there is an easier difficulty level. Someone else somewhere across the world picking an easier difficulty doesn't suddenly mean the first Dark Soul's game is easier. Yes, the choice to play on an easier difficulty is there. No one is making them choose that difficulty. And it's not like difficulty levels haven't been standard practice for the gaming industry for years, so it's not new territory from a technical stand point. If the pacing is going to be messed up because of a difficulty level[footnote]Which I don't buy if players are actually choosing difficulty levels based on challenging them, which is irrelevant to everyone else's experience of the game anyway[/footnote], then have the pacing mess up on the way down the difficulty line instead of from the center like with most games.TrevHead said:In an ideal world every game would cater to everybody and everyone would be happy but sadly that isn't the case. What you tend to get are games which are designed towards one difficulty with other modes just stat changes which often just mess up a games pacing. And since difficulty is more than just stats, they remain easy or hard in different ways. Everything in game design is connected, that's why you see ppl using such terms as hand holding & dumbing down both difficulty wise and controller wise on different platforms.LetalisK said:Edit: Besides that, you're ignoring relative difficulty. If the goal is to make it difficult so that the player experiences a certain level of difficulty and not just for the sake of itself, then there is absolutely no reason there can't be a difficulty setting, particularly in a case like Dark Souls where you could build in an automatic scaling difficulty system that would also benefit the hardcore crowd. It makes no sense to purposely cripple your game when you can create a system that provides that baseline difficulty to every, or most, levels of skill. A game that keeps a specific and unalterable objective difficulty, ignores relative difficulty, and has the goal of being an experience that is intended to be difficult for the player is going to completely fail in that goal with all but a small subset of gamers(basically the small set of gamers that are not too bad or too good for the game).
I'm honestly not been elistist or looking down on other gamers, but for different reasons some ppl don't want an easy mode full stop. To them you might aswell be saying that the game should have Saint's Row's purple dildo bat in it. Also some ppl just want to play a well designed game as the devs intended which automatic difficulty scaling doesn't offer.