Zanzoken
Arcane
- Joined
- Dec 16, 2014
- Messages
- 3,576
Are proper difficulty levels something of a lost art nowadays in cRPGs and gaming in general?
It seems like one of the more common complaints about games is difficulty. Complaints of games being too streamlined and neutered are common on the Codex, but there are games that have taken it too far in the other direction. Darkest Dungeon being the most recent example, where the devs jacked up the difficulty to a point that even a lot of Codexers are saying it's not fun anymore.
Of course, from a business standpoint we all understand why devs typically choose to make their games quite easy -- unless your game is able to hit that "losing is fun" sweet spot a la Dark Souls, designing the game to be too hard for averageretards casual players and game reviewers is perilous. They will get butthurt and use the outlets available to them -- i.e. Steam reviews and popular gaming websites -- to shit on your game, which has a material impact on sales and your bottom line.
But it seems like the whole point of difficulty levels is to circumvent this. If you're getting frustrated, turn the difficulty down -- if you're getting bored, turn it up. And everyone is happy.
Yet I feel like a lot of devs are hesitant to even include difficulty levels, instead going for a one-size-fits-all balance geared toward some idea of a "median gamer" -- who in most cases has apparently never played a game in his life. And this is much to the chagrin of cRPG veterans, who will actually take time to read manuals, learn systems, and get good at the game.
So what's going on here? I feel like it shouldn't be this difficult to implement effective difficulty levels, so gamers like us can get a proper challenge and the casuals can get their Awesome button. But I guess it's easier said than done, so I'm eager to hear everyone's thoughts.
It seems like one of the more common complaints about games is difficulty. Complaints of games being too streamlined and neutered are common on the Codex, but there are games that have taken it too far in the other direction. Darkest Dungeon being the most recent example, where the devs jacked up the difficulty to a point that even a lot of Codexers are saying it's not fun anymore.
Of course, from a business standpoint we all understand why devs typically choose to make their games quite easy -- unless your game is able to hit that "losing is fun" sweet spot a la Dark Souls, designing the game to be too hard for average
But it seems like the whole point of difficulty levels is to circumvent this. If you're getting frustrated, turn the difficulty down -- if you're getting bored, turn it up. And everyone is happy.
Yet I feel like a lot of devs are hesitant to even include difficulty levels, instead going for a one-size-fits-all balance geared toward some idea of a "median gamer" -- who in most cases has apparently never played a game in his life. And this is much to the chagrin of cRPG veterans, who will actually take time to read manuals, learn systems, and get good at the game.
So what's going on here? I feel like it shouldn't be this difficult to implement effective difficulty levels, so gamers like us can get a proper challenge and the casuals can get their Awesome button. But I guess it's easier said than done, so I'm eager to hear everyone's thoughts.