StrongBelwas
Arcane
- Joined
- Aug 1, 2015
- Messages
- 517
Does like customizable difficulty settings, anything that lets the player turn the game into something they like more, he is not against. Has frequently had arguments with people who think that every time you put an option in a game, it's because you couldn't make a a decision. Cain sees where they are coming from, there are times he couldn't decide and just put in an option. Also sees the argument that it's hard to make your game good when you're at the balancing fun stage because you have to consider all of these options that the player set. Also considers it an accessibility issue, repeats the story of a level designer friend who puts games on easy so he can just explore the levels and not get stuck on floors, Cain thinks that is valid way to play the game. Difficulty settings are something people want to adjust to their personal level of comfort.
Whole bunch of ways to make the game more difficult. One thing you can do to make a game harder is whatever your algorithm is for enemy progression, push it up a little. When a combat encounter, pass in the player's level +5, or maybe -3 of it's Easy. If you wanted to do something really hard, multiply the player's level by two, which would make things slightly harder at the start and very hard as it goes on.
Numerical changes are the easiest. Player has less health, less regeneration (or none.) Can also say every skill check on hard mode is a little harder. Can use Cain's idea of tables for skill checks that everyone connects to, you can increase what a Medium Check is on normal mode vs. easy/hard mode with no code changes.
Also many non numerical things you can do, you can add food/drink/sleep requirements, as they did in Outer Worlds. Can get rid of fast travel, they restricted it to just the ship on Outer World's Supernova difficulty. Some people say this just adds friction, but almost any difficulty you can imagine is friction to some people and difficulty to others. If that's your argument against it, Cain doesn't really have a defense, but it applies to everything.
Many RPGs, including Cain, only have difficulty modes for combat despite there being other ways to play the game. Could make those other ways harder by just increasing skill check difficulty like Cain suggests. For Stealth, you could make it easier to be detected by enemies, or the detection bar fills out faster.
For Dialogue, whatever you need to have a successful dialogue statement (i.e presenting evidence in Fallout) is harder to reach. You can mark that item, maybe it moves to a more difficult area. If it's in a locker, maybe the locker is harder to open. If you need to talk to someone, that someone moves to a harder area, or you need to speak to someone else in a harder area.
Finally, you can do some things that are neither numerical or non numerical, Cain considers them to be less handholding. Basically reverting to how games used to be, when they were harder. Some people hate these, say games stopped doing them for a reason, other people miss them. Stuff like no quest marker, no automap, maybe even no quest log if you wanted to go hardcore. Some people say this makes it more immersive, trivial to implement. For all of these, Cain recommends making these options because they go too far for some people and create too much friction. Some people separate difficulty and annoyance.
Best way to do this? It depends. What game are you making, what options you do and don't want to open up to the player, what you want to code, etc. Have to decide for yourself.
Should RPGs get easier or harder as you play? Cain answers trick question with trick answer; Should be both. RPGs should have you feel more powerful as you go through it, why Cain doesn't like level scaling, should be able to stomp encounters that gave you trouble in the past, while encountering new dangers in new areas. Game just steadily getting easier isn't much fun. They should get easier in some places, harder in others.
Whole bunch of ways to make the game more difficult. One thing you can do to make a game harder is whatever your algorithm is for enemy progression, push it up a little. When a combat encounter, pass in the player's level +5, or maybe -3 of it's Easy. If you wanted to do something really hard, multiply the player's level by two, which would make things slightly harder at the start and very hard as it goes on.
Numerical changes are the easiest. Player has less health, less regeneration (or none.) Can also say every skill check on hard mode is a little harder. Can use Cain's idea of tables for skill checks that everyone connects to, you can increase what a Medium Check is on normal mode vs. easy/hard mode with no code changes.
Also many non numerical things you can do, you can add food/drink/sleep requirements, as they did in Outer Worlds. Can get rid of fast travel, they restricted it to just the ship on Outer World's Supernova difficulty. Some people say this just adds friction, but almost any difficulty you can imagine is friction to some people and difficulty to others. If that's your argument against it, Cain doesn't really have a defense, but it applies to everything.
Many RPGs, including Cain, only have difficulty modes for combat despite there being other ways to play the game. Could make those other ways harder by just increasing skill check difficulty like Cain suggests. For Stealth, you could make it easier to be detected by enemies, or the detection bar fills out faster.
For Dialogue, whatever you need to have a successful dialogue statement (i.e presenting evidence in Fallout) is harder to reach. You can mark that item, maybe it moves to a more difficult area. If it's in a locker, maybe the locker is harder to open. If you need to talk to someone, that someone moves to a harder area, or you need to speak to someone else in a harder area.
Finally, you can do some things that are neither numerical or non numerical, Cain considers them to be less handholding. Basically reverting to how games used to be, when they were harder. Some people hate these, say games stopped doing them for a reason, other people miss them. Stuff like no quest marker, no automap, maybe even no quest log if you wanted to go hardcore. Some people say this makes it more immersive, trivial to implement. For all of these, Cain recommends making these options because they go too far for some people and create too much friction. Some people separate difficulty and annoyance.
Best way to do this? It depends. What game are you making, what options you do and don't want to open up to the player, what you want to code, etc. Have to decide for yourself.
Should RPGs get easier or harder as you play? Cain answers trick question with trick answer; Should be both. RPGs should have you feel more powerful as you go through it, why Cain doesn't like level scaling, should be able to stomp encounters that gave you trouble in the past, while encountering new dangers in new areas. Game just steadily getting easier isn't much fun. They should get easier in some places, harder in others.
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