Zed Duke of Banville
Dungeon Master
- Joined
- Oct 3, 2015
- Messages
- 11,878
Good difficulty requires me to rethink my approach and to explore alternative solutions. It adds variation to gameplay. Bad difficulty has an obvious solution that is just a bother to execute. It adds repetition and boredom. But that doesn't mean that some repetition or selective bloat is bad. It can serve defining a base line to make bosses and other encounters stand out. Finding the right balance is the tricky part.
That's why I love permadeath (and true roguelikes). I had more fun beating Wiz I than any recent blobber with no permadeath and save/load function available at all times because god forbid you actually lose some progress after party wipe...Don't include cheats enabled by default?
There's no such thing as difficulty when you get unlimited retries and no penalty for failure.
I voted Extremely Hard, but as a matter of pacing, I don't think every encounter should be like that. However, if a game foregoes all Extremely Hard encounters, then it usually ends up being completely unmemorable. Overcoming adversity is really the core of gaming, and there's nothing quite like the thrill of a hard-won victory. Voidspire Tactics is one of my favorite RPGs from recent years and the parts I remember best are the tough fights: the necromancer, the early final boss encounter, the platoon of soldiers, and the double boss. On the other hand, the only fight I remember in detail from KotOR 1 is the final boss fight, and that only because I was shocked to see my character simply auto-attack him to death without even engaging with his healing gimmick.
As for difficulty type, I don't think this part of the poll is divided up very well. Regardless of difficulty, I would prefer for enemies to boast an appropriate level of intelligence; for the vast majority of games this would mean a major upgrade. The other option of "more" lumps together several different types of "more" that don't necessarily have the same effect on gameplay. More HP is boring and makes fights drag even if it does technically do its job by weeding out inefficient tactics. Immunities applied judiciously can be alright, but when spread liberally are annoying as they usually neuter tactics that required character investment, e.g. status effect immune bosses in most JRPGs. Furthermore, if immunities are applied to enemies who did not have them at lower difficulties, then the player is forced to recheck each enemy type just in case, or every individual enemy if they are applied randomly as in certain roguelikes.
Of the three "more" options, more enemies is by far the best because it adds the most dynamism. Two 50 HP enemies will create vastly different situations than one 100 HP enemy. Against two enemies one must consider the opponent's increased action economy, and in a positional game the player is forced to create chokepoints or maintain multiple fronts. Spells that nullify one or a few enemies are proportionally weakened without the blunt hammer of immunities. Anybody who runs TTRPGs with a heavy combat side should know this: never have a villain fight alone. In most cases it matters little how high his stats are or how many immunities he has because he simply can't keep up with the discrete action count on the player side. Likewise, the challenge presented will simply be a matter of finding his weakness and/or tying up his actions while the rest of the party whacks away - not a particularly tactical or stimulating exercise. A villain with minions, though, has options. The players must do more than just lock down the boss.
TL;DR: Extremely Hard, Smarter Enemies, More Enemies
That's why I love permadeath (and true roguelikes). I had more fun beating Wiz I than any recent blobber with no permadeath and save/load function available at all times because god forbid you actually lose some progress after party wipe...Don't include cheats enabled by default?
There's no such thing as difficulty when you get unlimited retries and no penalty for failure.
The only modern RPG I have seen so far that actually utilizes smarter AI to any noticeable degree is King Arthur: Knight's Tale, but even there it's not something exceptional, probably due to the somewhat streamlined combat system.
I suppose posters from much of the world wouldn't be familiar with raccoons, although they have spread through Europe as an invasive species over the last half-century or more.I don't think that approach transfers well to rpg's, so the first two panes of the comic with the obese delinquent squirrel from Zed Duke of Banville's posted comic stripe describe the problem fairly accurately.
Be sure to play it on Hard then. The combat will seem entirely unimpressive on Normal.I might take a look at this game (voidspire tactics). I like a challenge also for sure.
So much this. I understood that only a decade ago when i started to play RLs myself. You can learn a long ironman game by restarting however if you want to finish one, you must play it well. The same is not true in a CRPG, tactical, some strategy games if it has very strong random element. Which is many of them. I wish more crpgs, tactical and strategy games were made either with:That's why I love permadeath (and true roguelikes). I had more fun beating Wiz I than any recent blobber with no permadeath and save/load function available at all times because god forbid you actually lose some progress after party wipe...Don't include cheats enabled by default?
There's no such thing as difficulty when you get unlimited retries and no penalty for failure.
Try playing Frayed Knights and Expeditions: Conquistador for nice non-hardcore games that encourage players not to savescum. A slightly more challenging alternative is the early Wizardry formula: individual party members might get permanently lost if they fail a resurrection roll, but even in a worst case scenario where your whole party gets destroyed you wouldn't lose all your progress, since you can keep much of their loot and key items.difficulty doesn't matter as long as games put a time rewind cheat front and center, designing the game around it and encouraging its use. Any obstacle can trivially be overcome through trial and error.
That's an interesting take. But what's the alternative then?
For me, CRPGs are adventure sims first and foremost - gesamtkunstwerke that have to hold a lot of factors in balance (story, instant gameplay, economic and other strategies, feeling of immersion in the virtual world, degree of abstraction vs. detailed simulation, good graphics, audio, fx, music, etc.). So it actually varies a lot for me, depending on mood, story quality vs. combat quality vs. depth of systems quality, and the degree to which the total feel is engaging and immersive.
I generally hover between Normal and Hard, but if the system is deep and chewy and actually rewards pondering (e.g. Troubleshooter) I'll sometimes go max difficulty. But I find that most systems aren't really deep enough or intricate enough to make max difficulty rewarding (as opposed to being just a slog).
Basically what I'm always chasing with a CRPG is that delicate balance between emotional immersion in the illusion of story/character/virtual world, and intellectual engagement in the systems and combat, leading to a trance state or a flow state - depending on the game, sometimes that can be attained via max difficulty, sometimes just by normal difficulty or hard.
For me, CRPGs are adventure sims first and foremost - gesamtkunstwerke that have to hold a lot of factors in balance (story, instant gameplay, economic and other strategies, feeling of immersion in the virtual world, degree of abstraction vs. detailed simulation, good graphics, audio, fx, music, etc.). So it actually varies a lot for me, depending on mood, story quality vs. combat quality vs. depth of systems quality, and the degree to which the total feel is engaging and immersive.
I generally hover between Normal and Hard, but if the system is deep and chewy and actually rewards pondering (e.g. Troubleshooter) I'll sometimes go max difficulty. But I find that most systems aren't really deep enough or intricate enough to make max difficulty rewarding (as opposed to being just a slog).
Basically what I'm always chasing with a CRPG is that delicate balance between emotional immersion in the illusion of story/character/virtual world, and intellectual engagement in the systems and combat, leading to a trance state or a flow state - depending on the game, sometimes that can be attained via max difficulty, sometimes just by normal difficulty or hard.
Thanks for the inputs - I also love immersion. My favourite games have always been able to pull me in their world. How do you judge as combat system as deep?