Which begs the question - why put it in at all? As a design director your life is spent ensuring players don't get bottlenecked in certain places, that people never run out of resources when they really need them. Why complicate that?
Bob Roberts: Yeah, in the game you earn resources at a regular pace and the systems are tuned to that so you don't need another option. At the same time, it's there as a player choice. It's there, from my perspective, for people who are protective of their spare time and scared when a massive game comes along that they're not getting to see the full experience.
It's the same design philosophy as us adding in difficulty modes. So we now have Easy mode, and we've added Hard mode at the other end of the spectrum. Frankly the Nemesis system comes to life when you are dying loads, so you could see Easy mode as a system which makes the game less enjoyable if you are the type of player who really should have put it on Hard. It's putting more control in people's hands - saying, you know how you play best, you make that choice.
The ideal for people who set it to Easy is if they are just finding things too punishing, not because they don't want to die. We'd rather you die regularly to get the full experience of the Nemesis system.
And much more at the link below.
http://www.eurogamer.net/amp/2017-0...oper-discusses-games-controversial-loot-boxes