Let's be honest this is all about gatekeeping only the hardcore should enjoy games. It was a popular mindset when I was a kid in the 80s-90s with gamers.
I'll quote myself from the OP.I read the OP. Obviously, based on my comment, I made it to the end.
Whether an individual person likes difficulty levels or not in their game is an argument to be had. Suggesting that difficulty levels keeps people OUT of games, I can't understand that. At least people who are less skilled, have the opportunity to get into the game, become familiar, and eventually upgrade to a higher difficulty level if they wish. By the same token, if you play through a game on normal and feel like a master by the end, you can up it for a greater challenge if you wish.
Sure, the developers might have an ideal way to play the game "correctly" in mind, but dude it's a GAME. It's about fun. I would rather my 7 year old niece be able to play at all, than to be left out because "git gud son".
It's not about games being harder or easy, it's about games offering a fitting challenging experiences for their target audience, when a games it's too easy or too hard, players will disengage with the game. I'm arguing that when developers give you the option in a menu at any time, they are keeping the players unable to grasp how the game works at first sight out of them because they will disengage eventually.A portion of your player base select the wrong difficulty for their level of skill, making them lose interest in the game because it's either too easy or too hard for them while a small portion finds the right one and calls it a good challenge.
TLDR; Selecting difficulty from a menu sucks balls and keeps players out of your games.
GOD hand kinda does this, but even when you are trash the game it's crushing difficult at times. Classic Clover/Platinum genius that it's always so close to perfection but no cigar.Ai scaled difficulty option would be cool, so the better you get the harder the game gets
As long as it was an extra 'option', some people like difficult games, and some games scaling is horrific
Take GoT, by the time I got to the 3rd part fo the map I was basically invincible, if it had scaled AI difficulty would of made the game more interesting or the final 3rd of the game
That’s the system I hate the most
There are some extremes too, for example, i really like TLoU2, but difficulty got mixed with accessibility in that game and you can make the game into a joke. Everything that could feel like a challenge can be turned off, you can make yourself invisible, make the AI dumber, have more or less resources, give yourself some bullet time, the list goes on and on. This is all in addition to the selected difficulty which it's modified by all this sliders, it's kinda like having a trainer in game options.Difficulty sliders can be good, but by the same token, they really seem to be disguised difficulty settings. What's the big difference between 1 and very easy versus 10 and very hard? Nomenclature.
The biggest issues I see are
1. the lack of intuitiveness in describing said difficulty. Being told easy mode is "a game mode for casuals or people not very used to [insert genre] games," is redundant. Does my health regenerate? Are there more checkpoints? Do I take less damage/deal more damage? Do enemies have less HP/tweaked AI? A little bit of knowledge would go a long way in determining which setting applies to which player.
2. Changing difficulty mid-game. Now, this is a problem that's mostly disappeared, but certain games hold fast to it. Kingdom Hearts even tells you which difficulty you've picked in your settings menu, which logistically implies you can change it if it's too easy/challenging, only to be met with a message that states "difficulty cannot be changed once the game has started," Like...why even have it there, then?
Yeah I remember those man. Its dumb. Its like they’re forcing you to play multiple times just for options you should have right off the beginningA bunch of japanese shooters and run guns did that a lot in the 90's and early 2000's. Never made sense.
Then there are the ones that spawn numerous genres, that make it so you lose levels or don't get the "real ending" or BOTH if you don't beat the game on hard or higher (sometimes Normal or higher but not often)
The whole point of a difficulty setting is to allow a wider range of players enjoy your game.
Can you name some of these design choicesYou can say that about all kinds of design choices though.
Resident Evil 6 became what it is because they the game to be enjoyed by a wider range of players.
Sometimes wanting to cater to too many people ends up making a game that many might like but no-one loves, and even more hates. (obviously there are people who love RE6 too but you get the point)
No reading comprehension then. I clearly, but obviously not clearly enough for you, state in the OP that having a menu with difficulty options has 2 unwanted outcomes, making games too easy or too hard for different people, while only a small portion gets the third outcome of selecting the right one for them.How I read ops post:
I'm a cool edgy emo kid with no kids and wide so I can spend 3000 hours learn to fight a boss and everyone should enjoy it like that as well.
No op. Shame on you.
Agreed. I'm adding you to my ignore list for posting it.Of all of the idiotic, dumb posts I have read on Neogaf, this is one of them.
You can really tell who breaks their controllers in this thread.No reading comprehension then. I clearly, but obviously not clearly enough for you, state in the OP that having a menu with difficulty options has 2 unwanted outcomes, making games too easy or too hard for different people, while only a small portion gets the third outcome of selecting the right one for them.
It’s up to developers if they want to include difficulty option or not.
A little research or even simple google or youtube will tell you what type of game this is. Not every game is made to appeal to everybody and its ultimately its developers choice how they want to designs their games, and its people choice if the game is for them or not.How would a consumer picking up a game know that they have no chance to play it if it's too difficult for them? You bet 99% of marketers won't convey that challenge level and theres no standardised indicator on the packaging. Do those people lose out on their money or must every product be researched before buying? (Which let's face it most people outside of enthusiasts don't do).