Hiku said:
HoloDust said:
1.) You suggest 50% enemy HP...that would be what I call wide scaling. Do that to Souls and I'd say at that point the whole feel of the game changes significantly. Souls is stamina managment game. It just might work with narrow scaling of stamina depletion rate: Novice - 0.8x; Adept - 1.0x; Expert - 1.2x. This would usually give you one more swing with the weapon as Novice or one less as Expert compared to Adept...but maybe even that is too wide of a range.
As for Fire emblem, I can't imagine it, i've never played Fire Emblem. ;)
But let's go with your example. They do just what you suggested. Then, for various reasons, game (and genre) becomes very popular and goes mass market, attracting lot of audience outside of its core audience. Then the next game does not get designed around original idea from the past, but around easy mode, to attract even more audience (and thus sales), and "hard" mode is slapped afterwards for core fans. It's success, attracting even more mass market audience and then eventually the next game does not have anything resembling original mechanisms.
This is what has been happing in the industry for so long that most AAA games these days are being designed and balanced for easy mode (labeled as normal), and then you have artificially hardened other modes. It is completely silly to expect that any dev will balance game for 4-5 different diificulties and preserve the same experience - they just don't want to waste money on such thing when probably 90%+ of their audience will play it on mode that they initially designed the game for (or one bellow that), and they will keep designing it as easy (aka "normal") since people not finishing games is one of major concerns for every AAA publisher.
This is what happened to WRPGs as a genre, not only in difficulty, but in complexity as well, to the point that these days you have pseudo action-RPGs like Horizon and AC: Odyssey (or even to some extent Witcher 3, though that's borderline case between pseudo action-RPG and acton-RPG to be argued further) being labeled as RPGs. AC: Oddyssey is particularly shining example of game made to be easy and "accessible" and then artificially slapped with (after success of BotW) so called "exploration mode" that should make it harder and more interesting - which doesn't work at all, since, among other things, you still have that bird activating annoying popup about target location you can't disable everytime you are near your target. Witcher 3 suffers from similar problem, rellying on quest markers and not having properly done quest directions to play completely without markers.
As someone noticed, nobody asks for as easy mode in Zelda (it's already too easy IMO) - there is one vision to game and game offers you ways to make it easier for yourself, if you have problems with its difficulty. But that's ingame, not some artificiall slider in the options. Souls does that as well. Gothics do that as well. So many other great games do that. In my honest opinion, difficulty options are mostly just devs not having knowedge or will to make proper difficulty designs inside of the actual game and publishers wanting more sales.
2.) As I said, I'm not completely against it, if it's fairly narrow scaling (some of my all time favorites, like Fallout 1/2 have it) - that way core mechanisms and design of the game will not be affected, and people who want just slightly easier or harder difficulty can enjoy that. But go wild, like AAA devs do, and inevitably, the whole game design suffers. Then again, I find most AAA games to be quite mediocre anyway, to be polite, so who am I to say anything about it.
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1.) That would be a wide scale, and it may very well affect the feel of the game significantly. But if someone enjoys the game that way, and wouldn't enjoy it on Normal, then that option is fine. That's not why I gave that example though. It was an example of how an Easy mode can be implemented without affecting the Normal or Hard modes, and not 'creeping into every design decision'.
I understand the hypotheticals behind how this can affect future games in the franchise negatively. Though when we have little to no inside knowledge of why these decisions are made, it's easy to speculate over the cause, and also easy to be mistaken. For example, there are games that have never had any options for an easier experience that have still gotten "simplified" in future iterations, to make it accessible to more people. For example, Street Fighter 3 was notoriously difficult to play, mainly due to the parry system, while Street Fighter 4 was made to be more casual friendly. And then Street Fighter V continued on that path and became even easier to play than SF4.
Since Street Fighter never had different difficultly modes for the way you control your characters (aside from CPU levels, but that's besides the point), we know for a fact that that's not what caused SF4 and SF5 to be more casual friendly. But if it had those modes, it would be easy for people to mistakenly identify those as the cause for SF4 being more casual friendly.
My point there is that developers/publishers can come to these conclusions without there being an Easy mode in the previous game, that inspired the direction of the sequel. Meaning that even games that do have an Easy mode could get a more casual friendly sequel for reasons that had nothing to do with the difficulty modes of the previous games. That too is possible.
So how do we know when an Easy mode has spawned a sequel that is overall easier? I don't know if there is any way to know that unless they tell us. But that's why I asked if you could give me examples of how an Easy mode in a game has negatively impacted the Normal/Hard modes in the very same game. Because that could perhaps be possible to identify, in the same way we can determine that the combo-assists in Tekken do not affect the way people play the game normally, by simply ignoring that option.
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I don't think that would be wide scaling - depending on your build, you can have more stamina right from the start, which will essentially give you in very early game what I proposed. You use stamina for most of the things, running, figthing, blocking, dodging, so I consider Souls a stamina managment game for the most part and if anything, this is what could give slightly easier or harder feel to the game right off the bat - maybe 20% is too much, I don't know, maybe 10% is more than sufficient. Anyway, that was just suggestion, I'm actually glad that there's no such thing in game, cause there's really no need for it.
As for examples - I'm not sure if you're being serious at this point or not, cause I'm not sure I want to draw conclusion that you're believing that one game with easy mode can change things over night or that anyone implies that. But gather all the whining, "that and that % of players are not finishing games" stats, games being 'too complex", "too hard", "not accessible" over a period of time, and add publishers desire for more sales on top of that and you got whole genres that have been transformed to catter to mass market sensibilities. It's never one thing, and it's never over night, it's usually combination of iflux of new out-of-genre audience and publishers' desire to get more sales. This is the very thing that happened to C/W/RPGs, from once niche genre, that got slightly more exposure in late 90s/early 00s and then going AAA mainstream and creatively downhill ever since, recovering somewhat only in last few years with influx of games from smaller studios.
I have no intention of going deep into this, cause it's topic on its own, but if you are old as I am and been there to witness some genres being born, thriving for long time with dedicated audience and then diluted to the point of being shadows of their former selves when AAA publishers got their hands on them, there's this very unsettling feeling when people start asking for game that is actually opposite of everything that AAA is pushing and is sort of a big middle finger to them to get an easy mode. Cause that is how the slippery slope starts.
Lucklily, there are at least some devs that don't listen to that and flat out refuse to add it and explained in interviews why their games have only one difficulty. https://www.gamespot.com/articles/from-software-on-why-dark-souls-bloodborne-and-sek/1100-6459827/
I've seen some people already asking for easier difficulty mode in Sekiro, and given that Miyazaki said that it's "probably even more challenging than previous From games" maybe those people should stay away from it and play something else instead.