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Intrinsic said:
HoloDust said:
Sorry Curl, but no. I'm actually fairly against difficulty levels, if anything they more often than not break the experience.
Not every game is for everyone, in some things you're good, in some you're just not.
If anything, more games should be like Souls (and most much older games, while we're at it) and have only one diificulty (or at worst very, very narrow leeway) and it's up to player to either figure it out, or look for another game that suits it needs and skills.

I'll give you an example from similar hobby, boardgames - I mostly like to play so called Euro-games (it has nothing to do these days with country of origin), but mostly of medium weight, medium-hard at most (that being 3.5 out of 5 complexity on Board Game Geek). anything above that is no go zone for me...at least at the present time. There are some amazing games that are more complex, I just don't want to play them, either cause I don't have time, patience or both. But never have I thought that any of them need an easy mode, nor any of them actually have it. Why? Balancing of mechanisms - if anything, if there is lighter version, it's usually completely different game, often by different designer, that resembles its heavier counterpart, but aimed at wider market.

Which brings me to the very point - most video games these days are made for mass market, and they will have wide diificulty level scale because publishers want to sell as many copies as possible. But luckily, there are still games and developers that do not aim for mass market (although some of them do become popular) that do not want to sacrifirce fine balance of underlying mechanisms and then it's up to each person to decide if that game is for them or not.

This is like saying if you can't drive a manual then dont drive at all.

If you don't take your bike for track days then you have no business riding bikes.

If you cant dance then you might as well stay at home and not go out.

Choices or options is never a bad thing. Never.

If the inclusion of a difficulty setting "breaks the experience" from a development perspective then its n the devs to get that balance right. If it breaks the experience from what can only be described as dogmatic.... then thats on you.

Make game. Give difficulty options that allows gamers tailor their experience of said game to their skill. Release game. 

 Simple.

It is so funny we living in an age that people love to talk about diversity and inclusion on silly things are making someone blatantly showing their non-binary sexual orientation or including token chars on environment they don't make sense, but when it is about allowing someone to enjoy a game (be it by dub/sub a game to more languages or having lower skills required by the way of more difficult settings) some people will totally fret.



duduspace11 "Well, since we are estimating costs, Pokemon Red/Blue did cost Nintendo about $50m to make back in 1996"

http://gamrconnect.vgchartz.com/post.php?id=8808363

Mr Puggsly: "Hehe, I said good profit. You said big profit. Frankly, not losing money is what I meant by good. Don't get hung up on semantics"

http://gamrconnect.vgchartz.com/post.php?id=9008994

Azzanation: "PS5 wouldn't sold out at launch without scalpers."