Hiku said:
Ah, I see. Yeah I recall doing that at least once in a game where I wasn't interested in the challenge, and felt like I was wasting my time.
It's very possible that an easy mode could affect a hard mode negatively. Though could you give me some examples of elements that have had this effect? Because I can't think of any at this moment (though probably if I think on it mote), though I can give you examples of where the easy mode/assist hasn't had a negative impact on the other modes. |
All their examples are subjective. On the line of because of mainstream they have to design the game to have it very easy on the normal mode and them they can't balance the game on harder making it impossible. Or so they say, when I said I haven't noticed that issue in any AAA game I played and that they all had a satisfactory experience for me (some I would need to play on hard or hardest) I was accused of being a mainstreamer that can only play easy games.
mjk45 said:
Oblivion bless it's sweetheart comes from Bethesda a company so buggy I'm sure it started life building coaches ,all jokes aside you still need proper implementation and if your getting wiped out it's not , the Ellie example is a good one of the game helping the player get past a section of game , there is nothing worse than going through a fair bit of a game to suddenly find yourself outmatched by a sudden difficulty spike . the biggest factor holding back dynamic difficulty is cost it is much cheaper to implement the standard difficulty levels than spending money on producing and playtestings logarithms that can cope with the variety of gamers and still give a coherent experience. |
Even more on a game like TLOU where you have to keep same inventory from start to end, so if you to pass your difficulty on the first half of the game use too much of what you collect you may be totally stuck on the later end of the game. That makes me a hoarder that usually ends the game using only the weakest weapon and no item until the final boss and them notice I hoarded all without need because I was capable to clear without it by insistence =p

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."







