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Eagle367 said:
I agree that there should be easier modes, even for the souls games. Not only for people who are not good at the games, but also for people like me who are students or have a lot of work and no time to grind and die all the time. It's like I have one hour to pay this game and I die again and again and don't progress at all. I don't have the time to improve at the game and inconsistent playing isn't helping me either. Now imagine everytime you have free time, you do and you don't progress much at all after a month because of the time constraints and the ridiculous amounts of grind and death. You wouldn't wanna play those games anymore right. So you wouldn't buy them not because you're not interested but because they are essentially inaccessible to you. As a dev you are making a weird decision because you're losing profits and new fans and have purposefully made a bubble that does not allow your game and player base to grow. As a player it really doesn't affect you at all because you're still playing the same game. So it's beneficial to the new players and the devs as long as it is optional. You can even add a really hard mode like megaman levels of hard or even harder for thsoe players that like the stuff.

World of warcraft had a system where you get double xp up to a certain point depending on how long you haven't played, sort of a rest bonus not to fall behind too much when playing with friends that have more time. Everquest 2 had a system where you can still play with your higher level friends by adjusting their level so it would not become too unbalanced. Single player games can use these kind of systems as well. If it detects you are binge playing it can increase the difficulty to give you what you want, a longer experience. If it detects you only have time to play an hour a week it can reduce difficulty / random encounters and help you out with reminders of how systems work.

Game AI has a long way to go and involves a lot more than smart enemies. Stories were originally interactive. A good comedian plays and reacts to the crowd. A good DJ reads the room and adjusts their playlist accordingly. Games are supposed to be an interactive medium, yet so far interactivity only goes one way. The player has to adapt to the game. A new generation of games should be able to adapt to the player. There were already plans to react to the player's state of mind with Kinect 2.0, yet that never came to anything thanks to MS screwing up this gen. The vitality sensor could also have been used to tailor game experience to get the intended reaction out of players. Bio feedback is going to deliver the next generation of game play. It's just a matter of time.

Last edited by SvennoJ - on 15 December 2018