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Forums - Gaming - Why do people get upset by OPTIONAL difficult assists?

HoloDust said:
DonFerrari said:

Aren't you acting entitled when you "don't want my experience tarnished by a easy option for others to enjoy"?

Not at all. As I said, I don't mind difficulty scaling, if it's fairly narrow. But once you get to AAA levels of scaling, game designs tend to fall apart - and that is current norm in industry.
If you're happy with that state of industry, that's perfectly fine by me. I'm not and I'm happy there are devs that think the same.

I play mainly AAA games and I'm yet to find a game that disapointed me because they had multiple difficult selections or even a game I thought that got dumbed down and unpleasant because they made it to be mass market.

Most were Sony 1st party or exclusives and considering their praise I fail to see this unique view you and some others are seeing that AAA games are on a very bad situation due to panderizing to mass market.



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."

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KLXVER said:
Its fine to add an easy mode. Just don't ask me every time I die if I want help...

They are just remembering you that you suck =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."

SvennoJ said:
Shiken said:
Well in Souls games, the gameworlds are linked online with the potential for your to team up with other players or be invaded by them. Keeping one difficulty across the board helps keep things balanced and fair in that online space.

If you separate easy mode from normal to keep that balance, you are then splitting the fanbase and lowering number of players available to play with.

And without the difficulty options I simply logged out of PSN every time I saw signs of an impending invasion. The game should have had an option to disable that while keeping the hints and ghosts and optional co-op. Instead I simply ignored the PSN message abuse every time I declined the dumb invasion mechanic. (The game saves when you log out of psn, then you can log back in and continue right where you left off, without annoying interruptions)

That was not the vision of the devs.  They wanted to make a game where when co op is available, there are risks.  It is part of their vision for how they wanted online to work.

 

You can wish something is a certain way all you want, but to say they SHOULD change the entire premise of their vision for the game to suit your needs is just silly.  I do not like Fortnite because all of the building mechanics, but I do not think the devs should remove them just because I do not want to use them.  That was their vision of how they wanted their game played, plain and simple.



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DonFerrari said:
KLXVER said:
Its fine to add an easy mode. Just don't ask me every time I die if I want help...

They are just remembering you that you suck =p

Its ok to suck at a game. Overcoming challenges are part of the fun.



KLXVER said:
DonFerrari said:

They are just remembering you that you suck =p

Its ok to suck at a game. Overcoming challenges are part of the fun.

I do agree with you that it is bothersome to have those "want help message" all the time.



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."

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Difficulty settings wouldn't be necessary if game AI would work like a good DM in the old table top RPGs. A good DM challenges the party, yet leaves a way out and will adjust difficulty on the fly not to kill off the party and end the game. Games need to figure out how to dynamically scale difficulty to challenge players from start to end without vertical learning curves or obstacles that become frustrating. Unless ofcourse you venture into an area you are not supposed to be in yet.

There are many ways to scale difficulty for example rubber banding has been used in arcade racing games for decades to keep races close. Online lobbies offer boost and increased drafting to keep racers together. The last of us also does something similar by throwing you much needed items when you get low. The AI director in Left 4 dead keeps the players on their toes. Unreal Tournament had a setting where players that run out ahead were handicapped by making them easier to hit, while doing the reverse to players that die a lot. In a game about learning patterns like Dark Souls, enemy speed can be flexible as well as hit windows and damage modifiers. A difficulty setting can determine how much the engine can scale the difficulty or not at all.



Mnementh said:
curl-6 said:

You're making it all about Souls which it really isn't. It's about the general negative responses that seem to happen whenever there's even the suggestion that options be made available to help less able players enjoy a game.

And that I doubt. Yes, there are always some complainers, but outside of Souls I see no real discussion about difficulty.

Uhhhhh... I was just discussing it... and not in terms of Dark Souls... and you just reacted as if I were talking about Dark Souls O_o...  I don't believe this topic was about Dark Souls at all originally.

It's like you're saying when people talk about fruits they're always talking about apples.  Then when someone talks about oranges, you're like, "no you're really talking about apples".



HoloDust said:
Baddman said:
Lol I swear I must be one of the few people who just doesn't think dark souls is that hard or complex. I'll never forget being like "this is the hard game ppl are going crazy about?"

It's not hard - my 10 year old son finished it - he just had to learn to be patient, vigilant and most importantly how to manage stamina.
I don't think he would learn any of that if there was an AAA alike easy mode.

Yeah, it is all about patience. Many people have learned to play fast action games and expect the Souls games to fall into that category. But they are slow, you should go into them patient. And that's the whole point. People going in guns blazing will think it is hard, people going in patient will think it is moderate in difficulty.

The antithesis is Serious Sam. Going in slow and deliberate probably leads to a subpar experience.

morenoingrato said:
Celeste is one of the most magnificent and rewarding platformers I've ever played. On the hardest levels, you need precise skill, timing and reflexes. I felt like a God when clearing the ultimate challenges.
There's an optional difficulty setting that allows people to win for free and experience the solid story. That allows players to have fun and it certainly didn't take away from my experience.

Yeah, but did anyone complain about this difficulty setting? Never heard any discussion. And this is the thesis of the OP, why get people upset. I don't think people get upset outside of Souls.

DonFerrari said:
HoloDust said:

Not at all. As I said, I don't mind difficulty scaling, if it's fairly narrow. But once you get to AAA levels of scaling, game designs tend to fall apart - and that is current norm in industry.
If you're happy with that state of industry, that's perfectly fine by me. I'm not and I'm happy there are devs that think the same.

I play mainly AAA games and I'm yet to find a game that disapointed me because they had multiple difficult selections or even a game I thought that got dumbed down and unpleasant because they made it to be mass market.

Most were Sony 1st party or exclusives and considering their praise I fail to see this unique view you and some others are seeing that AAA games are on a very bad situation due to panderizing to mass market.

Yeah, maybe you're part of that mass market and that's why you find no fault. That is OK by the way, nothing wrong with it. The only thing is you should accept that people have different preferences.

KLXVER said:
DonFerrari said:

They are just remembering you that you suck =p

Its ok to suck at a game. Overcoming challenges are part of the fun.

Yeah, many people seem to forget that.

SvennoJ said:
Difficulty settings wouldn't be necessary if game AI would work like a good DM in the old table top RPGs. A good DM challenges the party, yet leaves a way out and will adjust difficulty on the fly not to kill off the party and end the game. Games need to figure out how to dynamically scale difficulty to challenge players from start to end without vertical learning curves or obstacles that become frustrating. Unless ofcourse you venture into an area you are not supposed to be in yet.

There are many ways to scale difficulty for example rubber banding has been used in arcade racing games for decades to keep races close. Online lobbies offer boost and increased drafting to keep racers together. The last of us also does something similar by throwing you much needed items when you get low. The AI director in Left 4 dead keeps the players on their toes. Unreal Tournament had a setting where players that run out ahead were handicapped by making them easier to hit, while doing the reverse to players that die a lot. In a game about learning patterns like Dark Souls, enemy speed can be flexible as well as hit windows and damage modifiers. A difficulty setting can determine how much the engine can scale the difficulty or not at all.

Rubber banding and adapted challenges are critized in it's own right. In many games part of the experience is to build the character and progress. If that is part of the game, you want to see, that in the beginning some challenges are impossible to beat, but if you come back later with an upgraded character they get a lot easier. If you adapt the challenge this feel of progression is lost.

JWeinCom said:
Mnementh said:

And that I doubt. Yes, there are always some complainers, but outside of Souls I see no real discussion about difficulty.

Uhhhhh... I was just discussing it... and not in terms of Dark Souls... and you just reacted as if I were talking about Dark Souls O_o...  I don't believe this topic was about Dark Souls at all originally.

It's like you're saying when people talk about fruits they're always talking about apples.  Then when someone talks about oranges, you're like, "no you're really talking about apples".

Ahem. So for which games are major discussions (not a single youtuber or something, but a bigger discussion) about the difficulty settings? This is the thesis of the OP and yours seemingly, but I fail to see impactful grumblings aside from Souls.



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Mnementh said:

Rubber banding and adapted challenges are critized in it's own right. In many games part of the experience is to build the character and progress. If that is part of the game, you want to see, that in the beginning some challenges are impossible to beat, but if you come back later with an upgraded character they get a lot easier. If you adapt the challenge this feel of progression is lost.

That;s why I said, unless you venture into areas you do not belong in yet. Skyrim had dynamic difficulty scaling, making sure some things don't become too easy yet also allowing you to get over powered if you wish.

I did 'abuse' the difficulty levels in The Witcher 3. I couldn't be bothered upgrading my character so I went to hunt the high level contracts on easy mode. Which was just about possible. Still hard, yet no need to grind to be able to get to the fun stuff. I don't enjoy backtracking all that much or quests piling up like a massive todo list. If you give me a lvl 40 quest when I'm lvl 20, that's the game's fault. Yet with being able to adjust difficulty on the fly I could keep my todo list in TW3 in check. The downside was that I out leveled story missions (so increase difficulty for those) yet the rewards were paltry as the quest levels were grey. 

It's always difficult to balance open world games, dynamic difficulty is the only way to do it. In BotW I ignored the initial directions and went North to the desert and mountains first. Then when I finally went to Koriko village it was all way too easy there, or rather very unbalanced. The random encounters scale up yet the standard area enemies were all down with one hit. I also cleared / explored the castle early in the game, fun challenge. Then when I finally got there to finish the game the whole thing was pretty meaningless challenge wise.



DonFerrari said:
HoloDust said:

Not at all. As I said, I don't mind difficulty scaling, if it's fairly narrow. But once you get to AAA levels of scaling, game designs tend to fall apart - and that is current norm in industry.
If you're happy with that state of industry, that's perfectly fine by me. I'm not and I'm happy there are devs that think the same.

I play mainly AAA games and I'm yet to find a game that disapointed me because they had multiple difficult selections or even a game I thought that got dumbed down and unpleasant because they made it to be mass market.

Most were Sony 1st party or exclusives and considering their praise I fail to see this unique view you and some others are seeing that AAA games are on a very bad situation due to panderizing to mass market.

Well then, good for you, I'm glad you're enoying them. I'm mostly dissapointed by AAA games and often tend to stay away from them, yet I occasionally make mistake, like recently with AC:OD.

SvennoJ said:
Mnementh said:

Rubber banding and adapted challenges are critized in it's own right. In many games part of the experience is to build the character and progress. If that is part of the game, you want to see, that in the beginning some challenges are impossible to beat, but if you come back later with an upgraded character they get a lot easier. If you adapt the challenge this feel of progression is lost.

That;s why I said, unless you venture into areas you do not belong in yet. Skyrim had dynamic difficulty scaling, making sure some things don't become too easy yet also allowing you to get over powered if you wish.

I did 'abuse' the difficulty levels in The Witcher 3. I couldn't be bothered upgrading my character so I went to hunt the high level contracts on easy mode. Which was just about possible. Still hard, yet no need to grind to be able to get to the fun stuff. I don't enjoy backtracking all that much or quests piling up like a massive todo list. If you give me a lvl 40 quest when I'm lvl 20, that's the game's fault. Yet with being able to adjust difficulty on the fly I could keep my todo list in TW3 in check. The downside was that I out leveled story missions (so increase difficulty for those) yet the rewards were paltry as the quest levels were grey. 

It's always difficult to balance open world games, dynamic difficulty is the only way to do it. In BotW I ignored the initial directions and went North to the desert and mountains first. Then when I finally went to Koriko village it was all way too easy there, or rather very unbalanced. The random encounters scale up yet the standard area enemies were all down with one hit. I also cleared / explored the castle early in the game, fun challenge. Then when I finally got there to finish the game the whole thing was pretty meaningless challenge wise.

And that's why, when it comes to fusion of story and exploration, from my POV, semi-open worlds will always be vastly superior...at least until your first point is solved in video games.

I had a mini-rant about tabletop RPG experience yesterday in PC thread - that eventually we'll get good narrative AI that can handle game like proper GM and that (in addition to proper physics on everything) we'll get video game RPG that can match or even surpass tabletop RPGs.

Yet, even then I think narrow scaling will work better - cause some things are just difficult and should not be adjusted much. Come later when your're ready, and game's AI GM will allow for whichever approach you might choose to solve it, if it makes sense and your character can pull it of.