Hiku said:
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. |
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.
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.








