That’s certainly the conventional wisdom among those of us who haven’t stuck with any of the games after the learning curve gets tough. But I think there’s more to it than that, and it’s a big part of why I respect those games. They present a distinctive combat system and they expect you to get better by learning instead of by simply persevering. You can get to the end of the average game by just spending a certain amount of time (and/or dialing down the difficulty level). But the ethos behind Dark Souls is that it wants to reward you not just for showing up, but for mastering its systems. It refuses to compromise those systems by throwing open the difficulty level so the less committed among us can just sail through to the end. I wish more game designs had – and merited! – that kind of confidence.
Dynamic difficulty adjustment! Way better than asking the player how many hit points they want a kobold to have!
Man, I must really suck at trying to make a point. Because, yeah, what you just wrote up there is nonsense. I’d love for you to show me where you think I said that.
My contention is simple and it’s right up there at the top of the thread: adjustable difficulty levels without any incentives whatsoever are a failure of the difficult task of tuning the fun/frustration equation, which is an integral part of game design.
Yeah, if you’re going to fail at your job, don’t do it before the game even starts.
-Tom