It’s a design principle, not a marketing tagline. And I hate to tell you guys this, but it applies to every single game you play. Every game – video or otherwise – is about using systems to overcome challenges. Remove the challenge and you’re just telling stories or watching clockwork gears turn. Not that there’s anything wrong with that.
Exactly. One of the solutions is dynamic difficulty, as Nesrie notes. Also level scaling. But imagine if the DM (I still can’t bring myself to call him a gamemaster; too generic!) let the players decide how many hit points an owlbear has, how much damage a short sword should do, and what’s the casting time of a magic missile. It’s his job to engineer the experience for his players, not the other way around.
You might not be wrong, but it’s a really successful license. They were leaving money on the table not adapting it.
Right? It’s best when it’s hidden. I was perfectly happy playing Bioshock when I didn’t know it did this sort of thing. Once I did know, it kind of killed it for me. Fortunately, guess what one of the options was. Harder difficulty without scaling. And an achievement – which I never got – as incentive.
Which Bethesda games level scale again? Because I keep meaning to remember not to play them. Skyrim? Surely not Fallout 4?
Those aren’t games, they’re JRPGs!
I kid! But I don’t know JRPGs nearly as well as their Western counterparts. I’d be interesting in knowing what sorts of solutions, if any, they apply. Isn’t one of the difficulty settings whether or not you can skip the overlong cutscenes? Gotcha!
I booted up Valkyria Chronicles 4 last night. The first thing I had to do was decide if I wanted easy or normal. Et tu, VC4?
Ah, the old “you’re playing it wrong” counterargument! Hard pass. Go peddle that malarky in a thread about saving anywhere.
Yes. A game that expects me to duck into an options screen to tune the someone else’s gameplay!
Which brings me back to my point earlier about entertainment that isn’t created for a specific audience. Every game doesn’t need to be for everybody any more than every movie or book or musical needs to be for everybody.
But, yes, it is hard to do.
Thank you. As I said, I’m easy.
Well, the sticking point there is “designed to be balanced for everyone”. And note that I have no problem with difficulty options! I have a problem with difficulty options dumped into my lap, almost always before I’ve even started playing, and hovering over the experience constantly. That’s the developers expecting me to do their job.
-Tom