What I'd like to think the difficulty loop comes from aside from various difficulty modes is the game trying to make the player decide risk/reward aspects how the whole branching path system works. I don't entirely disagree, but I'm willing to wait and see how the game turns out instead of being as tryhard as him for non existent Steam "karma". It is so much easier to increase damage taken by X% and reduce damage dealt by Y% than to do things like alter enemy AI, reduce telegraph times, change a level's design. Originally posted by Nersius:Come on guys, just because his top group is for a site dedicated to swapping creepshots of children doesn't mean that they don't have a point about difficulty options. It takes a game built from the ground up to respect a player's intelligence and adaptability, and those games are rare and not very popular compared to the casual hits. Pretty sure you'll be able to get through the game without using the soul cannon without breaking a sweat. So when a developer says something is challenging, I usually roll my eyes. The jumps, enemy types, movements, etc in a platformer are static, meaning they're simply easy or they're hard-♥♥♥♥ like less extra lives or taking more damage just punishes mistakes, especially if you already have the game on lock down. There's a rambly reason for this, but basically it boils down to not really being able to scale true difficulty. ![]() Most "difficult" settings are more tedious than hard, like Outer World's complete joke of a Supernova difficulty. Even worse, most of them develop around something like easy or normal then yawn, scratch themselves, and throw some lazy stat or damage sliders and call it a day. The one thing I know about developers is that very few of them know ♥♥♥♥♥♥♥♥♥ about difficulty. Originally posted by Superscooter:yes but i believe it will be extremely difficult
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