• Honytawk@lemmy.zip
    link
    fedilink
    English
    arrow-up
    17
    arrow-down
    19
    ·
    23 hours ago

    Adding a difficulty slider is easy, doesn’t take much time, doesn’t change much about the experience, and allows more people to enjoy your media.

    So leaving it out is lazy game development.

    Niche audiences is fine, gatekeeping isn’t.

    • iegod@lemmy.zip
      link
      fedilink
      English
      arrow-up
      6
      arrow-down
      2
      ·
      17 hours ago

      This way undermines the effort required for developers, and will drastically vary from game to game.

    • Warl0k3@lemmy.world
      link
      fedilink
      English
      arrow-up
      13
      arrow-down
      5
      ·
      edit-2
      21 hours ago

      Adding a difficulty slider is easy

      [CITATION NEEDED]
      It seems pretty clear you don’t have any idea what you’re talking about from a game development standpoint. Difficulty is the entire driving mechanism behind gameplay and you can’t just add multiple versions of that trivially. Even Bethesda’s classic “bump up the health” stuff isn’t a trivial thing to implement. Just come on with this.

      • Korhaka@sopuli.xyz
        link
        fedilink
        English
        arrow-up
        7
        arrow-down
        2
        ·
        17 hours ago

        Depends on how it’s implemented. Just give the player more/unlimited HP or armour would be easy.

        • bob_lemon@feddit.org
          link
          fedilink
          English
          arrow-up
          5
          arrow-down
          1
          ·
          edit-2
          14 hours ago

          Let’s take Elden Ring as an example: how do you scale poise? Is the player harder to stagger? Are enemies easier to stagger? How about status effects? Can you trigger hemorrhage with less hits on low difficulty? Dodge frames? Parry timing?

          That’s just off the top head, there’s tons more mechanics I’ve never even touched in there.

          Combat systems (which is 95% of what difficulty affects) can get so much more complicated than just HP/Armor. And that makes scaling more them just percentages of damage in/damage out.

          I’m not saying it can’t be done. But it’s a gross injustice to blame lazy devs for not implementating a system that probably takes weeks if not months to create and balance.

          • Korhaka@sopuli.xyz
            link
            fedilink
            English
            arrow-up
            3
            arrow-down
            1
            ·
            13 hours ago

            Sure, a complex difficulty system that the user can tweak is nicer to have. But making the player take more hits to kill is pretty simple and could be argued as an accessibility feature.

            • Warl0k3@lemmy.world
              link
              fedilink
              English
              arrow-up
              1
              ·
              edit-2
              6 hours ago

              How exactly is that an accessibility feature…? No seriously I sound like I’m being shitty (and that’s because in a small way I am, this conversation is deeply personally insulting) but I’m really curious why this is being considered accessibility when what we’re doing, the actual push for accessibility in gaming, is all things like allowing people to access the games not coddling people to where they have to have their own special extra-easy game modes.

              Things like support for 3rd party controllers, key rebinding, compatibility with external sound processing equipment, video setting adjustment (remove particle effects or other visual noise, colorblind modes, onscreen hilighting) are all the things we’re actually fighting for broad inclusion into videogames. Mandatory godmode isn’t, and it’s so dumb that it sounds like some kind of philosophical false-flag dreamed up by the conservatives to discredit the concept of disability accommodation in general…

      • Honytawk@feddit.nl
        link
        fedilink
        English
        arrow-up
        3
        arrow-down
        3
        ·
        15 hours ago

        My citation is myself as amateur game developer.

        Game design is the entire driving mechanism behind gameplay. Difficulty just plays around with the variables that you already have made for said game design.

        Do you really think they completely redesign a game for every difficulty?

        It is balancing at most.

        • Warl0k3@lemmy.world
          link
          fedilink
          English
          arrow-up
          1
          ·
          edit-2
          8 hours ago

          Game design is the entire driving mechanism behind gameplay.

          Been a while since I’ve seen a good old fashioned tautology. Stop trying to be disingenuous, ‘difficulty’ (or if you prefer, ‘challenge’) is the #1 factor in game design. You either should know this, because it’s patently obvious, or you should just stop talking about this subject like you have any idea what you’re talking about.

          Do you really think they completely redesign a game for every difficulty?

          Strawman me harder, zaddy!
          No, they don’t redesign a game for every difficulty - that’s absurd. But it does have a huge impact on every aspect of gameplay, and like I said, it’s far far from trivial to alter the abstract concept which defines things like the core gameplay loop.

          My citation is myself

          Yeah… Okay.

    • hraegsvelmir@ani.social
      link
      fedilink
      English
      arrow-up
      5
      arrow-down
      2
      ·
      23 hours ago

      It would also seem like bad business to leave it out of your niche game, unless the niche is specifically about the difficulty level. Why would you want to eliminate whole chunks of your already limited number of potential customers by only offering a very challenging difficulty?

    • Melonpoly@lemmy.world
      link
      fedilink
      English
      arrow-up
      3
      arrow-down
      6
      ·
      16 hours ago

      I see you have no idea what you’re talking about. Do you think it’s a simple as reducing a health bar? Because games that do difficulty scaling like that are not fun at all and I would consider that lazy.

      How can you be niche without a “gatekeeping” to some degree? Again, not every game or piece of media need to cater to everybody.

      • Honytawk@feddit.nl
        link
        fedilink
        English
        arrow-up
        3
        arrow-down
        4
        ·
        15 hours ago

        I designed games myself. It is very easy. Just switch around some variables.

        Every game does it like that, whether it is HP, damage, enemy spawns, probability to take a specific action, … it is all just playing around with variables.

        It is neither lazy nor not fun.

        Did you really think they completely redesign a game for every difficulty?

        It is you that has no idea what you’re talking about.

        • Warl0k3@lemmy.world
          link
          fedilink
          English
          arrow-up
          3
          ·
          edit-2
          7 hours ago

          I designed games myself

          How do you do, fellow game designers.

          it is all just playing around with variables

          “All game design is just changing numbers” sure, and all programming is just manipulating two values over and over and over. But the difficult part isn’t changing the numbers, the difficult part is the mechanisms that define how those numbers interact with other numbers. “Magic Numbers” have a place in game design yes, but they are not by any stretch how those systems are defined. If your game was created like that, it cannot have been very good…