• Soggy@lemmy.world
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    21 hours ago

    Mastering a game and falling into a good flow is unwinding for me. Something easy doesn’t release any tension nor give me accomplishment-dopamine.

    And not everything needs to be made for the widest possible audience.

    • MrScottyTay@sh.itjust.works
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      16 hours ago

      With difficulty options you will still get that, in fact you may get it better. Maybe for a specific game the difficulty needs to be lower or even higher for you to find that sweet spot.

      • prole@lemmy.blahaj.zone
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        9 hours ago

        This just is not true for souls like games. The difficulty is a core part of the experience, and lowering it would literally compromise the artistic vision

      • kunaltyagi@programming.dev
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        14 hours ago

        If difficulty is just hit points, higher difficulties are not really enjoyable. Adjusting hit points, items, weapon damage, etc. together to achieve good flow on every difficulty is not an easy task.

        • MrScottyTay@sh.itjust.works
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          12 hours ago

          They don’t have to go all out. Shitty easier/harder difficulties that just multiply or divide values in a basic manner is better than nothing at all.

          Devs should absolutely just focus on the difficulty specific experience they planned but nothing is stopping them from doing the bare minimum. And if you have good coding practices, it’s easy as fuck to implement with the difficulty menu itself likely to be the hardest part to implement after the fact.

    • Ace T'Ken@lemmy.ca
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      17 hours ago

      Yes, that is what higher difficulties are for. Why does that preclude lower difficulties?