• 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.