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.
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
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.
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.
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.
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
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.
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.