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.
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.