• NoneOfUrBusiness@fedia.io
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    13 hours ago

    I meant that the story/easy mode wouldn’t conform with their vision. To expand on my example, if your game is portraying a grueling trek through a swamp where enemies abound and rest is scarce, the struggle would be an inalienable part of the experience; removing the struggle would fundamentally alter the story being told through the game. It’s not about their vision being intact or not; it’s about not wanting to intentionally make an inferior version of their art.

    • MrScottyTay@sh.itjust.works
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      12 hours ago

      Then they label the intended difficulty with “recommended” and say that will give the best experience and that if you choose a difficulty higher or lower you might impede the intention of it.

      I really don’t see the problem with having options.

      Like I love the Kingdom Hearts series and was able to play it and fall in love with them as a kid on normal and sometimes beginner difficulty. As an adult I play critical because it makes me engage with all of the mechanics of the game. But I would have unlikely got to the point of being able to play at that level if I couldn’t work my way up through Normal > Proud > Critical.

      The same admiration you have to grinding on a single playthrough to overcome an intended challenge can still be obtained through multiple playthroughs of increasing difficulty.

      • NoneOfUrBusiness@fedia.io
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        12 hours ago

        Then they label the intended difficulty with “recommended” and say that will give the best experience and that if you choose a difficulty higher or lower you might impede the intention of it.

        You’re missing the point, which is weird because I explicitly stated it. To repeat, an artist might not want to create an inferior version of their art, irrespective of the utility of doing so. Art is an egotistical affair.

        I really don’t see the problem with having options.

        Options can make sense in some games but not in others; a developer deciding not to include them has likely either figured they wouldn’t work with the game’s structure, wouldn’t be a good use of their time or both. Difficulty options are simply not a one size fits all solution, for the same reason it wouldn’t make sense to demand all painters make colorblind-friendly versions of their paintings.