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.
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.
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.
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.
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.