Comment on Three developers' different philosophies on difficulty for their games

mechoman444@lemmy.world ⁨10⁩ ⁨hours⁩ ago

Making a game hard for the sake of making it hard is a cheap way to increase difficulty.

The challenge shouldn’t come from enemies being damage sponges or the AI having superhuman reaction times. It should come from player skill.

Balatro is one of the best examples of this. The game naturally gets easier as the player learns its systems and gains experience through playing.

Destiny 2 also had excellent skill progression. Say what you want about the game as a whole, but the core gunplay and the mechanics of its three classes rewarded players for improving their own abilities.

Even games like Madden and NBA 2K have, to a lesser extent, systems that reward player skill rather than simply inflating difficulty.

Many older games were made extremely difficult because they were relatively short. The increased difficulty extended playtime and made players feel they were getting more value for the price. That’s one of the reasons games like Ninja Gaiden on the NES earned their reputation for being brutally hard.

As for Soulslike games, they’re simply not my cup of tea. I fully acknowledge that they’re well-made games, and if you enjoy them, that’s great. They’re intentionally designed to be challenging. While the original Dark Souls was developed under a tight schedule and has some rough edges, its high level of difficulty was a deliberate design choice rather than the result of bugs or glitches.

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