this post was submitted on 11 Jan 2024
164 points (89.0% liked)

Games

16806 readers
954 users here now

Video game news oriented community. No NanoUFO is not a bot :)

Posts.

  1. News oriented content (general reviews, previews or retrospectives allowed).
  2. Broad discussion posts (preferably not only about a specific game).
  3. No humor/memes etc..
  4. No affiliate links
  5. No advertising.
  6. No clickbait, editorialized, sensational titles. State the game in question in the title. No all caps.
  7. No self promotion.
  8. No duplicate posts, newer post will be deleted unless there is more discussion in one of the posts.
  9. No politics.

Comments.

  1. No personal attacks.
  2. Obey instance rules.
  3. No low effort comments(one or two words, emoji etc..)
  4. Please use spoiler tags for spoilers.

My goal is just to have a community where people can go and see what new game news is out for the day and comment on it.

Other communities:

Beehaw.org gaming

Lemmy.ml gaming

lemmy.ca pcgaming

founded 1 year ago
MODERATORS
you are viewing a single comment's thread
view the rest of the comments
[โ€“] Socsa@sh.itjust.works 12 points 10 months ago* (last edited 10 months ago) (1 children)

The issue is that mechanics for scaling difficulty need to designed into the game from the start, not tacked on at the end of a feature backlog. Making an easy game harder by upping enemy health and damage or nerfing RNGs is lame and often unbalanced. It should be the opposite - the game balance should be designed around the hard mode and than pared back for the easy mode.

The thing that really drives me nuts more than anything is nerfing complex control schemes to target console controls. The best example of this is Witcher 2 having an amazing and complex combat system which lent itself to a huge variety of play styles, enabled by complex controls with a high skill floor. And then Witcher 3 turned it into "spam dodge and counter" because all the richness of the control scheme was dumbed down to target consoles.

Exactly.

For example, shortening delays in boss movements is a fantastic way to distinguish "easy" from "hard." That doesn't feel as cheap as increasing health and damage output, but as you said, it needs to be considered from the start.