• 🇰 🔵 🇱 🇦 🇳 🇦 🇰 ℹ️@yiffit.net
    link
    fedilink
    English
    arrow-up
    0
    ·
    edit-2
    6 months ago

    Easy Mode is for adults that just want to see the story.

    I’m an adult and I like Hard Mode (or higher) because I play for the challenge. What could be more challenging than juggling a demanding work/home life and also trying to progress in a long game with only 2 hours a week to play on the hardest possible difficulty? At any moment a kid or pet could unplug the system and corrupt my save. It’s like everything has a hardcore mode.

    • sugar_in_your_tea@sh.itjust.works
      link
      fedilink
      English
      arrow-up
      0
      ·
      6 months ago

      Have kids, can relate. There are plenty of games I just don’t play because I don’t have the time, so I totally understand easy mode. That being said, if I literally just want the story, there are plenty of let’s plays I can watch and skip around in, so I generally play on normal and sometimes hard and just get through fewer games.

    • conciselyverbose@kbin.social
      link
      fedilink
      arrow-up
      0
      ·
      6 months ago

      Yeah, the last of us is an example of a game with a moderately compelling story.

      But it’s also a game that does a really good job of offering brutal difficulty in a way that’s fair, engaging, and makes success all (OK, mostly) about you. There aren’t really cheap fails. If you approach encounters intelligently and execute your actions, you will succeed. If you don’t, you get punished. The mostly is because resources are scarce and there’s some RNG to drops, so if you’re too low, some harder encounters can vary in difficulty based on the ammo that you get.

      If that’s not what you want, that’s fine. But I read books and watch TV for stories. I play games for mechanics. Is it nice when a game like Horizon makes a character like Aloy really compelling by having her have to present advanced tech to primitive tribalist cultures? Sure. But if the mechanics weren’t good, writing couldn’t even sort of mitigate that for me.

    • money_loo@1337lemmy.com
      link
      fedilink
      English
      arrow-up
      0
      ·
      6 months ago

      Flashbacks to when my daughter had just started walking and pressed the button on my Xbox while I was playing Assassin’s Creed 2, corrupting my save file at 90% completion.

      I was like “no no no no!!! Ahhh…awwwwwww….”

      Poor thing got so confused, I had to tell her it was alright but explain to her not to do that.

      Couldn’t really get mad at them, they literally didn’t know they shouldn’t do that thing yet, lol, but damn did I have to start all over!

  • RacerX@lemm.ee
    link
    fedilink
    English
    arrow-up
    0
    ·
    6 months ago

    Bought GTA V 10 years ago with a newborn on the way. Two more kids later and I’ve still never finished it because I’ve hit my video game skill cap. I just want to finish the story.

    Please bring back cheat codes.

    • I Cast Fist@programming.dev
      link
      fedilink
      English
      arrow-up
      0
      ·
      6 months ago

      Please bring back cheat codes.

      They exist behind paywalls nowadays.

      Perhaps the real irony is that only PC still lets you cheat for free in single player games nowadays, but you have to download a trainer (which might have dubious origin), or just learn how to use CheatEngine and look up for ready tables for games

      • RacerX@lemm.ee
        link
        fedilink
        English
        arrow-up
        0
        ·
        edit-2
        6 months ago

        Huh go figure. Maybe this is my year after all!

        Edit: Why is the invincibility cheat only for 5 minutes?

  • MrBubbles96@lemmy.ml
    link
    fedilink
    English
    arrow-up
    0
    ·
    6 months ago

    Eh, easy mode is for those who need or want to use it. Ditto for hard or impossible modes. Adult, teenager, troglodyte, don’t really matter what ya are

  • Zeusbottom@sh.itjust.works
    link
    fedilink
    English
    arrow-up
    0
    ·
    6 months ago

    For most games, the real consequence of failure in a game is being forced to repeat what just happened. And getting caught in a Groundhog Day-esque situation that repeats once every few minutes suuuuucks.

    It’s even worse when a failure causes your character to lose stuff. That’s even more time wasted, in that the time and effort taken to get the thing is gone.

    Paint the rainbow on my proud carebear chest if you must. I just want a place to escape to for a little while, a place that doesn’t frustrate the shit out of me.

    • RGB3x3@lemmy.world
      link
      fedilink
      English
      arrow-up
      0
      ·
      6 months ago

      Exactly how I feel about the Souls games. How the fuck am I supposed to make any real progress when the only resource I have to do so is lost each time I die?

      I have a full time job and a kid, I don’t have time to grind out a boss for hours. Can’t I just enjoy the world with an easy mode?

      • ZOSTED@sh.itjust.works
        link
        fedilink
        English
        arrow-up
        0
        ·
        6 months ago

        I agree with the person you were replying to, and I am glad that the Souls formula isn’t the norm (I’ve played all of them, and haven’t finished a one)…

        But the Soulses get a pass from me personally, because their whole thing is about being present in the moment and overcoming what appear to be unbeatable odds. It’s the closest thing in modern gaming that gave me the feeling of being crushed by, and overcoming, the first Airship level in Mario 3.

        That said, I’m not against accessibility option in a Souls game, so long as they’re optional.

    • Coasting0942@reddthat.com
      link
      fedilink
      English
      arrow-up
      0
      ·
      6 months ago

      Except for Fallout 4. That survival mode turns it into a completely different fucking game.

      Running around cause you need to get to a sleeping bag or dirty mattress after walking half a map, words can’t describe the feeling adequately.

      Voluntarily drinking dirty water.

      Actually using the cooking system.

  • vsh@lemm.ee
    link
    fedilink
    English
    arrow-up
    0
    ·
    6 months ago

    I play on easy/medium because higher levels don’t add any challenge except increasing enemies damage and health. Also I don’t want to spend an eternity fighting a “normal” monster (looking at you elden ring 👀)

    • evranch@lemmy.ca
      link
      fedilink
      English
      arrow-up
      0
      ·
      6 months ago

      Sometimes the difficulty will improve enemy tactics, boost numbers or make the player less of a tank, and genuinely add challenge.

      But, if the game has a good storyline I like to play on “normal” for the first playthrough as I feel higher difficulty ruins the pacing. Then if I enjoy the game I’ll go back and replay on higher difficulty for the challenge.

      This was always the way when a new Halo game came out, they have long stated that they are “meant to be played on Heroic” but me and a buddy would rip through in coop on Normal and then bump up the difficulty.

      I finally got around to Titanfall 2 and Normal feels a bit easy, but it also feels like I’m playing a robot mecha movie instead of grinding through tactical battles, which is awesome. Definitely going to revisit this one on Hard though.

      • sugar_in_your_tea@sh.itjust.works
        link
        fedilink
        English
        arrow-up
        0
        ·
        6 months ago

        boost numbers or make the player less of a tank

        That’s “increasing damage and health.” Very few games actually improve tactics to an interesting degree, and that’s really what I’m hoping for when it comes to “hard” mode.

        Halo

        I 100% agree. I usually played through once on normal, than went to Heroic or Legendary depending on how I felt the original playthrough went. Knowing the maps helps a ton on harder difficulties, and enemy AI also improved a bit, so harder difficulties in Halo felt great to play.

        However, a ton of “hard” modes are just nerfs to the player and buffs to the AI, but other than that, little actual changes to AI.

        • Socsa@sh.itjust.works
          link
          fedilink
          English
          arrow-up
          0
          ·
          6 months ago

          Crowd control is a completely distinct combat mechanic from single enemy combat. Introducing more complex combat mechanics to allow the player to deal with multiple enemies and mixed types of enemies is precisely the kind of difficulty scaling I want to see.

          • sugar_in_your_tea@sh.itjust.works
            link
            fedilink
            English
            arrow-up
            0
            ·
            edit-2
            6 months ago

            Sure. My point is just scaling the enemies is often uninteresting. Like if I’m already fighting a bunch of orcs, adding more isn’t likely to be more difficult, however, adding different kinds of orcs in the mix would make it more difficult (e.g. instead of just melee, add in ranged and mounted orcs). The variety of inputs is interesting, not the quantity.

            Fighting two bosses simultaneously is interesting because they’ll have different movesets that combine in interesting ways, whereas fighting the same boss back to back isn’t interesting, it’s just a slog.

            Then again, quantity can be interesting if it forces you to account for it in your build, it kind of depends on the game itself.

        • evranch@lemmy.ca
          link
          fedilink
          English
          arrow-up
          0
          ·
          6 months ago

          That’s “increasing damage and health.”

          It varies. I agree far too many games just make the enemies bullet sponges, which I hate.

          Increasing numbers though ramps up challenge in a more fun way, I would rather take on a classic “double boss” than one bullet sponge boss. You have to keep track of multiple enemies and change your tactics. It’s cheap difficulty but much better than just multiplying health.

          I would really like to see more games handle difficulty like Halo for sure.

          Also sometimes the player needs to be nerfed for balance. Titanfall 2 for example, in normal I can switch my loadout in combat, blasting rockets as Brute and switch to Ion to fire its laser once the core is charged, totally ruining the whole concept of loadouts. Also when the player has a Halo-style shield and enemies just have regular health… Nerf me already, the game shouldn’t feel like you’re steamrolling enemies on Normal. 1v4 Titans should at least feel like a challenge, not a cakewalk.

          • sugar_in_your_tea@sh.itjust.works
            link
            fedilink
            English
            arrow-up
            0
            ·
            6 months ago

            Increasing numbers though ramps up challenge in a more fun way, I would rather take on a classic “double boss” than one bullet sponge boss. You have to keep track of multiple enemies and change your tactics. It’s cheap difficulty but much better than just multiplying health.

            Ah, makes sense. Going from 10 to 20 enemies isn’t a big change, but from one to two bosses is.

            Do you have examples of games that do this well?

            • evranch@lemmy.ca
              link
              fedilink
              English
              arrow-up
              0
              ·
              6 months ago

              I find it’s more common as part of a difficulty curve in a game than as optional difficulty, for example Metroid Dread introduces a boss which is hard until you learn the pattern. Then the same enemy turns up as a miniboss, easy now that you know it. Then it starts to show up mixed in with common enemies, forcing you to watch out for them, and when it shows up as a pair it’s a challenging boss again as managing two is much harder than one.

              Metroid Dread does a great job of making the difficulty track your character’s increased abilities throughout the game, and looks beautiful in 1440/60fps on Ryujinx by the way.

              However for optional difficulty the best example is probably Hades which is a great example of good game design anyways. In the postgame optional difficulty “Pact of Punishment” you can tweak all manner of game characteristics. Extreme Measures allows some bosses to team up, and changes boss arenas and behaviours. Middle Management mixes up the minibosses totally, adding trash mobs to manage as well as lots of other effects. There’s also an option to add new attacks to almost all of the enemies.

              Then you can also do the standards like make yourself weaker, enemies tougher, boost the numbers of regular enemies, remove your special abilites and even disable i-frames after being hit (!) Hades probably has some of the best post-game replay value out there.

              • sugar_in_your_tea@sh.itjust.works
                link
                fedilink
                English
                arrow-up
                0
                ·
                6 months ago

                Huh, I haven’t played either, so I’ll have to give them a shot.

                Hades scared me off with the “rogue-like” label, which to me often means a lot of frustration and crazy difficulty spikes due to randomness. But if it’s a smooth gameplay experience, I’ll give it a shot. I have liked some others (Slay the Spire and FTL), but I generally like a more guided experience.

                • evranch@lemmy.ca
                  link
                  fedilink
                  English
                  arrow-up
                  0
                  ·
                  6 months ago

                  Hades is absolutely not a real roguelike, the only roguelike thing about it is that you make multiple runs through a semi-randomized dungeon, and that you can expect to die a lot.

                  However there is persistent progression and it’s rare that you get truly screwed by RNG.

                  The random part is what weapon mods you get each run, but they are balanced. Part of the fun is not falling into a favorite weapon rut, but running with what you are given. And even a full “winning” run is only about half an hour so if you die it’s not a big punishment.

                  Meanwhile the plot progresses despite your countless deaths, I won’t spoil how. It’s really a well done game and deserves the praise it gets, and you can get it on sale for like $10, I would go for it if you like beat em up type games at all.

                  Dread on the other hand appears to be love or hate it, people with weak platforming/traversal skills seem to absolutely hate specific sections where you have to avoid the indestructible EMMI robots with a mix of stealth and skill. I thought it was thrilling myself but YMMV

                  The rest of the game is a must play for any 2D Metroid fan, but definitely play on PC and not Switch as PC blows it away. With the FPS cap unlocked, I’ve rarely seen an action platformer flow so smoothly.

  • dangblingus@lemmy.dbzer0.com
    link
    fedilink
    English
    arrow-up
    0
    ·
    6 months ago

    This is one of those threads where if you agree with the author, you’re a filthy casual, but if you actually want your hard game to be hard, you’re a sweaty loser than needs to touch grass.

    Have your easy mode. Some of my favorite games even have a “Very Easy” mode. Just don’t corrupt games that are designed with a specific challenge in mind with nerfed nonsense.

    • sugar_in_your_tea@sh.itjust.works
      link
      fedilink
      English
      arrow-up
      0
      ·
      6 months ago

      I absolutely agree. Give the player the option between “story mode,” “normal” (intended experience), and “hard”, perhaps with an additional mode or two as well. I have never been mad at having too many difficulty settings.

      I personally almost always play on the default difficulty since that’s probably what got the most testing, and play on a harder difficulty if I really like the game and want a challenge.

      • ricecake@sh.itjust.works
        link
        fedilink
        English
        arrow-up
        0
        ·
        6 months ago

        “story”, “intended balance”, “hard”, “no reloading hard”, “custom because you like hard except for that one bit of bullshit”

        To me that’s the perfect balance of settings.

      • Socsa@sh.itjust.works
        link
        fedilink
        English
        arrow-up
        0
        ·
        edit-2
        6 months ago

        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.

        • sugar_in_your_tea@sh.itjust.works
          link
          fedilink
          English
          arrow-up
          0
          ·
          6 months ago

          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.

  • Ilflish@lemm.ee
    link
    fedilink
    English
    arrow-up
    0
    ·
    6 months ago

    It’s weird because I wish people were more clear about difficulty because it clears up contradictions. At the same time, it gives me an easy reason to dismiss an opinion if it doesn’t how my perspective on the best way to appreciate the game.