Posted February 21, 2021
jepsen1977: I would personally prefer a more adaptive approach to difficulty. If I die because I was stupid or sloppy I should get punished for it by the game because else what is the point of playing if not the challenge? But if I'm genuinely stuck and can't progress in the game for lack of skill or a difficulty spike whatever then I would love for the game to accomodate me and lower the difficulty or simply let me pass the current hurdle. God Hand kind of do this.
If there are no consequences for dying then you're gonna play sloppy and not take it serious but on the other hand I also like to progress in the game and while there must always be a chance that you can lose or fail the entire game I do wish devs would help the player more when the player is really stuck.
So I'm conflicted on this.
*shudder* Really wouldn't want to play any game that does any of that. As in neither "what is the point of playing if not the challenge" nor "adaptive approach to difficulty" nor "there must always be a chance that you can lose or fail the entire game". (As for being really stuck, there are usually guides when it comes to solutions or strategy, while for action the player should be able to lower the difficulty during gameplay as well if desired, but should be a manual setting, not the game doing it, whether you retry once or a thousand times. And game design should not allow blocking yourself into a corner where it becomes impossible and needs restarting (or going back a long way, if you keep such old saves around) due to character development choices or permanent missables (which also shouldn't exist in the first place).)If there are no consequences for dying then you're gonna play sloppy and not take it serious but on the other hand I also like to progress in the game and while there must always be a chance that you can lose or fail the entire game I do wish devs would help the player more when the player is really stuck.
So I'm conflicted on this.