Posted July 12, 2021
.Keys: I agree. You got a point by frustation. I, personally, have no problems stoping to play the game when I know my skill isn't enough for the hardest difficulty. (I still try, anyway.) So this should always be an option. If the player chooses to play this way, he will be rewarded accordingly.
Rewarding higher difficulties might make sense, but the game should not reward the player limiting their saves in any way. One should not muck with the save system in the name of "difficulty", except perhaps to keep dungeon-scale resource management an important factor. (In other words, perhaps it makes sense to limit where the player can save (to a degree; those points shouldn't be too far apart, and there should always be at least one such point accessible, except maybe in short timed sequences with a warning beforehand (whether such timed sequences belong in the game is another question), but don't limit the number of times the player can save, and don't reward the player for not using every opportunity to save.) Also, not all players use he/him pronouns, so you shouldn't use them when describing a generic player.
.Keys: Kingdom Hearts 2 Final Mix, for example, had this. If you manage to beat Sephiroth secret boss fight, you get a good mid game sword "Fenrir" (?), if you beat all "Organization XIII" bosses, and "Terra" secret boss fight, you would be awarded with a Golden Crown in the player model and acessories (?), if I remember correctly.
Worth noting that these rewards are for accomplishing extra tasks, not for save restrictions.Post edited July 12, 2021 by dtgreene