If you don’t play your games on the hardest difficulty you’re missing out and basically playing a watered down version of the game. The higher the difficulty the more you have to use the tools that the game gives you, instead of rushing through the experience you slow down and develop strategies to overcome certain roadblocks. Take any good RPG for example, playing on the hardest difficulty will, more likely than not, force you to actually role play. Every skill point, every bit of gold or item ingredients will have to be prioritized. Sure you could use that potion now, but if you take the long way around and use a little stealth you can reach an inn to rest up and heal for cheap. You’re not a casual who plays on a lower difficulty are you Yas Forums?
Game Difficulty
That's horseshit. A lot of games have some sort of artificial difficulty - inflated health pools, rubberbanding, etc.
Standard difficulty is s completely valid way to play, and sometimes the difference drastically changed the way you play, giving two enjoyable experiences.
It depends on the game. Some games are developed with Normal difficulty in mind, with harder options who seek an extra challenge. Some games are developed with the hardest difficulty in mind, with easier options for beginners and pussies.
>dying over and over
>full experience
ok boomer
Best games are the ones with a difficulty that you can't change
If you’re dying over and over it’s you’re own fault for not taking the time to properly strategize and develop a plan.
Good luck playing skyrim on legendary difficulty.
It's not the 90s anymore grandpa, most people want to progress in a game, they don't want artificial roadblocks created solely to increase playtime.
>hard mode doesn't unlock until you beat normal
>hard mode is just normal but with enemy HP inflated
>8 different difficulty settings
>hard mode is outrageously difficult to the point of being nearly impossible
Any of those problems can be overcome by taking the time to learn the game mechanics and countering them. Take inflated health pools for example. Okay so there’s an enemy here with a ton of health that’s killed me during my first attempt, what should I do? Well let’s see, does the enemy have any weaknesses I can take advantage of like fire/poison? That’d be a great way to chip some of their health, but I don’t have any poison spells/items. Well okay I can sell some junk and pickup some poison item to put on my weapon. I’ve also got a fire bomb/spell I can use in the fight. Alright now how should I engage the enemy? Well there’s a hill behind him that I could use to get a few shots in with a bow so I’ll do that to start the fight then lead in with the firebomb and poison. Name me a single game where you can’t deploy an effective strategy to win an encounter.
I have and I beat it to completion. That difficulty is pretty easy since you have tons of options available to you to prepare for challenges since it’s open world.
>Name me a single game where you can’t deploy an effective strategy to win an encounter
Minesweeper. Sometimes you just gotta roll the die on RNG faggot
No game is impossible, you just need to think outside the box a little. Most people I know that struggle with harder difficulty’s struggle because they use the same general mindset game to game. They also seem resistant to changing that strategy, instead they’ll die over and over and over until they beat it by sheer luck only to whine that the game is “unfair”.
Done it, and it was easily the most fun I had playing Skyrim.
The first move is RNG sure but every move after that is just a matter of balancing the odds of which space has a bomb under it. How
Devil May Cry
Last moves are also RNG in many cases. So what you're saying is I debunked your retarded theory immediately? Cool
>300% more HP
>200% more damage
woah I'm sure missing out
most games are meant to be played at normal difficulty, higher diff just adds more HP, more damage, less loots, stuff like that
There needs to be some sort of cheat sheet for games and what difficulty they were developed for.
it really depends on the game
shadow warrior 2013 is a chore to play on anything above normal because it just increases the already considerable sponginess of the enemies to ridiculous degrees
hitman absolution's purist mode completely turns off your hud (even bits that don't really add to the challenge like weapon information or instinct gauge) when just disabling the minimap would've been enough
difficulty settings need to be as well designed as any other part of the game to be worthwhile
i don't think i've ever played max payne 1 or 2 on anything but the easiest setting because i've never beaten them more than once per windows installation
>playing the hardest difficulty before knowing how to play the game
Dumb.
>Playing games with difficulty levels
Games are much better balanced when there is only one difficulty level.
>can switch difficulties at anytime
>the higher the difficulty, the more better shit you get
>get the option to chain up to 16 battles at once as the game goes on
>enemies get stronger throughout each round, with your rewards increasing in tandem to boot
>you can even lower your HP for increased drop rate, incentivizing for more risk-vs-reward play
TWEWY was fucking great for this
>mfw just got Doom Eternal and UV is kicking my ass so hard this time around I'm considering dropping to HMP
Is it harder than 2016? I remember dying a decent amount in 2016 on UV but this game is something else entirely.
So why hasn't SE used ANY of the systems that TWEWY introduced ever again? It's like they know the game is way too good for them to replicate it
Okay now that you’re done taking about your bullshit example how about you name a modern game now?
You say this like it's applicable to any game. Inflated health means more difficulty but also more tedium, I Played uncharted 1 on hard and it was bullshit, played on normal the rest of the series and had way more fun. Your argument doesn't make sense because as and said, it depends on the game.
not harder, there's just more things you need to keep track of now.
They did use some of the systems for KH: ReCoded IIRC.
And on a slight tangent, I never understood the praise Bravely Default got it for it’s difficulty and encounter systems when TWEWY did the same thing but better by allowing you to actively choose what kind of encounters you’ll get into and rewards you for taking on more challenges whereas Hard mode in Bravely Default doesn't give you any rewards and just makes the enemies’ numbers bigger.
>game ramps up the rng diceroll for bad encounters on harder difficulties making the game practically impossible to beat unless you get a lucky playthrough
yea, I'm not playing that shit
the higher the difficulty the less tools you have to use because most of them will be fucking useless except for a couple broken ones
>The higher the difficulty the more you have to use the tools that the game gives you
In a well balanced game, sure. In 99% of games it means cheesing the same mechanic for the whole play through.
Uh huh right. Try that on Wolfenstein 2 new colossus. See how long you last before you bring that setting down to "daddy can I play."
>1 playthrough on normal difficulty
>1 playthrough on hard difficulty IF I like the game and it's deep enough to be worth a second go through
That's my way and I ain't changin it
I think you mean, good luck trying to play skyrim at all, because it's a horrible piece of shit. Drink bleach you cuck.
lol. go back to your kiddie checkers while we play the real man's game
I never said impossible, I said nearly impossible. Some hard modes are cranked up with no consideration of fun, or balance, they're just insanely difficult for the sake of it and require a shit-ton of trial and error. The CoD games on veteran mode for example, you die in 1-2 hits and there are some parts where it's straight up RNG whether or not you'll make it through, and you just have to keep retrying until you do.
TWEWY has one of the best implementations I’ve seen yet in a game. Level 1 runs were a fucking blast.
Damn that's one stupid take.
If I have a difficulty choice I'll always balance it out to be right in the middle, challenging but not frustrating.
I get sick of developers that think "challenge" means bullet sponges and making enemies that are on your level three times more powerful than you.
There's a market out there for sadists who like to get frustrated every moment while they play, that ain't me.
>>get the option to chain up to 16 battles at once as the game goes on
Yeah, after you finish the game. Not trying to shit on it or anything, it's the best game on the ds, but I read about it and was hoping to get the 16 chain thing like the Week after I got the 4 chain, I didn't expect to receive it after the credits.
I think it’s a good balance. The main game is well-balanced enough where chaining 1-4 fights at a time is enough to get you through whereas the post-game really tests your mastery of the game. And the game itself is well-paced and short enough to playthrough as well.