Which is the superior design choice and why?
Dungeon difficulty scaling
A, there actually have thought been put through the level, difficulty and progression design for the game.
B is just artificial difficulty where they probably fiddles some numbers around to make it harder or easier.
Dungeon A with increasingly more difficult mechanics.
Dungeon B just results in the same shit with inflated stats.
But B is 5 times the content
A and B together.
For most of your progress, it's A where they get harder as you go onward (1-6)
At the end you unlock the ability to play every dungeon on 7 mode
If it's a rather classic RPG/Action-RPG I'd say the second option is the best.
If you're trying to have a more original battle system it's best to scale it to one difficulty, and players have to understand every mechanics to get better.
Also other question, should the hardest boss fights be mandatory, or optional?
C) Starts hard, and gets harder
I want a crafted experience not a shitty mess that has to cater to every difficulty
FPBP, as usual.
A allows them to tailor it, B will just increase numbers like damage, hp, and monster spawn.
Wrong.
D. Starts hard, gets easier as your character becomes more powerful.
Who said anything about B not scaling in difficulty by changing or adding boss fight mechanics or moves?
But then you'd turn around after the game came out and say "They should have allowed you to select the harder difficulty from the get-go"
"wow, these early dungeons are boring, they just give all the enemies high numbers but uninteresting mechanics"
That would take a lot of extra work and effort. Imagine if you had to remake every boss fight for every single difficulty level.
>But then you'd turn around after the game came out and say "They should have allowed you to select the harder difficulty from the get-go"
It keeps getting harder every NG+
doesn't really matter if the content's mechanically samey and padded out, though. just cuz there's more of it doesn't mean the thing there's more of is entirely intact (it usually isn't, realistically speaking).
1 x 2 = 1, but 0.2 x 5 also = 1. know what I mean?
>1 x 2 = 1
Aside from the math, I get what you mean.
1 x 2 = 2
I personally prefer A, because things with an organic system of progression typically fall under that category and I have a thing for that kind of stuff, but the two options are distinct and uniquely valuable enough to warrant existing.
>1 x 2 = 1
stupid keys so close together. fuck me
A mix of both so I don't see the balancing and stay immersed.
99% of the time they won't bother doing it
B
give better rewards the harder the difficulty and unique ones between dungeons
FPBP
>doesn't understand solving for 'x'
Option B is literally just padding out a game so that the dev has to do less work.
Instead of making five unique dungeons that follow the A progression, they just make one with difficulty scaling and call it content.
It's fucking bullshit and it needs to stop.
People just stopped giving a shit once devs stopped making dungeons and started making hallways instead
you can't just increase the difficulty arbitrarily high - the only difficulty shifts you can actually do automatically are health, trash mob quantity, and damage values, and damage values will reach one-hit status pretty quickly so you're basically just making the enemies bullet sponges
not to mention that if you didn't do this you'd still whine and complain that they didn't let you go at the hardest ng+ from the getgo
A but have harder versions of earlier dungeons that you can do as bonus content
Depends on replayability.
A would get boring on later playthroughs because only 1 floor of any dungeon is challenging, but it's fine for one playthrough and feels like you have experienced all the game.
B would never get boring because when you master the game you keep going through always hard dungeons, but feels like there's no progression in a first playthrough.
Middle one if you can go back just before the boss and do the other path, too.
Kid Icarus Uprising did it really well imo
A mix of both is best.