Game offers difficulty settings

>game offers difficulty settings

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>Easy Mode either locks you out of the Final Boss, or gives you a bad ending
Based

>game changes difficulty based on player skill level
>game suddenly becomes unnaturally easy

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>game offers difficulty

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>playing on anything but the most extreme hell difficulty

yikes, and you call yourself a gamer?

>Hardest difficulty is just damage sponge
EVERY

SINGLE

TIME

>Game asks you to decide on a difficulty despite you, the player, having zero knowledge of what to expect from each setting offered, placing you in a position whereby you're never entirely sure if you made the right choice due to every encounter resulting in thoughts of "Is this too easy?/Is this too hard?", destroying any semblance of immersion.

>OP makes a thread with an obnoxious reaction image to bait for replies

Have sex

>hard mode is locked until you beat the game once

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Fuck GBA 2003 tmnt

What do you usually choose, user?

>game offers

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Then go for the highest difficulty and if the tutorial is too hard, change it to an easier one

>Not setting every game to the hardest difficulty
Yikes

>die
>game suggests you to lower the difficulty

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>game gives you the option to play at an easier difficulty
>final boss tells you to fuck off and redo all the fights you did but at normal difficulty

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Tfw I accidentally picked the wrong image

Just pick normal/middle ground.
Most of the time thats the intended experience for the first time playthrough.

Normal is always the intended experience you retard

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>that guy who only plays games on hardest difficulty as a coping mechanism for his lack of actual life accomplishments while projecting his insecurities onto other people on a japanese cartoon forum

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>game tells you that "very hard" is the intended experience

(mutant year zero)

That's why Bayonetta does it the right way. You always start with normal and work your way up to Non Stop Infinite Climax.

>lower difficulty
>game suggests you to die

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>game adjusts difficulty based on how often you save

>game doesn't
>game is mildly difficult
>normies throw a fit about needing to put in a modicum of effort
>devs are indie and broke, throw normies a bone to try to boost sales
>announce difficulty sliders are coming
It could be worse.

Japan Version
>easy
>normal
US localization
>normal
>difficult

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>game difficulty descriptions are just some meme shit like "Extra Hard: You will NOT survive!" instead of actually enumerating and detailing the changes in each difficulty setting
>have to fucking google what each difficulty does
>its just fucking damage sponge shit

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>game is an easily-exploited mess that uses level scaling
>difficulty is just damage sponge shit
What the fuck was even the point of difficulty settings in Skyrim?

You mean in every bethesda game from the last 20 years?

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>game

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Difficulty sucks they just increase the number of ennemies/their dps/their health

>gamer boys

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Fucking kek

fucking puzzle fighter

>die three times in a row
>game lowers difficulty without telling you

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>gay

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>Normal mode is to easy
>Hard mode is too hard

Name ONE game that did this beside God Hand

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RE4

>No(Recommended)

>Hard mode gives enemies a tone of health and makes fights boring and slow.
>Normal is too easy because the enemy isn't as clever as you wish they were.
When are we gonna get more of FEAR 1 but better?

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This, this right here, needs to stop!

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>that guy who can't play videogames properly so he has to pick lower difficulties and then posts on a korean basket weaving forum about how people playing on harder difficulties have no life, as a coping mechanism.

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This is a good thing. Most of the GOAT games have difficulty settings.

Maybe in 2005. Now it's aimed at cripples.

>game has 4 difficulty settings
>increasing difficulty only reduces the amount of save points
>highest difficulty has no saves at all so if you die anywhere you have to start from the beginning

>"I have never played a [INSERT SERIES TITLE HERE] game."
>"I have played a [INSERT SERIES TITLE HERE] game before."
>"I am familiar with [INSERT SERIES TITLE HERE] games."
>"I am a diehard [INSERT SERIES TITLE HERE] fan!"

>die several times
>easy mode unlocked
Or
>play on easy
>game is actually harder

The game I'm working on is gonna have two difficulty settings.
>Standard
Normal difficulty with an implementation of God Hand's rolling difficulty based on how well you play
>Journalist Mode
Enemies are retards that explode at the lightest tough, oversell moves like pro wrestlers, your recovery frames are stupid fast, your move priority is untouchable, and you have a hugely extended parry window. The game's content is cut by half and the ending implies that it's just a dream sequence.

>tfw didn't read any of that gay shit
>tfw always pick hard because i'm not a pussy

I just play at the hardest difficulty on my first run.

>game only offers the intended difficulty and a mode that removes save points/checkpoints for more of a challenge
I feel like this doesnt work for every kind of game, but I really like this

>lose a fight
>it gets easier
That's the only thing I hate about Guilty Gear

>Game gives you humiliating achievements for starting or finishing a game on easy.

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>Hard mode: Enemies get more health and deal more damage.
>Easy mode: Enemies get less health and deal less damage.

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That's a perfectly legitimate form of difficulty.

extremely based

>hard mode is actually easier

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I'll actually just refund the game whenever this happens.

>Options bad
based consolefagot

>that assblasted roastie who can't fathom anyone playing a challenging game for the sake of the game itself
Nobody:
Absolutely nobody:
Me: Yikes

>easy mode turns the game into a dating sim

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>harder difficult modes gives you more and other missions to do

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>damage sponging is a perfectly legitimate form of difficulty

haha yes I saw that dunkey video too! Keep saying it

but its artificial

Every single fucking difficulty setting only changes numerical values of health and damage, it's fucking stupid.

Raising enemy damage and health requires the player to perform better for a longer period of time. You get less mistakes and have to be on your game for longer. It's the difference between a 70% being a pass and a 97% being a pass.
No.

No it's not. On hard mode you should get more enemies, enemy movements become less predictable and more aggressive. In Resident Evil 4 on hard for example, the Ganados move a bit faster, are more likely to move away or dodge when you aim or shoot at them, and more likely to lunge at you. Plus they deal much more damage.

>wasting more of your time = harder

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>Easy mode is called story mode, just for people who wants no challenge and just to experience the story

>easy game mocks you all the way to the end
BBBAAAAASSSSEDDDDEDEDDEDDDD

>game adds more objectives or even alters the level design based on your difficulty selection

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MGR:R and P5

I didn't say it was the best form. It's ideally combined with what you describe.
It's not a waste of time unless you die. If you die then it was clearly harder.

>Easy mode is called "normal" mode
>Normal mode is called "hard"
>hard it's called "ultra hard"

What you're saying is true, but hit sponge difficulty doesn't push the limits of player skill or force them to optimize their play beyond wars of attrition.

>Name ONE game that did this beside God Hand
The PS2 Ratchet and Clank games all have dynamic difficulty. If you suck hard enough the game starts making it easier, and if you're cruising it makes the game harder.

Legitimately awful game design.

Dude there's plenty of games that never force the player to get good. If you can make 30 mistakes per fight, why bother learning to dodge. It's not a war of attrition unless you can heal, then it just forces perfect play.

All of the greatest action games crank enemy damage on higher difficulties and often health as well.

The only "hard" thing about that is the mental fortitude required not to kill yourself after mindlessly attacking an enemy over and over again. That'd be like saying monster hunter is "hard" because it requires you to fight a monster multiple times for a specific item. Raising enemy HP/DEF doesn't add anything other than extending the time it takes to kill them, making them more tedious to fight because nothing else about them has changed.

>the story is shit

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That shit's necessary to get you into the proper rhythm for shooters. I had to play Axelay on easy mode, but I got more and more used to what to expect as far as bullet patterns and I finally beat it on hard mode this morning.

A boss needs enough hp to last long enough for you to prove you know their patterns. Low HP means you can brute force it by getting lucky. When I played DS3 there are plenty of bosses I didn't even see the full moveset on because I killed them first. That's terrible.

how the fuck normal is too easy?

>wrong
It's done so well legitimately no one playing the games realized the difficulty ever changes. It feels like you're just getting better. It is not documented anywhere, except internally at Insomniac possibly, and the only reason I know the difficulty is dynamic is because I watched a developer commentary where they mentioned it.

If the enemy gets killed too quickly, then their AI behavior and their placement needs to be changed. You shouldn't be able to kill an enemy so quickly if the game was actually hard. If a game was truly hard, then the enemy placement would challenge you and force you to think about who to attack first. Mashing a button against a damage sponge isn't fun; it's tedious

I specifically mentioned bosses. Unless you make bosses invincible or block a ton then their HP can basically be seen as the amount of time you have to play well. And you can reduce the time by being aggressive at the cost of higher risk.

Obviously enemy health can get absurd. But keeping it too low lets you cruise through a game without learning it. Play MMX using weaknesses vs using buster and tell me which way you learned the bosses better.