What is the difference between 'good' and 'artificial' difficulty?

What is the difference between 'good' and 'artificial' difficulty?

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all difficulty is artificial as its all in your head.

what does it even mean?

Why the FUCK do people like seeing wacky faces in thumbnails? What is the cause? I fucking hate it so much, I absolutely refuse to click a video if it has a face like that.

I spend a lot of time thinking about these things. Mostly it’s about 2 things, as most games are:

Feedback loops (dmg per hit, providing a sense of presence in combat, reactivity-related issues)
Divulging information to the player (enemy attack telegraphing, informing the player of their combat progress, gameplay-“fairness” related issues)

If any of these are significantly lacking, the player will easily feel cheated by the game (or in reality by the game’s systems). That’s usually what’s causes a sense of “bullshit” difficulty

This is why the git gud holds some legitimacy

why do you spam this you brain damaged retard?

it's a troll thread faggots

why did you reply to a troll thread made by an autist who doesn't care about your reply?

>troll thread
then explain this you dipshit

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It’s still a question worth discussing, for the masses to better understanding game design is what will get us out of this slump that the industry currently is in

If you feel like the difficulty is more about preventing you from progressing at a steady or fast rate than it is challenging and forcing you to up your game with each new challenge, it's fake difficulty.

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dafuq? there's nothing wrong with that

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>why do you spam this you brain damaged retard?
then make a thread and don't reply to troll threads made by autists
it's a troll if you didn't notice

What am I looking at?

>it's a troll if you didn't notice

I'm with , so fuck off.

You are a cool dude and i like you.

It's inconsistent that the grounded purple spheres are destroyed by sword swings, whereas the bounce-off technique requires the player intuiting that these CANNOT be destroyed by sword swings.

I figured this one out on my own when I played HK because I autistically swung my sword at anything that didn't look like background geometry but it is actually pretty bad design.

An actual example of dishonest game design. Hollow Knight's "example" of it is immediately evident and only a literal, honest to god brainlet couldn't get it within 2 seconds.

>Game has to tell you something in order for player to try it
This brainlet attitude is why we can't have fun and creative mechanics

"artificial difficulty" is a bad term because everything about a video game is artificial, it's really more about "unfair" difficulty.

just read the last troll thread faggots
boards.fireden.net/v/thread/469957576/
boards.fireden.net/v/thread/469957576/
boards.fireden.net/v/thread/469957576/

your life doesn't depend on how a game is difficult or not. You create an artificial stressful environment only to feel the rush of adrenaline but it isn't there, it's a fabrication. Like taking drugs and hallucinations.

Why is Aldo screaming while Giovanni makes fun of me?

what don't you understand under troll thread you fucking retards?

Nigger it's good design because it encourages you to swing your nail at the ones not on the ground too, thereby soon figuring out that you can gain more height when pogoing.

btw that pic isn't from a video

it was made by the pathetic autist OP

OP here, I sincerely appreciate the effort and I'm actually reading every worthwhile post

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I guess I could see that, too. I mean the game's reinforcing the idea that these things should be hit with the nail.

>look mom, I posted it again!
Fuck off already, you've had it explained to you a hundred times

if you cared you wouldn't make that pathetic autistic picture

Only way to get replies these days

The only thing I consider "artificial difficulty" is when games have a primary goal, but then bring in additional enemies/attacks that exist solely to distract you from the primary target. ESPECIALLY if those distractions have unclear tells, happen too regularly and will be off screen most of the time.

I went back to Freedom Wars recently and was having fun but needed some extremely late game materials. One of the missions I needed to do pits you against two very mobile bosses at the same time, and that's fine, but it also constantly shits out Sinners who can melt you in seconds and smaller robots that literally only exist to ram you from half the map away to disturb what you're doing.

The game quickly went from a cool game about fighting giant robots to a game about trying to fight giant robots while spending half your time fighting off tiny shit to stop it annoying you.

you seem a little bit flustered, all right?

boards.fireden.net/v/thread/469957576/

Even the biggest brain in game development can't handle this unfair game.
twitch.tv/naysayer88/clip/ScrumptiousPrettiestHawkNomNom

Well, this man definitely needs dentist attention.

>I figured this one out on my own when I played HK because I autistically swung my sword at anything that didn't look like background geometry
That's not autism, dumbass, that's literally how the game is designed. Hitting stuff with your sword is interaction numero uno and you are expected to do it all the fucking time, and rewarded for it.

not saying something is not "dishonest"
the game doesnt have to tell you everything
figure it out yourself

Fair difficulty is when I can beat the challenge.
Artificial difficulty is when I can't.
Simple as this.

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boards.fireden.net/v/thread/469957576/

...

OP, can you stop forcing this thing? Please?
You probably have genuine autism considering how many threads you've made just because you got stuck at a certain part of Hollow Knight, but you gotta understand that your complaining brings nothing but confusion.
Just stop making these threads and go grab some chicken tendies, that would be for the best.

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I guess that makes me a bigger brain than anyone in game development, then.

literally who?

Applying the concept of "fairness" against CPU doesn't make much sense either. If CPU isn't allowed to have advantages that a human player doesn't have, it's going to to be very limited in challenge as it would have to beat humans in what humans are good at - that's what multiplayer is for if you want that kind of "fairness". In practice artificial difficulty means some kind of difficulty the one who uses the term happens to dislike. What it should mean, if anything, is "fake" difficulty, anything that just randomly increases the player's chance to fail regardless of his skills or braindead trial-and-error kind of difficulty. Though if you take the latter far enough that it actually challenges your memory it becomes non-fake difficulty. Not a kind of difficulty I would like, but still actual difficulty.

I'd say that artificial difficulty is just when the AI is given an advantage that it could only have if it functions as an AI devoid of its intended design. So for example if something reads your inputs and reacts before your character in-game has even done the thing that the input corresponds to then i'd call that artificial difficulty (Unless that enemy is supposed to be psychic or something).
If an enemy sees you but you silently kill them before they have a chance to radio for help or do anything yet the AI in the area are immediately alerted to your position regardless of this, then that is artificial difficulty.

I know I'm just biting the bait, but the game does tell you though. It tells you that you can bounce off of spikes and enemies by attacking downward. It's obvious at that point that you can do the same to the bouncy fungus.

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Personally I'd call that just "unrealistic difficulty".

boards.fireden.net/v/thread/469957576/

You're almost as autistic as the OP that keeps making these threads
I just want to who the fucking guy is. I don't give a fuck if it's a troll thread