• mechoman444@lemmy.world
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    14 hours ago

    Making a game hard for the sake of making it hard is a cheap way to increase difficulty.

    The challenge shouldn’t come from enemies being damage sponges or the AI having superhuman reaction times. It should come from player skill.

    Balatro is one of the best examples of this. The game naturally gets easier as the player learns its systems and gains experience through playing.

    Destiny 2 also had excellent skill progression. Say what you want about the game as a whole, but the core gunplay and the mechanics of its three classes rewarded players for improving their own abilities.

    Even games like Madden and NBA 2K have, to a lesser extent, systems that reward player skill rather than simply inflating difficulty.

    Many older games were made extremely difficult because they were relatively short. The increased difficulty extended playtime and made players feel they were getting more value for the price. That’s one of the reasons games like Ninja Gaiden on the NES earned their reputation for being brutally hard.

    As for Soulslike games, they’re simply not my cup of tea. I fully acknowledge that they’re well-made games, and if you enjoy them, that’s great. They’re intentionally designed to be challenging. While the original Dark Souls was developed under a tight schedule and has some rough edges, its high level of difficulty was a deliberate design choice rather than the result of bugs or glitches.

    • tomkatt@lemmy.world
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      5 hours ago

      Balatro is one of the best examples of this. The game naturally gets easier as the player learns its systems and gains experience through playing.

      Isn’t this the case for most Roguelites? It’s not even necessarily player skill, so much as unlocking permanent upgrades (Jokers in Balatro, abilities/cards in Across the Obelisk or Slay the Spire, stat boosts and weapon modifiers in Hades, etc.).

    • TORFdot0@lemmy.world
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      12 hours ago

      Making enemies soak up more damage and deal more damage is lazy difficulty. Giving enemies more tools to use against the player is the better way to handle game difficulty IMO