biscuitdough wrote: Sat Jan 21, 2023 3:29 pm
It’s not hard to offer real difficulty scaling.
Ever tried it?
For some games, handicapping is easy. For others, a massive can of worms and a testing nightmare. Most of the time it's a minor PITA and requires careful consideration. I'm going to have that question at the back of my mind going into any project, now. How is difficulty scaling going to work in a way that doesn't require us to do a million bespoke adjustments and quadruple the testing and bug-fixing time? And not turn into a game that sucks at either end of the scale? You have to think about the different difficulty levels together, not assume you can tack some adjusted values on at the end of the project and call it good enough.
Oftentimes, it just doesn't really work, like your examples where the easy version feels pointless. Professional designers don't keep screwing this up over and over because it's easy.
Then there's the question of who's going to buy your game and how much effort you ought to put into any given feature. Given the overwhelming number of games being released these days, small developers may be better off finding a niche and using all their resources to focus on their core audience. Plenty of developers have taken the trouble to offer multiple difficulty levels, only to learn from analytics that 95% of their audience play on "Normal".
The recent M2 compilations of old arcade shooters (they released a bunch of them, old Toaplan games, one on the Aleste series, etc.) contain loads of extras, and one neat thing they all include is a "super easy" mode for all games, where they have made all kinds of subtle changes to the game mechanics to make them, you know, super easy. And it works great! I mean it helps that they didn't have much else design work to do on these pre-existing games, so they could focus on that. They still feel like the same game, but that you have somehow become really good at it without practice. You'll beat it on the first go probably, but still get a kick out of it.
Games that do difficulty scaling particularly well will get attention among designers.