Maybe you haven’t been convinced by a good enough argument. Maybe you just don’t want to admit you are wrong. Or maybe the chaos is the objective, but what are you knowingly on the wrong side of?

In my case: I don’t think any games are obliged to offer an easy mode. If developers want to tailor a specific experience, they don’t have to dilute it with easier or harder modes that aren’t actually interesting and/or anything more than poorly done numbers adjustments. BUT I also know that for the people that need and want them, it helps a LOT. But I can’t really accept making the game worse so that some people get to play it. They wouldn’t actually be playing the same game after all…

  • wuphysics87@lemmy.ml
    link
    fedilink
    arrow-up
    10
    arrow-down
    2
    ·
    30 days ago

    Imo, games shouldn’t have an easy or a hard mode. They should progress from easy to hard. Think super mario world.

    • averyminya@beehaw.org
      link
      fedilink
      arrow-up
      4
      ·
      30 days ago

      I generally agree, but I will say, it’s damn hard to get back into games like this after time passes.

      The most extreme example would be Super Mario Maker, where some custom levels need game knowledge from a wide array of the various games, so if you don’t know that in SM2 you can pickup snowballs, you might get stuck for a while.

      A normal example would be like Vanquish, where if you take a break near the end of the game the sheer level of technical necessity the game requires can make it very difficult to get back into it.

      But those are extreme examples. Another example would be something like Mario Kart or Super Smash Bros., where everyone has their sort of muscle memory with these games. I played Melee competitively and I came back to the game and it was like riding a bike, or a Souls game, while hard, is just one boss at a time and the game itself doesn’t have too much technical growth.