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报告翻译问题
Really? regional price for this game in my country is actually appealing
See, that "they surely want more money" mentality is your problem and why the gaming industry got to this point.
Everything consumes developer time. The time they take deciding how easy is enough for every enemy, or how hard for hard mode, is what they could be using to make the game exactly how hard it has to be.
Besides, some games, like dark souls, the fine-tuning of the difficulty is in large part the appeal of the game. Take that away, the game isn't as good as it could be. Then, you will have people playing on easy, finding the game bad and giving bad reviews. Just because they didn't experience the game like it was supposed to be experienced. And then a good game would suffer because of people who didn't actually want to experience what the game had to offer.
Not every game has to appeal to everyone. Let people make games for the audience they want to make it. Not everything is about money. Sometimes is making a game your audience really enjoys.
Yup. INR 2,099 for Ghostrunner(minus the preorder discount) vs INR 2,499 for CP2077(physical gog copy+goodies I mentioned).
Indeed. And besides, that doesn't mean it won't find an audience who will buy it enough to fund the next game. Fromsoftware is there to prove you can make hard games, without any difficulty options, and still sell well and be able to fund your next game.
Curious. Here it's less than half the price (R$ 79,90 for ghostrunner and R$199,90 for cyberpunk)
ah, but you are talking about the edition with goodies. I don't know how much this is in brazil, but certainly A LOT pricier
That's the best reason I have seen for why there should not be an easy mode. I do think a lot of the design of the game from what I've seen would make rebalancing it difficult, but would it really hurt the game that much to maybe survive a hit or two for people who are bad at games. Granted if they also released a way to make the game even harder I would probably play it on that mode.
Yeah during the Witcher 3 release they delivered everything and the price was the same back along with the free standard physical stuff+goodies. I've heard a lot of good feedback and a bunch of console gamers order stuff+collectors editions from there as well plus, free shipping.
Also in India a $350 graphics card goes for about $700+ here or a $350 vr set goes for like $1000 thanks to import duties+taxes+miners so I'm thankful some publishers have some small mercy for folks from a place where you don't get paid a lot and have to face a ton of government taxes.
In spite of that, I think the other reason is more reason not to do it. You see, the strength of some games are not the narrative. Or the graphics. It's the fine tuned difficulty and gameplay. It's that fair difficulty that, when you fail, you see you could have done better, and feel you can overcome it and eventually do. A game like dark souls has a VERY rich lore, but you generally look for it after you are in love with the game, not before. What makes you love it is the design and the sensation of accomplishment you get.
People wh doesn't have that wish when playing the game and go through it on easy will only look into the narrative and graphics, and then could leave saying the game is bad by comparing it to other games that uses a linear narrative to tell their story. And that would hurt a game that is actually good, but people who actually doesn't like its design by default didn't play it as it was intended.
For me, trying to put easy mode in these games bring more harm than benefits.
Fromsoftware example is a bit out of the ballpark here, as they defined the "souls" genre to the mainstream. When you make a game like DS which was already pretty big in 2013 and still sells, you're looking at A LOT of money. By that, I don't mean couple bond cases of money, but more of a vault of money. Paying for the Unreal Engine or people to do voice for your game costs nowhere as much, I can ensure you that.
Toadman might be a better example with their Immortal: Unchained, and while they didn't make as much money as expected, even they made enough money to buy the IP for Project: IGI re-make, and gave up on Immortal: Unchained - and it still sells.
That said, you're probably looking at selling your game to a wider audience such as more consoles and whatnot, when you go from your first indie game to a more known developer, etc.
Oh and, about this game being a game of death or dying 100s of times... the OP probably doesn't know what he's doing. I could slide left to right between two enemies and a wall in the demo all day.