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报告翻译问题
Do you know what I do miss in games?
Cheats.
I miss when you could IDDQD in Doom and miss not having those options in more games nowadays.
I think this is a really interesting point to consider at full length/depth...
That's easy to say & easy enough for another person, player, customer, observer... like "Summa Lumma", here, to actually do
...however, actually doing this as a developer is actually fairly difficult.
- The first step, is obviously to get over the "hard mode is the only / correct way the game was meant to be played" mentality - though, even then, that can be very difficult to do when you don't want to trivialize your game's difficulty or the threat that the antagonists pose.
- The next issue comes with doing so without breaking immersion. It's easy to just give you a bunch of menus & options you can switch between at all times but this quite often & quite obviously breaks the immersion - but maybe that's okay. Unfortunately breaking immersion can cause people to become disinterested too.
- Even once you can get past those 2 points, there's the issue of balancing with 2 ways you could consider the word balancing. #1. The mode needs to be properly balanced with itself - which can be a huge challenge for some developers but is actually the easy one to tackle. Then there's #2. The mode needs to be properly balanced & labeled RELATIVE to what the other modes are & player expectations. This one is can be quite difficult to assess as what is "Easy" or "Hard" for me can vary quite a bit from what is "Easy" or "Hard" for you, our moms, or neighbors, etc. etc. Adjusting not just the names but the actual difficulty of all of the options (especially making sure there's an easy enough option that, preferably isn't too easy - but also a hard option that preferably isn't impossible) is actually a much bigger potential challenge than it may sound like. Even what is considered easy in one game might not be considered easy in another game, for a whole bunch of reasons.
A lot of developers want to be stubborn about "true difficulty" & "correct ways" to play but the thing is... even after they get over that and want to actually make the most inviting game possible, it's actually not something they can.... just do.
Lots & lots of planning has to go into it & frankly there's more to do in order to keep improving a game than any developer has time for, so they have to draw the line somewhere, eventually.
The sad part is, the consumer will likely be unable to tell whether the developer was being pompous about their design or not - because the results of their efforts don't necessarily speak toward their intentions. I think this is interesting to consider, though - certainly far more interesting than considering what the stubborn route is like, as that's a pretty brief "I'm just going to do whatever, anyways" outlook.
I remember Doom when I was a kid and usually just used cheats because even on easy the game would scare me too much if I tried to play without them.
For most games, it's a must-have, or something similar. Like an RPG can get along without it, if you can beat bosses with levels.
For most games, general gameplay is just fine in normal mode -- its the bosses that tend to be overly frustrating/unfair, so "easy" difficulty is my standard setting unless I have reason to suspect it's not needed. Or the game allows the adjustment mid-game, so I can try it on normal and see how the bosses go.
~god
Though I will admit I love when games do that as its usually very tongue in cheek and Ive even played ones where youre not even allowed to finish the game on easy. That and games like Ninja Gaiden that have actual voice acted scenes calling you out for playing on easy or Devil May Cry which only tends to let you use easy once youve been filtered by normal enough times. Even more amusing when some people or game journalists throw a fit about it in articles or posts.
there's nothing wrong with it
In these handfuls of instances, the devs clearly had a very specific vision in mind. I don't think that the difficulty should be watered down to cater to the masses because the devs intended for a very specific experience that an easier difficulty would ruin.
I am glad there are different difficulty options available because they present a 'ladder' towards mastering a game for instance, which also works well in age sense or context.
I don't like necessarily 'artificial' difficulty inflation in games where they make for instance the enemies spongy or hard to dispose of so in that case I would technically prefer to play on easier modes because it's easier that way to deal with enemies and opposition but the only thing in this regard is that, again, I almost never play games on an easier difficulty level. Last time I remember doing this is when I was very young for singleplayer games where at one point I just went with the most difficult challenge available and that went for the most part and still goes well but again as I have noted, there are certain games that are really difficult on higher settings, that I even stopped playing because for some reason they were too hard, like Dragon Age games where I didn't necessarily want to lower difficulty to overcome the challenge presented but were somehow problematic for me to overcome, which I'm looking perhaps at one point to get back into to try and overcome.
This had nothing to do with my own pride or sense of self, more then having to do with the way that the AI was designed for instance, which I thought was kind of poor because next to presenting a challenge, the enemies in some RPG games and perhaps simulations as well, where skill comes into play or place, are so hard and overpowered that they not just form a difficulty spike but an actual obstacle so.
What I think basically about easier difficulties is that they are handy but you as an individual, and including myself should just get better so that we don't have to play games on easier difficulties because honestly speaking that seems more to be there for children, or really young players or 'newbs' or like newbies, so new people coming to the mix.
Hard to hardcore, I like a reasonable challenge.
But I have the feeling some players define themselves with extra high difficulty. Like they don't have achieved much in life so they need to show off with how awesome they are in games by beating them in extra super duper hard mode or playing super duper hard mode characters in other games.
See? now this is a thing I do not want in my games. If you're going to make an easy mode, go the extra mile and make it for the whole game. Don't make it a 'demo', don't gate a sizeabler ammount of content behid the difficulty settings.
At the end of the day I've paid the full game. In my book this kind of difficulty setting count as much as having none.
It's one of the things I hated of the first Payday. Lots of levels were walled behind the higher difficulty settings. In their second game they changed that and every level was playable in all the difficulty settings (Instead the hardest enemies only spawn in the higher settings)
They got back in their old habits by the end of its life cycle where parts of the end story were walled behind the highest difficulty settings again, but at least it was a very small piece of the whole game.