dschult3
CGR Undertow Groupie
The true heir to the Monado.
Posts: 2,771
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Post by dschult3 on Apr 23, 2017 15:57:19 GMT
I think it takes a lot of talent for modern developers to make a game easy during the early levels and increase the level of the challenge throughout. That is an outstanding way to skip the stupid tutorials. If a developer can do this subtly, then there is no reason to have difficulty settings. Although, I suppose a hard mode should be put into place once you beat a game and a Game + mode is offered. The easy portions should be skipped.
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Cervantes
Off-Brand Transformable Robot
A former Incompetent Evil Commander (XP: 2423)
Posts: 2,820
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Post by Cervantes on Apr 24, 2017 1:52:34 GMT
I think it takes a lot of talent for modern developers to make a game easy during the early levels and increase the level of the challenge throughout. That is an outstanding way to skip the stupid tutorials. If a developer can do this subtly, then there is no reason to have difficulty settings. Although, I suppose a hard mode should be put into place once you beat a game and a Game + mode is offered. The easy portions should be skipped. This easily describes Dark Souls. I didn't miss a hard mode in that game (and it has the harder New Game + option).
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Post by spidershinobi on Apr 24, 2017 1:57:20 GMT
I think it takes a lot of talent for modern developers to make a game easy during the early levels and increase the level of the challenge throughout. That is an outstanding way to skip the stupid tutorials. If a developer can do this subtly, then there is no reason to have difficulty settings. Although, I suppose a hard mode should be put into place once you beat a game and a Game + mode is offered. The easy portions should be skipped. There's a reason why that has not been done yet. It would mean less than 1% of people who ever buy such a game would stand a chance to finish it. I mean, just imagine if Ninja Gaiden Σ2 started at the easiest difficulty and ended at the maximum one; I'd have dropped it really fast! Castlevania: Dawn of Sorrow: A lot of post Dracula X Castlevania games suffer from this, but the thing is that when you start this game you're never prompted to choose a difficulty, and the game is ridiculously easy - makes you think a normal person wouldn't be troubled when visiting a demon castle. After you finish it you are finally allowed to pick Hard mode, but it turns out it's still very, very easy, and the few actual changes to enemies aren't relevant enough to challenge the player.
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Dan E. Kool
Walking Trash Can Robot
Now With Extra Pulp!
Posts: 3,325
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Post by Dan E. Kool on Apr 24, 2017 14:55:33 GMT
I think it takes a lot of talent for modern developers to make a game easy during the early levels and increase the level of the challenge throughout. That is an outstanding way to skip the stupid tutorials. If a developer can do this subtly, then there is no reason to have difficulty settings. Although, I suppose a hard mode should be put into place once you beat a game and a Game + mode is offered. The easy portions should be skipped. The Super Mario games do this well.
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dschult3
CGR Undertow Groupie
The true heir to the Monado.
Posts: 2,771
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Post by dschult3 on Apr 24, 2017 23:54:47 GMT
I think it takes a lot of talent for modern developers to make a game easy during the early levels and increase the level of the challenge throughout. That is an outstanding way to skip the stupid tutorials. If a developer can do this subtly, then there is no reason to have difficulty settings. Although, I suppose a hard mode should be put into place once you beat a game and a Game + mode is offered. The easy portions should be skipped. The Super Mario games do this well. I was just thinking that. New Super Mario Wii (and Wii U) portray that perfectly. Also, the Mario Galaxy games are like that. Shigeru Miyamoto said that the hardest, and usually last, levels to be created for a Mario game are the first levels. The development team has to give you an undefined tutorial level that is fun, yet teachable.
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Dan E. Kool
Walking Trash Can Robot
Now With Extra Pulp!
Posts: 3,325
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Post by Dan E. Kool on Apr 25, 2017 7:57:45 GMT
The Super Mario games do this well. I was just thinking that. New Super Mario Wii (and Wii U) portray that perfectly. Also, the Mario Galaxy games are like that. Shigeru Miyamoto said that the hardest, and usually last, levels to be created for a Mario game are the first levels. The development team has to give you an undefined tutorial level that is fun, yet teachable. Even the original SMB on NES. Level 1-1 does a great job of introducing you to the game mechanics in a slow and steady way.
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