#difficulty in videogames
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I’ve been thinking about what “Challenge” and “Difficulty” mean in Destiny. I think we’ve hit the wall on how much damage a single target can sponge. So much so primaries are an un-optimal pick for most stuff. And it’s for a lot of reasons. Generous special/heavy economy, the strength of those weapons (LMGs and wave frames in particular), the weakness of legendary primaries, etc. Primaries in particular is what has me thinking about it. I want to use primaries. I want them to viable. But making them hit harder just doesn’t sound like the solution to me.
So what can be done? More complex encounters? More mechanics? Ammo rework? Where’s the point where it becomes so difficult it’s inaccessible? Are we already there and the people complaining about the game being too “easy” are just hitting the skill ceiling that Bungie wants to set for the game?
I’m genuinely curious what other players think about this. Maybe players who have experience in game design can weigh in? I just don’t know enough about the nuances to really communicate what might make it better. I just want Destiny to offer challenging experiences but also not have 1/3 of it’s weapon sandbox feel like wet noodles.
#destiny#destiny 2#discussion#discourse#video games#difficulty in videogames#community#text post#I am curious what other players think.
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One thing I love in games is.. how to put it.. more difficulty options than just 'Easy, Normal, Hard', more than just a singular linear option.
Chained Echoes let you modify the size of the overdrive bar, the stats of enemies, and how aggressive enemies were, which was pretty nice.
Sea of Stars on the other hand has 'relics' which have a wide variety of effects, so far one just seems to make the game MUCH harder while the others make the game easier in a variety of ways.
Boost max HP by 100%, auto-heal after each fight, take 30% less damage, auto-succeed on timed hits for normal attacks, etc.
Only one was on by default for me which was 'full heal on level up' which I probably would have turned on anyways. Also, I hate the 'mystery locks' gimmick and the game lets me turn that off, which is nice. I also turned on one that makes it more obvious when you did a timed hit or timed guard successfully.
I know it's difficult but I love it when any game does stuff like this, I don't consider a typical difficulty slider to be a knock against a game, but when a game lets you go fiddle with more than just 'how much stats do enemies have?' it's really nice.
#video games#videogames#chained echoes#sea of stars#jrpgs#gaming#difficulty#difficulty settings#game difficulty#pumaloafing
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#my dipshit in christ#you just described every videogame#also im ignoring the part about it being excruciatingly hard because KH and Zelda are similar in difficulty#kh isnt hard and ill die on that hill
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𝔸𝕝𝕚𝕔𝕖 𝕄𝕒𝕕𝕟𝕖𝕤𝕤 ℝ𝕖𝕥𝕦𝕣𝕟𝕤 .
#alice madness returns#alice liddell#replaying this game on nightmare difficulty yet again so you bet im gonna record and make gifs#one of my fave childhood games....#gifs#videogame gifs#alice in wonderland#my gifs
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So videogame difficulty
Hard should not just mean "easier to be killed, harder to kill". Personally I think it should be that certain enemies use better AI, more advanced tactics, actively respond to things you do (such as buff & debuffs) and have expanded move sets.
It makes the harder difficulty actually more difficult rather than time consuming.
HOWEVER
I know some people prefer it as it is, so I propose a solution.
Normal: Standard gameplay. No easy mode (will explain more)
Hard: Suggestions above
Arcade: Just like an old arcade game that pads out it's length by being artificially difficult, enemies have more HP and hit harder. Also you get less stuff. Type of shit you expect from dark souls or OG arcade cabinets
IN ADDITION
I think accessibility options should be in every game. Color blind modes, modes to display sound triggers on screen in some way for hearing impaired people, longer timing windows including I-frames, etc.
Some of these would genuinely make the game easier for people, especially if you can do more than toggle on and off (say a % increase or even decrease for higher difficulty for I-frames)
#videogame#video game#videogames#video games#accessibility#accessibility options#video game accessibility#videogame accessibility#difficulty#video game difficulty#videogame difficulty#soulslike#dark souls#imo souls like games suck#soulslike games
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i feel like i’m so terrified of faster-paced combat i’m going to learn way more about the mechanics in veilguard and actually end up better at it than the others
#i only learned to play video games for dragon age i cant believe theyre going to make me learn to parry and aim#‘harker theres auto parry difficulty options’ yes but my mama only raised a quitter in the important life-changing ways not for videogames#*auto aim i mean. i dont think theres auto parry i dont know
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DONT EVER APOLOGIZE FOR INFODUMPING YOU NEED TO SPEAK YOUR TRUTH KING...........
#and hes so right too because i LOVE challenging videogames.... my god hed love disco elysium hed go crazy for that shit. hed play games like#silent hill on standard combat & hard puzzle difficulty.... when professor layton vs phoenix wright came out he was the first one in line#i need to play fallout w him that would fix me i think. autism united#pau liveblogs gotham#edward nygma
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Disrespecting Lü Bu with an unupgraded whip, shitty gear and low morale without taking a single ounce of damage.
Just as Team Ninja intended.
#With the English dub cause he sounds like he’s into it.#If I really wanted to rub it in I’d do it on a higher difficulty. Hmmmm#wo long: fallen dynasty#videogames#lu bu#romance of the three kingdoms#cursed gameplay stash
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cant do this ultrakill shit i cant even do 3-2 i heard gabriel and closed the game in panic im deleting ultrakill from my computer right now righ t as we speak
#my posts#ultrakill#hes gonan beat the shit outta me so many times i just know it i cant handle this shit i suck ass at videogames so bad#i refuse to play on a lower difficulty than standard though im not a coward. says the guy too scared to play 3-2#my ahnds are shaking and i am audibly sobbing
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current party composition:
Me (obligatory)
funny boytoy that runs into battle and dies immediately every time
very cool woman 👍
"i thought bringing you made sense for the plot but you contribute absolutely nothing and I deeply regret my choice but I'm in too deep to turn back and switch you out"-man
#dragon age origins#i play on easy because combat doesn't interest me that much and i don't have the patience to figure out nice setups#i value fun over proving something to internet folks so i have no issues playing on easy#i usually try normal first just because like. that's kinda the intended experience yeah?#but if I don't enjoy that experience I'll switch to whatever difficulty i think i will enjoy ¯\_(ツ)_/¯#I FUCKING HATE THE DEEP ROADS I HATED THEM IN INQUISITION I HATED THEM HERE I YEARN FOR THE FORESTS AND FIELDS#towns are alright I don't mind towns#BUT I HATE HATE HATE!!!!! BEING UNDERGROUND I CANNOT STAND THE DEEP ROADS OR ORZAMMAR#this opinion makes playing as an elf every time oddly fitting tbh#i enjoy the lore and concept of the deep roads i just. hate caves. hate being underground. irl and in games.#irl it's because of a fear but in videogames i just find it dreadfully boring#i saved orzammar for last because i KNEW I'd dislike it and man i wish i did it first to get it over with#dragon age is actually the first piece of media where i find dwarves somewhat interesting!#I've always found them dreadfully dull but yeah in dragon age they pique my interest even if i absolutely loathe the place they live#whatever.... go my weevils
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my problem with violence isnt a critique of the layer. i think its really neat. my problem with it is that ultrakill is the kinda game where you have to Think Fast but you do have to think. you have to not be panic shooting. every time i see a mannequin all my skill goes out the window and gets replaced with a primal fear that makes me shotgun everything except for the enemies and i still havent finished 7-1 because im too stubborn to just do it on a lower difficulty
#might as well go back to my violent difficulty run bc im pretty sure i left that one off at 4-2#i still havent beaten 4-3 properly. sometimes ultrakill is about being so bad at a videogame#ramblings
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Funny how FromSoft games are always the target of journos and spergs, when bitching about difficult games. When the obvious example of bullshit difficulty in modern gaming is Crash Bandicoot 4.
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Creating A Challenge
There are many things that go into creating a game. What genre do you want to do? What will your game look like? What can you do to make the game fun? However a question that is often overlooked is how do you make your game difficult? At first glance it seems easy enough to answer. However, as you continue to develop your game, it quickly becomes apparent just how difficult of a question it is to answer.
To begin, you need to think about the question within the context of the game you’re making. After all, a game that’s centered around platforming will have a radically different idea of difficulty in comparison to an overworld fighting game. It’s only once you fully understand the kind of game you’re making that you can even begin to earnestly answer the question. Then there’s the fact that some genres will be easier to adjust difficulty wise than others. With a platformer like Mario, you’ll likely either put in more jumps for a player to do or make it harder to jump from platform to platform. With a game like Elder Ring though you can simply just give your enemies more health and leave it that. However, this leads into another problem with game difficulty: is it still fun to play at a higher difficulty?
While simply increasing enemy health is a common way to increase difficulty, it is also an easy way for combat to feel repetitive and boring. After all, if the only thing that differs between easy and hard mode is that enemies have a bit more health, can you really call that fun? Now, I will admit that with some games simply increasing health is enough to change the game dramatically. In certain cases it will cause players to have to deal with a particularly hard phase of a boss fight for longer than they did originally and adjust accordingly. However, in most cases something more must be done in order to improve game difficulty besides simple health increases or more jumps.
In games that focus on combat trying adjusting enemy attack speeds or changing up their attack patterns. With platformers instead of just adding more jumps try changing up how players move so that they’re forced to be a bit more creative and tactical. But more importantly than anything, try putting yourself in the shoes of your players and thinking about what you’d want to see in a game. Sometimes all it takes is a different mindset to really make a difference.
Logan Floyd-Mcgee | Writer POP-COOLEDTURED SPECIALIST cooledtured.com | GROW YOUR COLLECTION
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yeah this is great. A game I personally loved that did this is the original Crysis. How the jump from normal to hard meant not having telepathic control over vehicle turrets if it didn't make sense (so picking between driving and shooting) and the KPA soldiers speaking Korean, instead of conveniently shouting their intentions in English. I believe enemy health and damage didn't change much either, if at all, but enemy soldiers got *much* better at tactics, detection and warfare in general.
So it just meant much more effort to keep them confused and generally quicker thinking was required, but if you could keep up and understood what was going on it rarely got much harder in annoying ways.
Anyone else love when games have difficulty levels that fundamentally change how the game works, rather than just adjusting enemy damage/health/amount?
Like when it's:
Easy: health packs restore health
Normal: health restores between levels
Hard: health does not restore; all damage is permanent
#videogames#i believe they were guilty of just spamming way more enemies at you at higher difficulty though#more enemies meant more options and more ammo too though#also healing and suit powers were weaker at higher difficulties which is one of the 'basic' difficulty sliders#and this otherwise nice system COMPLETELY fell apart in the vehicle sections when there was just one style of viable tactic#and they made the enemies exponentially better at that style of gameplay#oh well they famously cocked up the system requirements too. wasn't a perfect game by any means. Still loved it though
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youtube
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