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About matt0

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  1. The Skate to Assassin's Creed's Tony Hawk's? (not a sentence I ever thought I'd write...)
  2. Of course, but it's the experience of learning and improving your skills I was talking about and wanted to get across. I'm not saying that it's an exactly identical experience from playing at different difficulty levels, I agree, it's obviously different. Your post seemed to be suggesting that adding difficulty levels was removing the need to learn skills and that's what people were arguing for though. That's the exact opposite of my position, although if it's how some people choose to use them, I don't really care.
  3. I can't argue with what you're saying here, I completely understand where you're coming from, my philosophy on game design is just different. But... ...there's still this. At some point you've got to accept that people in this thread arguing for difficulty options aren't arguing for removing the need to learn skills. Like I said in my previous post, most of my gaming time is spent playing stuff which is going to offer me resistance or push me. I don't really care what difficulty level someone chooses to play Streets Of Rage 4 on (to pick a random g
  4. If the argument is purely about resources then sure, I can't disagree that everything has a cost. But from AAA down to tiny indie productions, people implement this stuff and the games still get made and they don't lose what's unique about them. There's games that do very similar things to Returnal, have the same kind of loop, and still have difficulty options and weren't made with the backing of Sony. Everspace is a very good example. Everything in game development has a cost. Letting a player edit key bindings has a cost. Testing a game works across multiple frame ra
  5. It's not the disagreement that makes you a batshit ranter mate. It's the batshit rants when you can't back up your points up. I'm not mandating anything and I'm not pretending it costs nothing to implement, you've plucked that out of your arse. My argument is its good design practice to have easy modes, in the same way it's good design practice to have hard modes, or an FOV slider, or support pad controls on PC, or have colour blind options, or skippable cutscenes. Nobody has been able to explain exactly how an easy mode changes someone's experience on normal, or how it
  6. What is this obsession with the idea that adding something for one player somehow magically takes away something from another? If you can explain to me how one player reaching the end of Returnal after 30 or so deaths on a hypothetical easy mode in Returnal takes anything away from another player reaching the end after 30 or so deaths on normal, go for it. If you can explain to me how the experience of normal mode in any game is altered in any way by the existence of a completely optional easy mode again, go for it. But you've yet to explain how this is, which is probab
  7. I'm not convinced by the vision argument because nobody has really addressed the fact that two players of different ability levels can experience equivalent levels of challenge on two different difficulty levels outside of "what if you pick the wrong difficulty level", and that quickly degenerated in to "difficulty levels are bad in all games", "difficulty levels are overly complicated" and "what if you bought a guitar"? None of which are massively compelling arguments for me, if I'm being completely honest. And what happens at the opposite end, if someone is just really good at th
  8. matt0


    You mean you weren't already convinced by... ...?
  9. Edit: botched the multi quote. I did buy a MIDI controller keyboard / hardware sequencer the other week though. Looked at what was on the market, downloaded the manual to check it would interface with the rest of my gear first, bought it online. Was a fairly painless process.
  10. What is this thread at this point? Are we pretending that difficulty settings are some baffling ordeal now and haven't just been standard practice for 40 odd years?
  11. Will be interesting to see if they take any cues from more recent cinematic platformers or just stick to the blueprint of the original. Either way I think there's potential for something cool.
  12. As an example of how not to do it, I recently installed the old King Arthur RTS from a decade ago. Options include: Strong archers yes/no? And a walking speed slider. Like they just could not be arsed to sort those out before they shipped it.
  13. This is completely ridiculous now. It's taking a reasonable starting point: Returnal is built a certain way because that's the developers intention, it's meant to offer a level of resistance, they need players to die repeatedly for the story to work, it's a roguelike or run based game so there's some degree of tradition there. Fair enough, I don't agree that a difficulty setting breaks that, but I understand the argument. But if your defence for why Returnal is like that eventually breaks down to "difficulty settings are bad and people shouldn't have to choose". That's
  14. I can see where you're coming from, but normal is the default whereas you consciously opt to play something on easy. Nobody puts a game on easy, and then thinks "this is too easy but what can I do?". Also, this is just the argument for letting players change difficulty mid game. You can switch up without having to replay bits. With a game like Returnal you could opt to change difficulty on a loop by loop basis. Everspace did this - it lets you choose the difficulty at the start of each loop.
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