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Are you filled with anxiety for playing on easy? Kotaku is. (Destiny)

by Funkmon @, Monday, December 04, 2017, 10:12 (2625 days ago)

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I play every game on the easiest possible setting. The first thing I do when I start a game is find the difficulty settings and turn them down. The only time I will play a game on a harder difficulty is if I have become obsessed with it, and want to explore mechanics I essentially ignored on the easy settings.

So, on Madden if I realize rookie is so easy I can just call one play, I am missing out on the thousands of ones in the playbook. I may, very occasionally play on a harder difficulty.

I take great joy in putting the difficulty down to Kindergarten. I don't want to become frustrated because that sucks. And you know what? I don't care that it's called Kindergarten. Make your bed and lie in it.

Should developers be making fun of people who play on low difficulties? Yeah, if they think people are just doing it to get out of putting in extra work, like I am. Good. I need to be self aware enough to appreciate that I'm playing on a dumbed down version of the game from what the developer intended in many cases, and acknowledge it.

Should Texas League players get treated like they're playing for the World Series? God no. Neither should I for playing on easy.

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Are you filled with anxiety for playing on easy? Kotaku is.

by Korny @, Dalton, Ga. US. Earth, Sol System, Monday, December 04, 2017, 10:23 (2625 days ago) @ Funkmon

Horizon Zero Dawn added a difficulty below Easy, called Story. I can't recall if it was ME3 that did the same, but I think that's neat (and I wish The Last of Us did the same, since even non-gamers should be able to hop into it to experience the story).

That said, I feel like you get a better appreciation for a game's mechanics and challenges (hence more fun) if you bump the difficulty up on your first play through, but not too high, since that limits your options.

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Are you filled with anxiety for playing on easy? Kotaku is.

by Cody Miller @, Music of the Spheres - Never Forgot, Monday, December 04, 2017, 10:35 (2625 days ago) @ Korny

Horizon Zero Dawn added a difficulty below Easy, called Story. I can't recall if it was ME3 that did the same, but I think that's neat (and I wish The Last of Us did the same, since even non-gamers should be able to hop into it to experience the story).

That said, I feel like you get a better appreciation for a game's mechanics and challenges (hence more fun) if you bump the difficulty up on your first play through, but not too high, since that limits your options.

The problem with playing on a difficulty that is too easy is that essentially everything 'works'. You can beat the game with basically any strategy, and so are not required to learn the systems in place and understand the drawbacks and benefits to certain strategies. Perhaps worse than one dominant strategy is every strategy being dominant.

I think accessibility options are a much better way to make the game easier while still preserving challenge. See Naughty Dog.

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Elaborate on accessibility options plz? *NM*

by Funkmon @, Monday, December 04, 2017, 10:59 (2625 days ago) @ Cody Miller
edited by Funkmon, Monday, December 04, 2017, 11:19

Mods please approve my response to the LIS thread. Kthx.

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Elaborate on accessibility options plz?

by Korny @, Dalton, Ga. US. Earth, Sol System, Monday, December 04, 2017, 20:31 (2624 days ago) @ Funkmon

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Naughty Dog has been adding Accessibility options to their games that are intended to help folks who have certain difficulties with using a controller, without punishing them in any way whatsoever for however they want to play the game.

Camera Assist does things such as subtly turning the camera towards enemies while you move, as well as automatically reorienting it whenever you are moving or taking cover.

Aim Mode helps snap on to enemies that you aim towards, while giving you leeway to control the reticle after locking on, making it easier to land headshots and such. If you don't want to move the reticle, it will continue to track that target for body shots automatically, with a chance at headshots.

Sticks While Aiming helps one-handed players by changing Thumbstick behavior while aiming, such as letting you aim with the movement stick, and vice versa.

Repeated Button Presses replace stuff like quicktime button-mashing events and melee combos with a single prompt to hold a button down.
I play with this on, because rapid button-mashing has literally never been fun for me (thanks a lot, Pokémon Stadium), and because there's something great about getting to take a momentary break from combat to watch Nate/Chloe deliver a cinematic beatdown without any carefully-timed input from me (of course, if you ever do decide to mash the buttons, the game automatically lets you).

I'm sure The Last of Us 2 will expand on these options, but as it stands, it's a great step towards making a game more accessible for non-gamers (or the disabled).
And it's neat that you can play the game on the hardest difficulty setting with these options enabled, and still nab every last Trophy in the game.

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Are you filled with anxiety for playing on easy? Kotaku is.

by Revenant1988 ⌂ @, How do I forum?, Monday, December 04, 2017, 12:04 (2625 days ago) @ Cody Miller
edited by Revenant1988, Monday, December 04, 2017, 12:08

Horizon Zero Dawn added a difficulty below Easy, called Story. I can't recall if it was ME3 that did the same, but I think that's neat (and I wish The Last of Us did the same, since even non-gamers should be able to hop into it to experience the story).

That said, I feel like you get a better appreciation for a game's mechanics and challenges (hence more fun) if you bump the difficulty up on your first play through, but not too high, since that limits your options.


The problem with playing on a difficulty that is too easy is that essentially everything 'works'. You can beat the game with basically any strategy, and so are not required to learn the systems in place and understand the drawbacks and benefits to certain strategies. Perhaps worse than one dominant strategy is every strategy being dominant.

That's only a problem if "learning the system" is what you set out to do in a game to begin with. For you personally, that very well may be true, but I've never picked up a game and said to myself "Oh boy I can't wait to learn how the in-game economy works" or "I can't wait to memorize all these characters moves. That stuff comes AFTER I've become invested in a game. That investment usually occurs because I had fun with the game.

Example: I love the hell out of the first Bioshock. I played on normal difficulty, found the shooting mechanics to be terribly weak compared to Halo at the time, but fell in love with the world and story. So I went back for the second playthrough to see the different ending and decided I wanted to up the challenge and difficulty. Had I started out harder, I may not have found it to be appealing to go back just for the story. It would have been a slog.


Now my wife saw me play that game and she became really interested in it because of the world and story. So she decided to play. First fps ever. So she played on the easiest difficulty.


She went through about 50% of game with the wrench. Just beating enemies to death. Neverminding that she could shoot fire from her hands, or that she had a machine gun.


I showed her an encounter (that she essentially ignored the first go round) where you could shoot electricity into a puddle where bad guys were standing to kill them- she said "awesome" and then continued on her way dolling out wrench assisted lobotomies.


My way, arguably the way the devs intended for someone to play, didn't impact her enjoyment. She played again and THEN mixed it up.


When I think about it more, I've never played a game seeking it out because it's inherently ball crushing.

Portal was great. It also starts out super, super easy and ramps up. It doesn't start you out on the hardest test chambers. It DOES force you to learn the systems as you go, but it's incredibly spaced out and gradual.

I think the point of the article is that the writer takes issue with feeling inadequate if they play on the easy level when the game jabs their pride for doing so- my comment to that is: Do what you want.

What's worse? Playing on crybaby difficulty, or being a crybaby about not wanting to be picked on for playing on crybaby difficulty?

I think accessibility options are a much better way to make the game easier while still preserving challenge. See Naughty Dog.

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Options would be nice

by squidnh3, Monday, December 04, 2017, 11:09 (2625 days ago) @ Funkmon

I'm still pretty annoying there are no other options but "Easy" for Destiny 2 story missions. Even deliberately gimping yourself with low power level gear doesn't do anything because of scaling.

Encounters just aren't memorable to me unless they are difficult. Truth and Reconciliation grav lift fights - that's what I'm looking for, at least on a few occasions.

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^this please

by Robot Chickens, Monday, December 04, 2017, 11:19 (2625 days ago) @ squidnh3

Encounters just aren't memorable to me unless they are difficult. Truth and Reconciliation grav lift fights - that's what I'm looking for, at least on a few occasions.

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...is this for real?

by ManKitten, The Stugotz is strong in me., Monday, December 04, 2017, 11:25 (2625 days ago) @ Funkmon

Can we also add a digital unicorn at the end of each level that says stuff like "Good job! You're the best!"

Maybe if we don't beat a mission the unicorn can give us a 1-800 number to dedicated video game trauma counselors.

Good grief just play the game! Is this really for real?

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URL

by Funkmon @, Monday, December 04, 2017, 11:35 (2625 days ago) @ ManKitten

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Most games do a poor job of handling difficulty levels

by CruelLEGACEY @, Toronto, Monday, December 04, 2017, 11:54 (2625 days ago) @ Funkmon

I’m sure I’ve ranted about this before, but better handling of difficulty levels is near the top of my list of things I wish developers would handle better.

There are several problems that I see on a regular basis:

“Easy” is only actually easy for experts

Modern videogames are a bit impenetrable for anyone who hasn’t been playing videogames for quite some time. And most games fail to make “easy” helpful for players who aren’t already deeply skilled and familiar with modern controls and mechanics.

Years ago, I got my ex-wife (who’s played her share of games... loves Mario Kart, God of War, the original Prince of Persia) to try playing Mass Effect 3. It had a difficulty setting called “narrative”, which was pitched as being so easy that “non-gamers” could jump in and enjoy the story without any problems. My ex got to the first combat encounter, died repeatedly while swinging her reticule around wildly, spinning in circles, shooting into the air, etc. 3 tried in a row, she completely ran out of ammo because she was having so much trouble hitting a target. The 1 or 2 times she did manage to hit something, they died almost instantly. But the game did nothing to make her targets easier to hit. She soon gave up, feeling dejected because this supposedly super-easy setting was still insanely hard for her. Where was increased auto-aim, look-centering, or regenerating ammo that would make the game playable for a true NOVICE?

The thing is, this is how most games scale difficulty. They reduce enemy health, damage output, and aggressiveness, maybe give the player some extra ammo, and call it a day. In some games, that’s enough (God of War, for example, is wonderfully playable even for videogame rookies). But with many games, those tweaks alone fail to address the barriers that make the game so challenging for new players. Dual-stick movement & look controls, for example, are not easy to just pickup and run with, especially when you’re required to shoot your gun at moving targets at the same time.

Some games actually handle these issues well. I played some Star Wars Battlefront 2 with my girlfriend last week... she loves videogames, but doesn’t have much experience with 3D first or 3rd person games. But the game has such a wealth of customization options that I was able to set things up for her in a way that we were able to play together, and she had a blast. I was able to increase her health while decreasing enemy health, setup the match so that she’d always spawn as one of the hero characters (swinging a lightsaber in 3rd person is easier mechanically than aiming a gun), and I reduced the cooldown on her Jedi powers so that she could spam her abilities at will, and block enemy fire almost indefinitely. Long story short, the game gave me the tools to customize the experience in a way that truly suited a novice player.

Another game that deserves a shoutout in this regard is the Forza franchise. Similarly to Battlefront 2, Forza goes above and beyond in terms of offering incredible levels of customization. You can choose which elements of the driving mechanics you want to engage with, and which ones you want the game to handle for you. There are built-in mechanics like the dynamic racing line, automatic breaking, anti-lock breaks, in addition to the more standard options like automatic or manual transmission. And best of all, these settings are not “global”... I can play online with a friend who is an expert player, and he and I can have completely different driving options selected to customize our personal experiences, and still play together.

Another big issue:

Developers often ruin their game’s mechanics with certain difficulty settings

Halo is a prime example of this. Playing Halo on easy does very little to make the game more approachable for a true gaming novice (they’ll still end up spinning in circles with their gun pointed straight up in the air). What they do is neuter the mechanics to the point where the game looses its depth. A novice can understand “see that Elite? you need to break his shields with an energy weapon, then switch to bullets to finish
him off.” They just need help aiming and hitting their target. Halo does the opposite. It provides no help when it comes to hitting targets, and normalizes the damage output of your weapons to the point where the energy/ballistic mechanics don’t matter.

These kinds of difficulty setting issues extend in the opposite direction as well. Playing Halo on Legendary is rarely as much fun as Heroic or Normal, because they crank up enemy behaviours to the point where their actions are no longer balanced within the sandbox. They shoot faster and more accurately than you can move. No amount of masterful player movement will let you evade their attacks. So instead, Legendary Halo turns into a camping-fest. You often need to break encounters by engaging from such extreme long range that the enemies don’t shoot back. Most of the gameplay sandbox isn’t viable, because you simply won’t survive any attempt to engage with them. Lots of games fall into this trap too.

That’s where the question of “what is the ‘right’ difficulty setting to play on?” question comes into play. Any time my friends would ask me, I’d tell them that they really should be playing Halo on Heroic... not out of any sense of difficulty “snobbery”, but because Bungie tuned Heroic to be the setting where all the games mechanics are fully balanced with each other, and you can tell when you play it. All the nuances that make Halo so much deeper and more engaging than most shooters are watered down or completely gone when you play on Normal or Easy.
Now, if a player knows this, and still decides to play on easy because that’s the sort of laid-back experience they’re looking for, then that’s totally cool. I just wish Bungie (and other developers) would do a better job of making “Easy” work in a way that is actually helpful for novice players, without gutting the mechanics that make their game interesting and fun.

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Agree, see dunkey

by Revenant1988 ⌂ @, How do I forum?, Monday, December 04, 2017, 12:29 (2625 days ago) @ CruelLEGACEY

Feel the same way about Halo. This guy explains it well.

I also agree with Squid, destiny 2 is too easy with the campaign.

Games with a set difficulty typically shine the best.

I still think the author is being a baby for complaining about the game implying they're a baby. Screams 'insecurity' to me.

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Most games do a poor job of handling difficulty levels

by Cody Miller @, Music of the Spheres - Never Forgot, Monday, December 04, 2017, 13:21 (2625 days ago) @ CruelLEGACEY

Years ago, I got my ex-wife (who’s played her share of games... loves Mario Kart, God of War, the original Prince of Persia) to try playing Mass Effect 3. It had a difficulty setting called “narrative”, which was pitched as being so easy that “non-gamers” could jump in and enjoy the story without any problems. My ex got to the first combat encounter, died repeatedly while swinging her reticule around wildly, spinning in circles, shooting into the air, etc. 3 tried in a row, she completely ran out of ammo because she was having so much trouble hitting a target. The 1 or 2 times she did manage to hit something, they died almost instantly. But the game did nothing to make her targets easier to hit. She soon gave up, feeling dejected because this supposedly super-easy setting was still insanely hard for her. Where was increased auto-aim, look-centering, or regenerating ammo that would make the game playable for a true NOVICE?

As I mentioned before, this is where accessibility options help. Naughty Dog has things like auto aim, autofire, sticky buttons, etc.

Also, Vanquish one again proves its genius here. There was a difficulty called 'casual auto' which basically had you control the character's movement, but the game would target enemies for you. Your ex wife probably could have finished Vanquish. You can even get achievements on casual auto.

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Are you filled with anxiety for playing on easy? Kotaku is.

by cheapLEY @, Monday, December 04, 2017, 12:12 (2625 days ago) @ Funkmon

The reason people play Wolfenstein on easy is because the actual gameplay is dogshit garbage, so maybe they should ease up on people that want to see the neat story they’re telling without having to endure all the dogshit that comes with actually playing the game.

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Are you filled with anxiety for playing on easy? Kotaku is.

by Revenant1988 ⌂ @, How do I forum?, Monday, December 04, 2017, 12:34 (2625 days ago) @ cheapLEY

The reason people play Wolfenstein on easy is because the actual gameplay is dogshit garbage, so maybe they should ease up on people that want to see the neat story they’re telling without having to endure all the dogshit that comes with actually playing the game.

I played it on both story modes.

Gameplay is fun, but it is broken on the higher difficulty, making stealth play frustrating.Especially because I like stealth play....

Playing the game run and gun is just plain great, but because of the broken balance it is only fun on easy.

Source: I played on "do or die" , forced stealth first round, took me like 30 game hours. I played second on "can I play" run and gun and it feels like a different maybe 8 hours.

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Are you filled with anxiety for playing on easy? Kotaku is.

by cheapLEY @, Monday, December 04, 2017, 17:41 (2625 days ago) @ Revenant1988

I was in a bit of a snarky mood when I made that first post. FWIW, I don't really care about this (I play on easy all the time, and don't care what anyone thinks about that), and I hesitate to post this, because it'll just be more negative, but I want to at least give an explanation about why I hate Wolfenstein, rather than just making a pissy comment and running.

I also don't begrudge anyone's opinion about Wolfenstein or any other game. I'm glad lots of folks seem to really like it!

But I think Wolfenstein is actively bad. Like terrible and incredibly unfun. I'd rather play the opening of The Order: 1886 repeatedly (ask Korny how much I hate that! :P). The shooting in Wolfenstein feels bad. The aiming sucks. The level design is boring at the very least, and actually bad at the worst. The game gives you almost no indication that you're being shot, so you have to watch your health number like a hawk.

The story is literally the only redeeming factor of that entire game for me, but it's not enough for me to actually continue playing it. I'm basing that opinion off of playing the entire first game, and about two hours of the second (and watching most of the rest of the second on YouTube).

It's a game that feels like it wishes it was even a tenth as good as the new DOOM. It wants to be that fast and fun, but it fails so very hard in actually doing that.

Again, I won't call anyone wrong for thinking differently, but I have heard so many people say "Just put it on easy and plow through it to see the story," and others go as far to tell me to just run past all the encounters, which you can apparently do for most of the game, and I reject that as a good solution, because even that only makes the game not a slog--it's still boring and Anti-Fun™.

It's a game that everyone is raving about, and I just don't understand.

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Entertainingly enough, I played for gameplay first.

by Harmanimus @, Monday, December 04, 2017, 22:21 (2624 days ago) @ cheapLEY

I will admit, as was referenced as it "wishes it was D16M," I think there is a reasonable amount of merit to that as a consideration. However, I would actually say that it is the flip side of the classic FPS campaign in the modern era.

D16M in a great many regards is a classic, mid 90's shooter with a great coat of paint and some modern mechanics that fit the framework of the game. It is high speed, no reloading, pick up reliant. The weapons are more or less linearly scaled in power. The game was spectacular in that context.

Wolfenstein: The New Colossus (like TNO and TOB before it) is very specifically a modern shooter with old school mechanics which fit the framework of the game. While I don't think that it works out as well as D16M did, there are enough things that pull on my particular brand of nostalgia strings that I can overlook the more minor issues. And yes, I do think they are minor.

This could be a whole discussion topic to itself.

Regarding people being upset that a game teases them about a difficulty, well, I think most of the rest of the topic has summed it up pretty well. Most games don't know how to do difficulty in the first place.

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I think what you think.

by Funkmon @, Tuesday, December 05, 2017, 00:09 (2624 days ago) @ Harmanimus

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Is... is this... is this a problem?

by INSANEdrive, ಥ_ಥ | f(ಠ‿↼)z | ᕕ( ᐛ )ᕗ| ¯\_(ツ)_/¯, Monday, December 04, 2017, 12:16 (2625 days ago) @ Funkmon

If how the developers framed a difficulty mode fills someone with anxiety, then there is probably a fair chance said persona has larger underlying problems they aren't confronting within themselves, and are externalizing it onto something else in distraction.

It's like procrastination, but with more sabotage.

Also, at risk of implying an absolute in part due to my being quite lazy right now and not wanting to add the necessary verbiage and asterisks, I would like to note... y'all this is Kotaku. Of former Gawker Media, land of opinions as news, and news with opinions. If you see shit, don't throw it at other people. Please.

That is all.

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They are just salty about Cuphead

by Cody Miller @, Music of the Spheres - Never Forgot, Monday, December 04, 2017, 13:23 (2625 days ago) @ Funkmon

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