For this video, I talked about the recent idea of having a very easy mode in Death Stranding, and why this won’t be the magical cureall to accessibility that people are talking about.
Difficulty design in video games can be hard to get right. Getting the difficulty to be right for newcomers and expert players can be a never-ending job. For today’s post, I want to focus on when the progression models of a game don’t work to keep the player engaged.
For today’s Critical Thought, we’re looking at Subjective Difficulty in game design. Subjective Difficulty is the concept of designing levels that accommodate multiple skill levels at the same time. It’s very hard to pull off and not every game can do it, but it can lead to some amazing game designs.
We return to difficulty levels for today’s Critical Thought. Recently playing Nier Automata, I ran into more examples of imbalanced difficulty design. I talked about the debate of having difficulty levels in games and some pros and cons of both. There are cases where difficulty levels can enhance a game and provide a variety of experiences, but those seem few and far between.
I also talked about games that test the player to see what difficulty they want and my thoughts on the concept.