Today’s Critical Thought looks at difficulty scaling in game design. I talked about how you can make meaningful difficulty settings, and why very easy and very hard modes aren’t as simple to design.
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.