• RGB3x3@lemmy.world
    link
    fedilink
    English
    arrow-up
    9
    arrow-down
    1
    ·
    edit-2
    11 months ago

    Dynamic difficulty has its place. For example, most people don’t want to die to the same boss over and over again. That’s just not good gameplay and it’s overall a waste of time.

    Instead, a dynamic difficulty system could very slightly adjust some values each time you die: a few points off the enemy HP, juice your damage a bit, slow the boss down. It can be made so subtle that you don’t even notice it happening.

    Resident Evil 4 has a dynamic difficulty and people praise it for that. It keeps you moving through the game instead of feeling defeated when you have to manually reduce the difficulty or when you get stuck in the same area for a long time.

    • jjjalljs@ttrpg.network
      link
      fedilink
      English
      arrow-up
      4
      arrow-down
      1
      ·
      11 months ago

      For example, most people don’t want to die to the same boss over and over again. That’s just not good gameplay and it’s overall a waste of time.

      This is a very subjective opinion stated as a objective fact. I think Sekiro, for example, is great gameplay, even when lady butterfly kicked my ass for hours.

      Some people would like the difficulty automatically changing. I would hate it. I do want to lose to the same boss over and over until I get it right sometimes. That’s part of what makes clearing sekiro such a triumph.

      The other from soft games are similar, but they have leveling and coop as difficulty adjustments.

      But I do recognize that not everyone likes this. Even I don’t like it in every game, probably.

    • Omega@lemmy.world
      link
      fedilink
      English
      arrow-up
      2
      ·
      11 months ago

      I would feel robbed if I overcame a tough boss and then found out that it was made easier. There’s a massive feeling of accomplishment when you have played a boss 30 times and finally beat them.