Kind of like having a game about free running and climbing buildings, where the computer controls the free running and climbing buildings for you. Oh wait.
I'm pretty stoked for AC3 (the setting and detail that's gone in to it has me READY), but the series as a whole I find nearly unplayable because of the lack of control it gives the user.
Hopefully his comments here show they might at least give me the ability to control my character, instead of letting the computer assume what I want to do.
That being say, I agree somewhat with his comments. It's all based on what game you're playing. If it's an action title in the veins of Bayonetta, Ninja Gaiden, or DMC--which are expected to be challenging games--playing it on Easy mode would take the fun factor and challenge of the game.
Can it be odd to say that I appreciate Bioshock's difficulty curve? and by appreciate, I mean FUCKING DESPISE BECAUSE FUCKING SPLICERS OUT OF NOWHERE GGRRRRGH.
"Kind of like having a game about free running and climbing buildings, where the computer controls the free running and climbing buildings for you. Oh wait. "
However, I think most of them are cheapen because they are easily made by the developers. If easy or hard is just a multiplier to apply to how much damage you deal/take, then it is a cheapened experience either way. The game is simply not designed for this...
Easy automatic is an example of easy made right.
I believe his example on cover based shooters is pretty spot on. On my first playthrough on ME2 I played on easy, and at times I forgot cover was an option (barely used it).
Assassin's Creed is not that difficult of a game and I appreciate games that put forth added challenges, such as Splinter Cell's "Get through a level without being detected, firing a shot, or retrying the level." Talk about adding difficulty without sacrificing the experience of the game. I loved Conviction and Assassin's Creed because of these challenges. My roommate, who very rarely plays games, loved both titles because he was also able to play them without having to know all of the ins and outs of the virtual world presented, or, in Dark Souls' case, having to go online to research the game to figure out what it is a player is supposed to do next.
Also AssCreed is not hard.
But, it's really a matter if the developers are willing to bend (if you will) what they think they're game is all about. If the developers of Demon's/Dark Souls honestly think their games should be mostly about soul-crushing difficulty (it being the game's "vision"), then it's not like they have to put in the "Easy Mode". But, if they don't mind it, put it in. If they're okay with people finding this or that about Dark Souls far more interesting/satisfying and/or they just want the game to be easier for the sake of finishing it/getting a feel for the full scope/whatever, then provide an easier mode.
And really, I don't think developers should be so limiting most of the time.
Isn't that one of the main problems with the Assassins Creed Franchise?.
The game is so Easy and the "stelth" is so broken that it never become a challenge (even when you complete the 100% objetive). Look at revelations, they added some new interesting ideas like bomb mixing or making guard from different faction fight to create a distraction. But the game is do damn easy that you never really have to use any of that. The exploration/platforming is almost automatic, you can kill 90% of enemies with the "counter" move and stelth is very basic and unrealistic (plus, if the 100% objective does not ask you to no be found... you can just kill everyone)
I never used anything other than the dagger you start with and still didn't have a problem for all the game so far.
Anyway, I can respect an easy mode resulting in an inferior experience, but so long as it's optional and doesn't effect the intended experience, developers can knock themselves out.
Accessibility is key to this industry these days. I don't remember where I heard this saying before but it is very true
"Games are the only form of modern entertainment that require a pre-requisite of some type of skill."
It is not fair for someone to plop down $60 and not be able to have a fun time with something they found interesting.
Ideally, yes, you want to craft something that EVERYONE can play without needing an easy mode -- but there are some games, primarily action, that you can't design in that fashion without hurting it for the rest of us.
I love the emotion that can come from challenge in a modern video game, being invincible in something like Arkham city would suck. But I wouldn't say to a batman fan that can't play action games for his life "No, you get good now or never play it."
I love my masochistic platformers as much as the next guy but we need to be accommodating of everyone without compromising the gold standard.
That isn't to say all games must include it, of course, but as a whole, when they do rear their heads -- it isn't really hurting anyone.
..except fighting games
if you make a cover shooter and people want to chill out and just shoot stuff on easy mode, then why shouldn't they? the experience might be less satisfying for some of those players if they never play it "properly", but then the experience probably sucks even more for players that aren't good enough to play at normal difficulty.
and yes, DMC single handedly proves this guy wrong. it has a super easy mode, but also a super hard mode, and up until the latest iteration (yes i know it's still not out yet) it was respected for being a challenging and satisfying game. is it "broken" on EA mode? no, but it's certainly different.
That said I don't see anything wrong with a game specifically aiming to be hard to create a particular game atmosphere and not having an easy mode for that reason, aslong as it's aiming to do that and there's a point to it. Games like dark souls or even some horror games gain more than they lose by being punishingly difficult.
But put Easy Mode in for the kiddies. In the case of Dark Souls, my personal adjustment would be to change all the NPC dialogue to absolutely berate the baby-poo-poo-pants-mode player. You get no story or context whatsoever. Even the item descriptions insult you. Also, I'd make the bosses "New Game +" hard, but I admit that's entirely for my amusement.
Eventually, the player will either give up or learn the gameplay and become curious about the game, proper.
I also agree that it's a case by case thing, but that games more focused on mechanics and being technical (like Devil May Cry) should have an easy mode (or a very good difficulty curve) to ease people in to the game, but this doesn't always apply.
Ninja Gaiden, for instance, is a series built on its difficulty as much as mechanics, and overcoming the odds and beating each level as they get harder and harder is what makes them satisfying (which is one of the many reasons why Ninja Gaiden 3 sucked, it was just too easy compared to its predecessors).
So yeah, case-by-case basis.
Any game that essentially plays itself for you on easy is an insult worse than the game mocking you for choosing said difficulty; it's the game's way of telling you you're too inept to handle its mechancs, therefore it's going to have to do most of the thinking for you.
There is a reason why games like AC, FF or Super Meat Boy don't have a difficulty setting. They are balanced to be played that way... Whether they are perceived as too easy or too hard by the average gamer is not the point.
Well,it shouldn't, but death is almost always unexpected in genres such as that,at least the first time or two.
But you gotta love how people are ignoring what he's saying and just focusing on insulting the games he's worked on though, because *that's* always an effective argument. /s
Seriously, that's the equivalent of ad hominem and any rational and moderately intelligent person should know that ad hominem is the weakest form of argument.
Everybody's sense of accomplishment is a little different, and telling people they're playing the game wrong because their sense of self worth isn't derived from repeatedly playing through stupid difficult sections of a stupid difficult game until stupid luck or stupid foresight brought on by stupid transcendence to a stupid higher plane of thought allows a small amount of progress until the next stupid excruciating roadblock, then that's pretty unnecessarily selfish. Difficult games that require pinpoint accuracy with laser reflexes along with complex inventory management and character customization aren't for everybody. Simplifying the requirements to lower the barrier of entry to those who otherwise wouldn't bother with a game that they'd consider a painful waste of time can only be a good thing for everybody. More people get to appreciate a game's aesthetic qualities, and they might recommend it to people who may then "play the game the way it was meant to be played," increasing the total number of people who "really get it" and "are pretentious on the value of adherence gameplay over accessibility."
I wanted to love Bayonetta, but if Normal is too hard and Easy doesn't give me the same kind of experience (but easier), then fuck off.
It's all depends on how you design it. Take the cover based TPS mentioned in the comment for example, you could design the easy mode in which enemy fire doesn't cause that much damage, which allow you to basically ignore cover and shoot your way through it. However, you could design an easy mode in which the enemy could still kill you with 2 or 3 shots, which forces you to use cover (game mechanism), but instead of lining up head shot, the game allow you to kill enemies in 2-3 shots in easy mode, while in normal mode the enemies has more HP, you have less ammo, so you have to be more careful with head shots. This way you won't have players going in gun blazing and totally ignore your cover system, but still easy enough for some of the less skilled or first time shooter players to get through the game and enjoy it.
AC has no modes, it's just always easy.
well, they dont have to buy it lol. i think the upright bass is neat, but I know if I buy one I may have to practice it to be able to play it.
And his partner goes onto explain that assassinations in AC3 will be easy, but that getting that little extra bit (for full synchronization) will be the tricky part.
In short, the two of them are saying that an easy mode is bad, so you should just make the whole game easy, but with little bits that you can do for extra challenge. I guess it's not that bad, but it is awfully disingenuous for Hutchinson to say something lit that.
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I don't give a fuck what other games choose to do with their single player games. If the next Call of Duty or Halo game has a Super Easy mode that literally lets you lock on enemies, good for them. Just don't touch my Veteran/Legendary difficulty and we're good.

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