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Re:Making difficulty curves in games by globalnode on Saturday August 08, 2026 @09:17PM (#49227473)
in games like wow where the more powerful you get the harder the enemies become, this reduces incentive to get more powerful. its a simple consequence so im not sure why they do it - probably to keep "time played" metric hovering at the desired level. which imho backfires when time played becomes 0.
Re:Making difficulty curves in games by gertop on Saturday August 08, 2026 @09:36PM (#49227576)
You're only looking at one side. Dynamic difficulty also allows players to progress by lowering the health of a boss they've failed to beat for over two hours.

Casual players giving up was a problem that no amount of shaming managed to fix ("haha skill issue, sucks to suck").

Re:Making difficulty curves in games by orbital-decay on Saturday August 08, 2026 @10:02PM (#49227724)
How is it a problem? Giving up is absolutely fine. Different games are made for different types of players. Who cares what the others think (or you think they think). By trying to cater to everyone you satisfy nobody.
Re:Making difficulty curves in games by onion2k on Sunday August 09, 2026 @03:28AM (#49229221)
If a game is so hard that the player gives up, they won't buy your next game. That is an existential threat to your game studio.

Worse though, if your game is deemed 'unfair' rather than just 'hard', then even the hardcore gamers will avoid it. That's enough to kill the business before you even start the next game.

Some studios pick the 'hardcore' market, especially once they've built a reputation and a following, but everyone else needs a more general appeal in order to stay in business.

Re:Making difficulty curves in games by orbital-decay on Sunday August 09, 2026 @04:08AM (#49229450)
If your studio's only goal is to make money and games are a byproduct then it makes sense, but in most of the gamedev it leveled itself out some 10-15 years ago - very few studios outside of mobile gaming target the lowest common denominator audience, most seem to understand that opinionated design adds flavor and sells the game as well. Certain target audiences simply never cross under any circumstances, it's not even necessarily "hardcore vs casual".
Re:Making difficulty curves in games by ozgrakkurt on Saturday August 08, 2026 @10:23PM (#49227817)
Just make it a concrete option then. What is the point of being sneaky about it?
Re:Making difficulty curves in games by TulliusCicero on Saturday August 08, 2026 @11:56PM (#49228312)
Yeah, Hades did this with God mode and it worked very well.
Re:Making difficulty curves in games by mpyne on Sunday August 09, 2026 @01:13AM (#49228626)
Probably because some people want to feel like they're succeeding in the 'actual game' and not the 'Fisher Price version of the game'. For those people the solution is ultimately to make their reality appear to be that, even though it isn't.
Re:Making difficulty curves in games by PetitPrince on Sunday August 09, 2026 @03:13AM (#49229138)
Resident Evil 4 famously had a hidden dynamic difficulty setting that made the game easier if the player struggled. I think it worked because RE4 is a linear / ambiance based game. The game designer wants the player to progress in the story, and getting stuck on an impossible doesn't make sense except if the player chose a challenge mode. Contrast with Morrowing where it makes no sense having common bandit on the road carrying god-like equipment.