this post was submitted on 23 Nov 2024
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Scaling sounds like it'd work, but in actuality, these games are designed with tough mechanics that you really have to learn before they make things more difficult. Take Sekiro for example. The endgame bosses will absolutely bully you. I'm not sure even 10x damage and health would help you get past the final boss if you don't know what you're doing.
While playing through the game, I got stopped in my tracks several times, stuck on a boss for hours while I learned how to parry, manage my stamina, deal with perilous attacks, etc. If I had been given a massive power boost, it would've only delayed my being forced to learn. And then, later, a much tougher boss would've stopped me in my tracks anyway, and I would be so behind on learning that it might turn into an impossible wall. Suddenly your "easy mode" has a much rougher difficulty spike than normal.
And the games are full of things that aren't made easier by just... scaling. Like managing deathblight, areas like Lake of Rot, stuff like the awkward parkour and areas where you have to play around not falling off. That stuff would have to be reworked to accommodate a player who hasn't learned proper positioning, or blocks, or just.. the general tools of mastering the gameplay.
Slapping a basic scale on the game is a poorly thought out approach that would do more harm than good. To do "easy" right, you'd want a proper balanced game, with reworked timings and boss movesets, and frankly, I don't think it's worth the effort and extra development time and cost.
Two things here.
A) Adding an easy mode actually would make the game worse for me. When I'm stuck on a hard boss, grinding attempts for hours, that isn't immediately fun. It builds to a worthwhile payoff, which is why I love these games. But when you're in it, an easy mode makes you feel like an idiot, wasting your own time suffering when you could walk right past at any moment. Except that lowering the difficulty to bypass something feels terrible, and also, puts you in the position I described above. It robs you of the satisfaction of conquering it and replaces that with guilt and feeling like you couldn't do it.
B) Someone cruising through on Easy wouldn't "enjoy the game as much as I do". Engaging with, and mastering these mechanics is a huge part of what makes these games enjoyable. Skipping that side of the game, jumping past the difficulty robs you of the satisfaction of beating it.
Also, I think many people would enjoy the experience Souls offers, if they're willing to give it a shot. One of my best friends used to play every game on easy, "why struggle when I could move on and see more of the game?". He got into Dark Souls 1, and had a hell of a time with it. But because there wasn't an easy mode, he persevered, and found he loved the stiff challenge and the payoff of beating a boss that really challenged him, and in finding mastery in the mechanics. He's now a diehard, who's done SL1 runs of many of the games, and usually starts new games on Hard these days. In a world where DS1 offered an easy mode, he never would've tried the designers intended experience, and Souls would've been just another decent action adventure.
Souls is offering a rare experience, with tons of alternatives that do offer an easier time. Why not let it shine and highlight what it does better than anyone else?
No one's talking about not knowing what they're doing, they're talking about physical difficulty performing it unforgivingly
Exactly, my point is that the design of Sekiro is so fundamentally unforgiving that giving you a stats advantage wouldn't make the final fights substantially easier, and letting you get there without properly learning from the content beforehand would be like trying to teach a child factorials before you've ensured they properly understand addition and multiplication.
In this very thread, there's a comment from a person playing Sekiro with a mod to scale the game down substantially who's still finding the game prohibitively difficult. That problem is only going to get worse as they get further, and there's good reason the devs haven't implemented a naive difficulty scaling like this.
I don't agree with this. Fundamentally being able to tank more hits, being able to make more mistakes would make it easier.
You're misunderstanding, someone can know how to do it entirely, that doesn't mean they can input reliably enough to not make mistakes.
That's not what their comment said. They said they're still finding it difficult, and imply it would be prohibitive if it weren't for the mod. So yea the stat scaling is working for them.