I don't mind more mechanically complicated games having an invincibility toggle in the options menu (ala wing commander) or a cheat code for it. It allows younger or more casual players to enjoy it while at the same time feeling cool, and then when they feel confident enough they can turn it off whenever.
 
I don't mind more mechanically complicated games having an invincibility toggle in the options menu (ala wing commander) or a cheat code for it. It allows younger or more casual players to enjoy it while at the same time feeling cool, and then when they feel confident enough they can turn it off whenever.

Oh man I remember oldschool sims which let you play with invincibility and unlimited ammo when you just wanted to drop like, a billion FAEs on someone.
 
Most super high level difficulties are bullshit. Heck, Doom contained one they hadn't even checked if you could finish the game on.

Most super high level difficulties expect the player to reach near RNG-maniputated TAS levels of skill. But they are only fun if the designer actually bothered to balance the game for literal scripters. For some games, like most SHMUPs, some platformers, Trauma Center series, Crypt of the Necrodancer, this actually occurs. But it is far easier to just shove impossible difficulty into the game without really thinking.
 
The best hard difficulties are things that totally change the way the game plays. Like MGR's Revegeance mode or DMC's Heaven or Hell. Where the game is turned into a series of twitch quickdraw duels where one hit kills everyone. Or strategy games where the higher difficulties actually make the enemy smarter.

Difficulty settings which just give enemies lots of health or give them a bullshit advantage are dumb and should fuck off.
 
The best hard difficulties are things that totally change the way the game plays. Like MGR's Revegeance mode or DMC's Heaven or Hell. Where the game is turned into a series of twitch quickdraw duels where one hit kills everyone. Or strategy games where the higher difficulties actually make the enemy smarter.

Difficulty settings which just give enemies lots of health or give them a bullshit advantage are dumb and should fuck off.

You can't really apply Action Game difficulty logic to non-action games. So while Revengeance switches things up with twitch gameplay, how do you change an RPG besides giving enemies more hit points or stronger attacks or basically just modifying a bunch of numbers?
 
You can't really apply Action Game difficulty logic to non-action games. So while Revengeance switches things up with twitch gameplay, how do you change an RPG besides givingenemies more hit points or stronger attacks or basically just modifying a bunch of numbers?

Different enemy types spawn. Instead of bullet sponges and generic mobs, minibosses show up more frequently, enemies that have some sort of tactical gimmick you need to pull off (instead of just an elemental weakness, they have to be hit by different elements in the same turn to weaken them) or have changed up attack patterns in a game that leans on those more heavily.

Puzzles would be a good place to insert changes too, since that can be fluid. It'd be especially nice in a NG+ mode, which honestly I think is a nice way to do the really extra difficulties?
 
how do you change an RPG besides giving enemies more hit points or stronger attacks or basically just modifying a bunch of numbers?

Make them smarter.

In easy in an rpg enemies can just rush in and try to hit you. On harder difficulties have them apply more advanced tactics and take advantage of more of the mechanics that the player can.
 
You can't really apply Action Game difficulty logic to non-action games. So while Revengeance switches things up with twitch gameplay, how do you change an RPG besides giving enemies more hit points or stronger attacks or basically just modifying a bunch of numbers?
In most cases RPGs have their own sliding difficulty setting and it's called 'what level your party is'. Persona 4 Golden had the best difficulty settings for an RPG I can recall in a long time because it just let you individually adjust shit like money and XP rewards.

But that can't always work and it doesn't have to, because just like action games no two RPGs are necessarily identical in battle mechanics so it's impossible to just give a blanket statement regarding their difficulty.

But to give one example, P5's downloadable Risky/Merciless difficulty has a stupidly massive damage multiplier to Critical, Weak and Technical damage (like x15?) that makes battles just as lethal for the enemy as it is for the player, so hitting weaknesses or landing status ailments then cooking them off with Frei or Psy skills becomes a lot more useful.
 
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Make them smarter.

In easy in an rpg enemies can just rush in and try to hit you. On harder difficulties have them apply more advanced tactics and take advantage of more of the mechanics that the player can.
Personally, I feel like an overhaul of Skyrim's wolves so that upper-level adventurers have to fight large packs that use actual coordinated hunting attacks, flanking and attacking from behind only to draw back and allow their allies to circle around when you turn to try to strike them, etc, would result in wolves changing from 'worthless trash mobs' to 'horrifyingly dangerous opponents, avoid at all costs'.

It'd require some AI upgrades, but it seems feasible enough to me.
 
In most cases RPGs have their own sliding difficulty setting and it's called 'what level your party is'. Persona 4 Golden had the best difficulty settings for an RPG I can recall in a long time because it just let you individually adjust shit like money and XP rewards.

Bravely Default had a nice thing like this?

You could tune enemy stats, how often enemies spawned, how much job points, exp, and gold you got (each an individual slider, not as one thing). And it went all the way down, so if you wanted you could just turn off enemy encounters to get from a dungeon back to town or things.

I'm not sure it'd work in every rpg, but it made it feel a lot less grindy because when I wanted to level I could tune it up for that and have a fight every step, and when I wanted to explore or I was already overleveled I didn't have to deal with mobs.
 
I wish the English option for dub settings wouldn't just be American Midwestern English accent in so many games. For main and other characters.

There's so many other options. British, Irish, Canadian, Southern American, Boston, and many more and less specific options.

The last ones I heard were Australian crew from FF13.


It's also very jarring when it doesn't seem to fit the setting.

Corvo in Dishonored is very jarring since you have this obviously British Victorian inspired fantasy setting, and your protagonist sounds like a Midwestern American newscaster with a gruff air.

Altair in Assassin's Creed as well.
At least Ezio's voice actor tried to fake having his English have a bad Italian accent tinge to it.
 
Mass Effect Andromeda shouldn't have been made. It was just a cash cow to get money. A Mass Effect 4 should have been made to give the series a proper conclusion as the Extended Cut DLC for Mass Effect 3 while good, didn't give a good enough ending in my eyes, plus I felt the story of Commander Shepard and the Normandy team wasn't finished yet.
 
People can bitch all they want about Mario and how the series doesn't take risks with the games or is stale. I'd rather have that "rock" that I can always come back to.

And besides trying to be innovative all the time and including dumb gimmicks that do not gel well with the core series game play mechanics will not pay off in the long run.

Looking at you, Sonic.
 
The thing that I really miss from Mario 64 is the wonky physics combined with how Mario can get get his ass knocked around on the environment. One of the things that keeps me coming back to play it myself and watch other people play it is see all the funny ways Mario can wipe out. Screwing up in the game doesn't just mean Mario dies and you lose, you get to watch Mario suffer first.

To my knowledge no other game in history aside from other Mario games have replicated this feel. Even in other mascot platformers at the time you can dive or jump into a wall and... nothing.The closest it ever got was the Banjo games when you fall from a height.
 
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