While this may seem sacrilegious for hardcore fans, the option to let people play games at different settings has been a major point in widening the audience of games. Many RPGs and story-focused titles even say something along the lines of, “Easy is for people who just want to follow the story.” In recent years, we’ve seen some developers go as far as have level or content skips for when things get too difficult. The implementation of this mechanic is simple: It’s a way for multiple skill sets to enjoy a game without punishing one or the other. We’ve seen everything from city builders, RPGs, action games and more, have settings for the player to decide how hard they want the game to be. The use of “easy, normal and difficult” settings has been a part of game balance for a lot of genres and designs. It’s a topic that I’ve thought about a lot as someone who plays a lot of hardcore games like the Souls series, and I wanted to talk more about this given the latest crop of games. Some feel that every game should have them as a means of expanding the user base, while others feel that it messes with the balance of the game and leads to titles that are worse off. The use of difficulty settings in game design has always been argued at different points.
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