Quote from: Doop on August 29, 2016, 12:43:17 AMWhat if I enjoy increased difficulty?this is less to do with what you enjoy and more to do with whether you care to play games properly or notno one's saying you have to care
What if I enjoy increased difficulty?
I care not for playing properly then.FUCK THE SYSTEM#YOLO
]Who cares what the developers say? The majority of the time they're all a bunch of fucking retards who can barely play their own game.
"After the original game, we sat down and looked at it objectively. We got a lot of feedback from the outside, from fans, from research saying, "Hey, there's not enough. There's not enough content. We want more content." Internally, we played the game and came out of the play session thinking, "That was super exhausting. That was super chaotic." Why is that? We struggled with trying to answer what it was.What it came down to was, it was difficult for players to have a predictably unpredictable kind of experience. It was difficult for players to say, "If I die here in this game mode, how do I get better?" Do I zig? Do I zag? What should I have done differently? It was hard for Titanfall players to answer that through their experience. So we went back to the drawing board so we could fix this.We started by addressing the fact that you move so fast. You can't shoot out of the air so easily. So we slowed things down just a touch. Then also thinking more in terms of having players more proactive decisions, so instead of reacting to everything, they're thinking more like, "This match and this mode, this map, etc." They go, what things in the loadout menu will best help me fulfill that purpose. There's a much greater sense of purpose for players, so now they are thinking in terms of planning ahead, in terms of "I want to do this. This is my goal, this is my identity of how I am as a player." There's a huge difference, because all the different modes now kind of necessitate the player proactively thinking about what they want to do."
Quote from: Doop on August 29, 2016, 12:47:14 AMI care not for playing properly then.FUCK THE SYSTEM#YOLOi mean, playing on the hardest difficulty is certainly better than playing easy mode or somethingapparently, Doom is contradictory in the sense that it has a "normal" difficulty, which would suggest that that's the standard, but the developers have gone on record to state that the "hard" difficulty is the definitive Doom experiencein my opinion, if it was the definitive doom experience, they wouldn't have called it "hard"--that doesn't make any sense to me, but not everyone thinks in the same terms as i dothe case is the same for Halo--the game is "meant" to be played on heroic, yet it has an easier difficulty called "normal," which i find misleading
What's an example of a game which does not have a normal difficulty, or at least some kind of default?
I cannot think of why reason 1 would be considered correct.
I have disagreements with reasons 3 and 4. One size does not necessarily fit all with controls, nor should it. If a player's personal, subjective control biases enable them to experience the intentions of the developer, those controls have served their purpose to the game. They should not be homogenized.
As for no mods I only see the argument that they're not representative of the experience the developers made, but improvements to that formula can be made to make the experience more enjoyable to the player
or perhaps a different set of mechanics improves other aspects of the game the designers wanted to convey, but didn't;or those areas the designers didn't even think of which present novel ways of expanding on their content in the future.
I'm surprised you didn't add a 6.) Legally
That's only if all you care about is enjoyment--in which case, there's really no fixing that. I don't necessarily play games just to have fun. That seems very base to me.
To me, when a developer releases a game, it's like submitting a test. What you got wrong is what you got wrong, and there's no turning back once you've already handed in your paper.
Figured it was implied by #1.