Designers generally make their games difficult by default, then when focus tests say the game is too hard, they make it easier. This is really obvious when you look at how many systems and mechanics are redundant on normal difficulty. For example, on Witcher 3's normal difficulty, you don't really need to use potions, bombs, oils or signs. Why would developers spend so much time and resources on these things if they weren't meant to be used? The same is true for any RPG that has consumables. They're only necessary when you play on the highest difficulty.
Josh Sawyer even created a mod for New Vegas that made the game harder and brought it more in line with his original vision.
Honestly, if it's a western AAA game, I just play on the highest difficulty by default because I know normal difficulty is going to be too easy. Indie games are less focus-tested so I'm more likely to start with normal difficulty on those.
I do too because a lot of devs think hard mode = get one shot by everything, kiddo, dont fucking get hit
and it turns out that is never fun at all
Same.I do too because a lot of devs think hard mode = get one shot by everything, kiddo, dont fucking get hit
and it turns out that is never fun at all
I still can't believe they thought Proud mode in KH3 was at all hard in any way. I died twice, and only from offscreen bullshit the game likes to throw at you.Sometimes Normal can be too easy
See KH where even Hard mode is pretty easy.
always hard, i like a challenge in my games.
besides that, normal is more like easymode these days
I am curious, on which part in Persona 5 you thought you better switch to easy. The game is made in a way with so many days for completing the palaces, I just don't see where the game becomes hard.Yeah only games i had to turn down to easy were Persona 5 and Ultimate Alliance 3
I am curious, on which part in Persona 5 you thought you better switch to easy. The game is made in a way with so many days for completing the palaces, I just don't see where the game becomes hard.
I also think that's the big issue with playing on harder difficulties, you become so focused on performing the optimal strategy for most encounters that 90% of the gameplay possibilities become irrelevant and the developers may as well have pruned the skill tree down to the 3 or 4 you're actually using.
There are some games, like The Last of Us, that I went straight for hard and disabled every assistance in the options, like seeing through walls. I just wanted the most real and gruesome experience, and I'll be doing the same when the sequel releases.
But for games that are more about the spectacle or experience than the mechanics, harder difficulties often expose the weakness of those mechanics. For instance, in the new Wolfenstein games the harder difficulties force you to play it like a cover shooter it was never designed to be.