D
Deleted User
Guest
I see. Well, my idea is that the base game is built around the harder difficulties with no hand-holding. Then add the easier difficulty modes and a la carte options.
To use your quest markers example, the game should be built without them and playable without them. However, for those who want it easier or more casual, they can turn on quest markers. Just because you add these options as a toggle does not mean the game needs to be built around them.
Another example. Build the difficulty and game balance to require much thought and tactics, however, the Normal/Easy/Story Modes should remove most of the advanced features that you have balanced for and built. Harder difficulty options will add these things back in for those who want them, and the features are stripped back for the casual players.
In other words, building a game around the casual experience means the hardcore players will be out of luck. Building around the hardcore RPG experience means everyone will be taken care of since the easier options can be added later and are easier to account for. Addition by subtraction. You subtract the more hardcore elements from the game to make the easier modes easier. Give the player certain options to further tweak it (Ironman Mode, Hardcore Mode, Story Mode, Limited Saving vs. Save Anywhere, etc..) and you are essentially going to please more people in the long run. IMO.
To use your quest markers example, the game should be built without them and playable without them. However, for those who want it easier or more casual, they can turn on quest markers. Just because you add these options as a toggle does not mean the game needs to be built around them.
Another example. Build the difficulty and game balance to require much thought and tactics, however, the Normal/Easy/Story Modes should remove most of the advanced features that you have balanced for and built. Harder difficulty options will add these things back in for those who want them, and the features are stripped back for the casual players.
In other words, building a game around the casual experience means the hardcore players will be out of luck. Building around the hardcore RPG experience means everyone will be taken care of since the easier options can be added later and are easier to account for. Addition by subtraction. You subtract the more hardcore elements from the game to make the easier modes easier. Give the player certain options to further tweak it (Ironman Mode, Hardcore Mode, Story Mode, Limited Saving vs. Save Anywhere, etc..) and you are essentially going to please more people in the long run. IMO.