Some classic Arcade Cabinets where players paid per game |
Nowadays with games being bought in full upfront for home play and the concept of paying for another shot at it being a dead concept, more and more games have often toned down the difficulty of insane late game battles in order to not have players be turned away from wanting to play or telling their friends not to play the game if they didn't enjoy it. More and more games will start up with a text dump of a tutorial telling the player literally how to walk, talk and scratch their backside in lengthy detail just to be clear they know what to do and won't be frustrated if they can't figure something out. While this may seem like a good thing in comparison to the Arcade days of "tell them nothing and throw the player into the bear pit" method it can become irritating to players who just want to dive in and start playing. It's even more irritating if the game feels the need to hold your hand all game and constantly remind you every 2 seconds like the player has severe short term memory loss if they haven't used a certain game mechanic in the last 5 minutes.
So what's the solution? Well there needs to be balance and a rate of difficulty that rises gradually and not just go from flatland scape to Everest Climb in the span of one level. Games should slowly introduce the player to how it's mechanics work and let them test those out in a series of simpler areas near the start until they're comfortable with them before introducing something new with slightly increased difficulty. Once the player has learned everything, just leave them to their own devices so that you don't take control away from them like an overprotective mother. Don't make the player feel like an idiot. That way they have all the tools and knowledge necessary for when they start to face increasingly tougher challenges, the key word is increasingly. Throwing in a cheap boss that they can't realistically fight with the skills they've obtained from practising on weaker challenges up until that point won't make the game more "difficult" in a legitimate way, it will just make players who actually understand how the game works become frustrated when all their skill and knowledge they learned off their own back to get to that point means nothing if their next challenge is all about luck and cheap tactics.
At the end of the day the player wants to be able to feel like they are in control and actually accomplishing something and not merely being dragged along for the ride or having anything they learned become meaningless when it's not relevant against a cheap boss.
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