EDIT: Also if anyone wants a perfect example of perfect difficulty, I suggest Rayman Origins. I have yet to see a game with a difficulty curve as flawless as this.
This.
I bought it the other day for the PS3 and it's godly.
EDIT: Also if anyone wants a perfect example of perfect difficulty, I suggest Rayman Origins. I have yet to see a game with a difficulty curve as flawless as this.
EDIT: Also if anyone wants a perfect example of perfect difficulty, I suggest Rayman Origins. I have yet to see a game with a difficulty curve as flawless as this.
This.
I bought it the other day for the PS3 and it's godly.
I get that I just like getting 100% on the hardest difficulty in games I like and having to go lower isn't some thing I like. Not really a big deal.Like Guild was saying, that's just a superficial way of increasing game length. With TWEWY, it's tailored so you can complete it at whatever pace you want. Of course you have to spend extra time if you want to get 100%, that's the whole point of getting 100% - it's an accomplishment, not something you are forced to do (though I know some people who throw a fit if they can't get 100% easily, and end up following guide word-by-word just to make sure they don't miss anything).Well it improves game length with DIablo and EDF. I know with TWEWY you can change it on the fly but you can do the same thing with most recent shooters and some other games if the game gets to hard. I know the drops change but they could easily made it so it drops two things at different rates at certain difficulties so people don't have to change it to 100% it.
@[member='Guild McCommunist']
While that was a good thing about Guild Wars and Guild Wars 2 plus they weren't F2P so it wasn't a good example. Some people will avoid the PVP part and with F2P they get money with micro transactions and ads which if someone doesn't play it for long they probably don't spend on those micro transactions.
They can do the stupid thing and sell equipment/things that you need to be competitive or cosmetic items. Those cosmetic items might sell to people who want them all and look a certain way but some people won't buy them. XP boosts, locking features and other things is a way out. Maybe the cosmetic items get enough money so it is fine but greed might overtake them. Some games do lock content and features and they seem to do fine plus with a lot of F2P games your probably looking at someone who has a lot of time to burn in and might enjoy the gameplay enough to not notice it much. I agree that fun gameplay helps and may enjoy the game instead of noticing the level system but lets be honest even with recent CoDs, Bioshock, Killzone and most shooters you get a small advantage having a higher level/rank by having more skills and just choices so grinding isn't a must but it helps you stay competitive. I am against grinding and farming but some people are just looking to accomplish things, be competitive and don't mind the repetitive nature as much.
Skyrim didn't have a perfect balance but level scaling helps you get to certain areas earlier without grinding with FF7 you couldn't get past some points forcing you to go back later. It was a good system but some people hate when enemies are to easy or are to hard and will argue about it. Just look at Oblivion. Level scaling has unfortunately become the norm for most console action RPGS but that doesn't mean it doesn't work all the time.
What they need is the option to level scale or not level scale with easy-hard difficulty so both parties are satisfied.