this post was submitted on 27 Nov 2024
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That sounds like an entirely surmountable engineering problem.
It's not like games are being written in assembly any more.
It goes deeper than just simple engineering though. It affects tone and overarching game design. It is multiple extra dimensions that have to be considered across every aspect of the entire game. If it is done poorly, you get paper dolls on easy mode and damage sponges on hard and nothing of merit to compensate for these facts. The difficulty of the game goes from being genuine to artificial.
That's why you design for accessibility, and don't try to cram it in at the last moment. It's not actually difficult, it just requires engineering discipline.
There are also plenty of Dark Souls clones for people like you who demand nothing but punishment.
I don't need a game to be hard, I need it to be consistent and well thought-out. Animal Well for example is a rather easy game, but because it only has one difficulty, the developer was able to keep a very tight focus on the world and puzzle design. Everything is layered there, because they don't have to be containerized and sliced into pieces to account for adjustable difficulty settings.
Or they could have thought it out even better and included difficulty settings.
They have every right to ignore accessibility, but it will always limit their audience.
"artificial difficulty" is poorly defined. Most parts of a video game are artificial. You get 100 health and 5 healing potions? Well those numbers were just made up, and could easily have been 50 and 1, or 200 and 10. The boss takes 5 hits to defeat, or 10, or 3?
I think people say "artificial difficulty" when they mean "I don't like this", but that's not very useful for a discussion without digging deeper.