ALTERNATE DIFFICULTY LEVELS: FEATURE TOGGLES
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It's very visible that most RPGs on this site don't have difficulty levels - it's usually disregarded as a lazy way to make a game more/less difficult, and it often fails to make the game more exciting. What I've seen in a variety of games is a selection of additional features that make the game harder, easier or generally difficult.
Examples:
-XCOM has a list of Second Wave options that modify how the game is played. Beating the game at higher difficulties unlocks increasingly delibitating Second Wave options (there's also neutral ones, such as a target always getting critted if flanked).
-The original Fable had so-called boasts, that allow you to take on missions with various handicaps (such as No Armor or No Weapons) to get more rewards out of it.
Examples:
-XCOM has a list of Second Wave options that modify how the game is played. Beating the game at higher difficulties unlocks increasingly delibitating Second Wave options (there's also neutral ones, such as a target always getting critted if flanked).
-The original Fable had so-called boasts, that allow you to take on missions with various handicaps (such as No Armor or No Weapons) to get more rewards out of it.
I dunno if I would call not adding in a difficultly option as “lazy,” persay, as a lot of developers here either just didn’t have that particular mindset in mind that a difficultly option was entirely necessary at all or that the general thought process of that didn't bother to cross people's minds in the first place. Everybody’s got their reasons.
I mean, yeah, the thought of adding in a difficultly option for something like that for one of my games, like for Monopoly/Monopolo, have once crossed my mind before, but the amount of work and effort that it would take to code something like that in there just wasn’t entirely practical to me, and there was just not enough room to even add that option in on the Player Information screen anyway, so it wasn’t really that much of an issue that I wanted to bother with. Instead, I’d rather just design a more balanced general A.I. system and just have them do the odd random thing here or there just to switch things up and make things more interesting when you play against them every time.
I mean, yeah, if you can add in a difficultly option or something to make your game(s) more interesting upon a second playthough or something, then that’s great if it makes sense and you’re willing to do it. But sometimes it’s just best to have a more streamlined difficulty setting as it does save the developer(s) more time and effort in designing the whole thing.
I mean, yeah, the thought of adding in a difficultly option for something like that for one of my games, like for Monopoly/Monopolo, have once crossed my mind before, but the amount of work and effort that it would take to code something like that in there just wasn’t entirely practical to me, and there was just not enough room to even add that option in on the Player Information screen anyway, so it wasn’t really that much of an issue that I wanted to bother with. Instead, I’d rather just design a more balanced general A.I. system and just have them do the odd random thing here or there just to switch things up and make things more interesting when you play against them every time.
I mean, yeah, if you can add in a difficultly option or something to make your game(s) more interesting upon a second playthough or something, then that’s great if it makes sense and you’re willing to do it. But sometimes it’s just best to have a more streamlined difficulty setting as it does save the developer(s) more time and effort in designing the whole thing.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
It's hard for me to imagine any justification for not putting difficulty settings in a game. Especially an RPG, where the player can screw themselves over difficulty-wise so easily just by doing all the tasks that the game asks of them, making the game way easier in the process and having no way to undo the change. Adding a hard mode to an easy game or an easy mode to a hard game is so little work for the developer, and adds so many players to your audience.
I've also considered adding a complexity setting to some of my games, making it so certain fiddly RPGish things are done automatically. For example, instead of the player being able to choose 8 abilities to "master" to boost their effects and change those masteries in the menu at any time, they would just automatically get that effect applied to 12 abilities that they can't choose. Instead of a talent tree, a certain bonus would just automatically be granted at each level up. Etc. I know lots of players who love having that much control and customization over their party, and I'm one of them, but I've watched too many Let's Plays of RPGs where people just skip all of it and suffer as a result, and heard too many people complain that a game requires a PhD to figure out how to play. The Dragon Age games do something similar to this when the player levels up, letting them choose between allocating their stats and skills manually or automatically, and it seems to work well for those games.
I've also considered adding a complexity setting to some of my games, making it so certain fiddly RPGish things are done automatically. For example, instead of the player being able to choose 8 abilities to "master" to boost their effects and change those masteries in the menu at any time, they would just automatically get that effect applied to 12 abilities that they can't choose. Instead of a talent tree, a certain bonus would just automatically be granted at each level up. Etc. I know lots of players who love having that much control and customization over their party, and I'm one of them, but I've watched too many Let's Plays of RPGs where people just skip all of it and suffer as a result, and heard too many people complain that a game requires a PhD to figure out how to play. The Dragon Age games do something similar to this when the player levels up, letting them choose between allocating their stats and skills manually or automatically, and it seems to work well for those games.
I typically don't include them in my recent games because they're only a few hours long. They also don't have the typical progression systems that ruin balance and/or are intentionally fine-tuned for the experience. BUT my longer projects, Visions & Voices most notably, include them (or planned to since they never got finished).
I hate having to pick a difficulty in the beginning. I have no idea what the fuck your difficulty actually is! I don't trust you! Let me just switch in the menu or at save points or something. I change the difficulty around a lot in games, typically to make it harder once i master a system. Let me choose organically, don't lock me into some shit. ("Craze that's what you did in V&V" "yes i know that was over 5 years ago")
In general, a lot of RPG difficulty problems tie into the constantly vertical progression from a lot of different sources. This wrecked about a third of FFXIII-2 for me because I got stuck in one of the major dungeons and wound up getting a lot of XP and steamed through the next few hours. If games were more designed around player skill mastery and sidegrades, this wouldn't be as much of an issue.
I love systems like Fable's Boasts. DA:I also includes some (if you have the latest DLC installed) you can flip on/off, like whether or not enemies match your level or making hp potions useless. Cool stuff!
tl;dr: i'd love more games to focus on a player's mastery than an xp bar's mastery, because it'd solve a lot of these problems that a difficulty option would bandaid
edit: but stuff like boasts or diablo's tiers of difficulty that also provide more/better loot are problematic because they can undermine the whole point of upping the difficulty due to the rewards........
I hate having to pick a difficulty in the beginning. I have no idea what the fuck your difficulty actually is! I don't trust you! Let me just switch in the menu or at save points or something. I change the difficulty around a lot in games, typically to make it harder once i master a system. Let me choose organically, don't lock me into some shit. ("Craze that's what you did in V&V" "yes i know that was over 5 years ago")
In general, a lot of RPG difficulty problems tie into the constantly vertical progression from a lot of different sources. This wrecked about a third of FFXIII-2 for me because I got stuck in one of the major dungeons and wound up getting a lot of XP and steamed through the next few hours. If games were more designed around player skill mastery and sidegrades, this wouldn't be as much of an issue.
I love systems like Fable's Boasts. DA:I also includes some (if you have the latest DLC installed) you can flip on/off, like whether or not enemies match your level or making hp potions useless. Cool stuff!
tl;dr: i'd love more games to focus on a player's mastery than an xp bar's mastery, because it'd solve a lot of these problems that a difficulty option would bandaid
edit: but stuff like boasts or diablo's tiers of difficulty that also provide more/better loot are problematic because they can undermine the whole point of upping the difficulty due to the rewards........
I've started putting in difficulty settings in some games, because I can make a game and have multiple people think the same game is too easy or too hard, so I really do want to try to tailor to as many people as I can in that area.
I also agree about being able to change the difficulty from a menu. Like Craze said, difficulty can range so much from game to game that selecting "Normal" can mean two wildly different difficulty levels from two different games.
I do really like the idea of toggling features, though I'm not sure of any I could use right now, thinking about it.
I also agree about being able to change the difficulty from a menu. Like Craze said, difficulty can range so much from game to game that selecting "Normal" can mean two wildly different difficulty levels from two different games.
I do really like the idea of toggling features, though I'm not sure of any I could use right now, thinking about it.
author=craze
tl;dr: i'd love more games to focus on a player's mastery than an xp bar's mastery, because it'd solve a lot of these problems that a difficulty option would bandaid
Yea, I agree with this, for sure. I like being able to weave difficulty settings into games as organically as possible. For example, I think adding additional challenges for players who really wanna test their skills or prowess is fun - like the 100 Pipe gauntlet in Paper Mario: TTYD, or fights like Emerald Weapon. WoW's hard mode fights used to be directly chosen by actions in the encounter (killing enemies in a certain order, or activating switches) but they later changed it to a simple menu toggle, which works well, at least. Once you could handle the Normal mode, switching to Hard mode gave you better rewards.
Working this into an JRPG is a bit trickier, since players usually only fight each major encounter once. It's hard to judge what you can handle, and I imagine there's a bad feeling when you have to set the game on "Easy" for one boss just to progress. Plus, most RPGs have level systems and grinding can trump most difficulty or strategy.
One way I can think of adding this to a game would be having bosses come back near the end of the game as a Mark II version. The bosses could be properly matched to your end-game level, and be given new skills that 1) can go toe-to-toe with your end-game skills and equipment and 2) shore up one of the weaknesses of the original boss, so you'd have to get a little more clever the second time around. These could be optional or required, depending on how much pressure you want on the player. Re-fighting bosses at the end of the game isn't really a new idea, but reworking them to be even more interesting and strategic could create some great challenges without throwing a bunch of totally new bosses at the player all at once.
What I would worry is that the game would be notably more fun with or without the features that are toggled. Then perhaps you would wish that the feature was not directly tied to difficulty.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
author=CrazeThis is not a good decision-making paradigm in general
i mean final fantasy 1 did it so you can toooo
author=LockeZauthor=CrazeThis is not a good decision-making paradigm in general
i mean final fantasy 1 did it so you can toooo
I think he means there's no challenge in putting this into your game rather than claiming it should be done for everyone's game(s).
@FlyingJester: That's correct - the initial Second Wave options in XCOM merely put more RNG into the game rather than changing the difficulty, for instance. But still, most of the feature toggles you'll find in games will only change the game's difficulty or randomness.
I've tried a few variations on player-chosen difficulty levels. First, I tried a granular approach - being able to specifically set ally/enemy damage and such, and tying a sort of secondary reward to that. I probably could have tested/implemented it better, but I was young/dumb. After that, I made difficulty directly affect how smartly the AI behaved in battle (with a bit of a gradient), rather than just modifying HP/stats. That worked pretty well for a tactical setting.
In both instances, though, I've found some players really like having an emergent difficulty option through challenge or "gimmick" runs - "using only the starting party" and "never leveling up stats" are a couple I've seen. That kind ofself-inflicted paindevotion caught me off-guard, I'll admit, but I've decided to embrace it from here on out.
My next game has two difficulty settings: the normal game, and an "easy" mode that removes enemies and simplifies boss battles, so that someone who doesn't appreciate esoteric RPG mechanics can still play through for the story. Beyond that, the progression systems are more or less designed around the idea of encouraging "low level" runs, so if a player wants to try to finish the game with only the most basic stats and skills, that option is available.
In both instances, though, I've found some players really like having an emergent difficulty option through challenge or "gimmick" runs - "using only the starting party" and "never leveling up stats" are a couple I've seen. That kind of
My next game has two difficulty settings: the normal game, and an "easy" mode that removes enemies and simplifies boss battles, so that someone who doesn't appreciate esoteric RPG mechanics can still play through for the story. Beyond that, the progression systems are more or less designed around the idea of encouraging "low level" runs, so if a player wants to try to finish the game with only the most basic stats and skills, that option is available.
I've definitely found myself doing those "emergent" challenges in jrpgs. Shadow Hearts 2 has a second disc that so ridiculously easy that I forced myself to end every boss fight with a physical attack from Anastasia -- the weakest physical attacker who telekinetically slammed painted eggs on enemies. (Considering my family is Slavic and I have lots of pysanky lying around the house, it felt kinda strange, but hey -- digital eggs don't break!)
I think FF6 probably has the most examples of people doing that -- CES runs (only using Celes/Edgar/Setzer in the World of Ruin), Natural Magic runs (either with or without esper stat-ups, only using the spells that Celes and Terra learn naturally), least steps runs...
The idea of basing a game around taking the least possible amount of steps is kinda interesting, actually. hmmm
I think FF6 probably has the most examples of people doing that -- CES runs (only using Celes/Edgar/Setzer in the World of Ruin), Natural Magic runs (either with or without esper stat-ups, only using the spells that Celes and Terra learn naturally), least steps runs...
The idea of basing a game around taking the least possible amount of steps is kinda interesting, actually. hmmm
...but what if you're having a certain target audience in mind when developing a RPG? What if you want the game to be hard/challenging (even though everything is subjective)? What if you're an RPG Veteran who wants to make a tough and punishing RPG/Dungeon Crawler dedicated to fellow veterans?
Everything also comes with a price of course. I think the concept of difficulty levels are great. I'm all for difficulty levels when they're done right. Padding enemies with HP, DEF, INT etc. does not make an RPG harder IMO. What it does instead though, is creating an illusion of difficulty.
Also, I like how a more difficult game can encourage some players to actually push themselves and get better at the game, rather than giving up or switching difficulty level. I think there's a charm to older NES-like games. You feel good and more skilled when you've finished a difficult task.
An RPG that punishes players for setting up a not-so-good party is just designed badly. That's why I like when characters of a party can play different roles, suited for different situations.
Everything also comes with a price of course. I think the concept of difficulty levels are great. I'm all for difficulty levels when they're done right. Padding enemies with HP, DEF, INT etc. does not make an RPG harder IMO. What it does instead though, is creating an illusion of difficulty.
Also, I like how a more difficult game can encourage some players to actually push themselves and get better at the game, rather than giving up or switching difficulty level. I think there's a charm to older NES-like games. You feel good and more skilled when you've finished a difficult task.
An RPG that punishes players for setting up a not-so-good party is just designed badly. That's why I like when characters of a party can play different roles, suited for different situations.
I am absolutely in favor of difficulty levels for RPGs, and am really surprised more professional RPGs don't do it. Many RPGs (though definitely not all) have very interesting battle systems that never really get exploited because the game is so easy. While most players may enjoy NOT requiring a PHD in the game mechanics to survive, some players would.
I have to agree with what others have said, however. If we're going with different difficulty settings, how does one accomplish it? Here's my two cents on that issue: A standard RPG is based upon one's ability to heal faster than the enemy can deal damage. So long as healing > damage, "difficult" just means "long." Therefore, to create actual difficulty, one must ruin the formula. That could mean using status effects (which forces healing something other than HP), making it so that the enemy damage > healing, or making healing so expensive that one can quickly exhausts their resources.
I'm just quoting this for truth. I find a lot of games are pretty light on critical information that can help one survive a rather difficult boss fight. I remember once practically giving up on a game only to GameFaqs the boss fight and discovering that some random item in the game prevents the attack that kept killing me. How I was expected to know that I have no idea, but once I learned that the battle was easy. Hiding information from the player is NOT "difficulty". If you're going to add difficulty settings, you should ensure there's transparency around the battles as well.
I have to agree with what others have said, however. If we're going with different difficulty settings, how does one accomplish it? Here's my two cents on that issue: A standard RPG is based upon one's ability to heal faster than the enemy can deal damage. So long as healing > damage, "difficult" just means "long." Therefore, to create actual difficulty, one must ruin the formula. That could mean using status effects (which forces healing something other than HP), making it so that the enemy damage > healing, or making healing so expensive that one can quickly exhausts their resources.
In general, a lot of RPG difficulty problems tie into the constantly vertical progression from a lot of different sources. This wrecked about a third of FFXIII-2 for me because I got stuck in one of the major dungeons and wound up getting a lot of XP and steamed through the next few hours.
I'm just quoting this for truth. I find a lot of games are pretty light on critical information that can help one survive a rather difficult boss fight. I remember once practically giving up on a game only to GameFaqs the boss fight and discovering that some random item in the game prevents the attack that kept killing me. How I was expected to know that I have no idea, but once I learned that the battle was easy. Hiding information from the player is NOT "difficulty". If you're going to add difficulty settings, you should ensure there's transparency around the battles as well.
luliluiush you can still have options within a harder game. dark souls has pvp, but only if you choose to "restore your humanity" after dying.
also, let me just say that Etrian Odyssey 4 and FE: Awakening both have casual modes. even difficult-on-purpose games have levers to adjust to different players. you can choose your level of masochism as you please.
meanwhile, The Dark Spire was a complete flop lol (good music though)
hedge: i suggest looking at/creating games with more levers than just "mp" and "hp". there are all sorts of things you can do -- add in an optional objective that takes damage from AoE attacks you use but rewards you if it stays alive; make the enemy debuff the party more intelligently; give the boss a healer mook that you have to clear first; make the boss go red at 30% hp so you need to burst it down or else you WILL die; add a rotating electic current under the party that 100%-for-sure stuns each character in order as the fight goes on...
just watch a lot of ffxiv videos or something. they design Extreme bosses and then design the Story/Hard versions.
also, let me just say that Etrian Odyssey 4 and FE: Awakening both have casual modes. even difficult-on-purpose games have levers to adjust to different players. you can choose your level of masochism as you please.
meanwhile, The Dark Spire was a complete flop lol (good music though)
hedge: i suggest looking at/creating games with more levers than just "mp" and "hp". there are all sorts of things you can do -- add in an optional objective that takes damage from AoE attacks you use but rewards you if it stays alive; make the enemy debuff the party more intelligently; give the boss a healer mook that you have to clear first; make the boss go red at 30% hp so you need to burst it down or else you WILL die; add a rotating electic current under the party that 100%-for-sure stuns each character in order as the fight goes on...
just watch a lot of ffxiv videos or something. they design Extreme bosses and then design the Story/Hard versions.
Most JRPGs don't have difficulty options because they aren't designed to support them. In action games, if enemies hits twice as hard, the player can compensate by getting hit half as often. This option exist for some moves in JRPG and doesn't for others.
Elemental moves can usually be mitigated by the right equipment. If you by normal difficulty don't assume the player equips the right elemental protection, but you do on hard, you can easily double the damage (assume elemental protections halves damage) on an elemental move on the hard difficulty. In the same game however, giving a non elemental move 1,5 times the damage can force even a skilled player to rely on luck or grinding because there simple isn't any good way to mitigate that damage.
It gets more complicated however. If the player is exploring a volcano, an ice cave or some other areas with a very obvious elemental theme, most likely even a less attentive player (one playing on normal that is) will get the respective elemental protection. Also, if there are areas where the player can encounter enemies who together have multiple different elemental types, the player may not be able to get protection for them all.
This is even just elements. There are other factors such as whether or not you can reliable prevent a certain nasty from even happening by killing the right enemy quickly enough or applying a status effect. Attacks that can be reliable prevented or mitigated can get a higher boost than attacks which cannot. On the defensive side, enemies who are designed so they become more dangerous as the battle goes on gains more from a defensive boost than those who aren't.
Of course, you can ignore all that and just give enemies a percentile boost by going by the worst case scenario, their attacks are assumed to lack a reliable counter. I don't think this method makes the harder difficulty very satisfying though.
Another problem is that earlier on, the player usually don't have that many options available, meaning the opportunity to play better is limited or non existing. Handle this wrong and you could make a game where the hard difficulty means the game is at it's hardest early on and then gradually gets easier and easier as you progress.
So, implementing different difficulty levels either takes a lot of work or you make it easy for you, but most likely end up with undesired consequences.
A feature toggle or customize-able difficulty may be fun. I wonder what it would do though in a JRPG though. Maybe you can turn on more accurate status effects for example? Turn it on if you like to use status enemies and keep it off if you don't. Maybe you can make it so that enemies hit harder, but also die faster? You get the same problems, if not even more, as you do with more limited difficulty option, but the player is maybe more likely to accept the responsibility for wacky balance her-/himself.
Elemental moves can usually be mitigated by the right equipment. If you by normal difficulty don't assume the player equips the right elemental protection, but you do on hard, you can easily double the damage (assume elemental protections halves damage) on an elemental move on the hard difficulty. In the same game however, giving a non elemental move 1,5 times the damage can force even a skilled player to rely on luck or grinding because there simple isn't any good way to mitigate that damage.
It gets more complicated however. If the player is exploring a volcano, an ice cave or some other areas with a very obvious elemental theme, most likely even a less attentive player (one playing on normal that is) will get the respective elemental protection. Also, if there are areas where the player can encounter enemies who together have multiple different elemental types, the player may not be able to get protection for them all.
This is even just elements. There are other factors such as whether or not you can reliable prevent a certain nasty from even happening by killing the right enemy quickly enough or applying a status effect. Attacks that can be reliable prevented or mitigated can get a higher boost than attacks which cannot. On the defensive side, enemies who are designed so they become more dangerous as the battle goes on gains more from a defensive boost than those who aren't.
Of course, you can ignore all that and just give enemies a percentile boost by going by the worst case scenario, their attacks are assumed to lack a reliable counter. I don't think this method makes the harder difficulty very satisfying though.
Another problem is that earlier on, the player usually don't have that many options available, meaning the opportunity to play better is limited or non existing. Handle this wrong and you could make a game where the hard difficulty means the game is at it's hardest early on and then gradually gets easier and easier as you progress.
So, implementing different difficulty levels either takes a lot of work or you make it easy for you, but most likely end up with undesired consequences.
A feature toggle or customize-able difficulty may be fun. I wonder what it would do though in a JRPG though. Maybe you can turn on more accurate status effects for example? Turn it on if you like to use status enemies and keep it off if you don't. Maybe you can make it so that enemies hit harder, but also die faster? You get the same problems, if not even more, as you do with more limited difficulty option, but the player is maybe more likely to accept the responsibility for wacky balance her-/himself.
While I agree with your analysis, Crystalgate, but I feel like a lot of old snes- to ps2-era RPGs would be far more interesting with double the enemy HP. That way, they'd stick around for more than a turn and you'd have to actually execute some sort of pattern or combo or whatever instead of just mashing attack before they hit you. A lot of the games in the latter half of that timespan have interesting mechanics but the games are so piss-easy that the lack of enemy stats completely undermines the cool battle systems. (Atelier Iris 3 and Suikoden V, I'm staring you directly in the eyes.)
I think overall (for older rpgs) there's just too much progression and not enough actual levers to pull while in battle for things to be balanced in a fun way but I've harped on about that far too much in other topics to babble on here. When your only skills are fire/fira/firaga, of course you're not gonna have a lot of complexity or balance levers in your gameplay...
I think overall (for older rpgs) there's just too much progression and not enough actual levers to pull while in battle for things to be balanced in a fun way but I've harped on about that far too much in other topics to babble on here. When your only skills are fire/fira/firaga, of course you're not gonna have a lot of complexity or balance levers in your gameplay...
author=CrazeYou basically gave a bunch of examples of what I was talking about.
hedge: i suggest looking at/creating games with more levers than just "mp" and "hp". there are all sorts of things you can do -- add in an optional objective that takes damage from AoE attacks you use but rewards you if it stays alive; make the enemy debuff the party more intelligently; give the boss a healer mook that you have to clear first; make the boss go red at 30% hp so you need to burst it down or else you WILL die; add a rotating electic current under the party that 100%-for-sure stuns each character in order as the fight goes on...
just watch a lot of ffxiv videos or something. they design Extreme bosses and then design the Story/Hard versions.
+ Optional objective that takes friendly AOE damage = can't heal something that must live.
+ Healer mook = give the enemies the same healing advantage.
+ Red at 30% = damage > healing at that point.
+ Electric current that stuns party members = stuns healer eventually, creating a "danger" turn where damage > healing.
As for "intelligent debuffs," they create damage > healing in one of two ways.
+ 1. You can debuff the healer or healers of the group, and therefore remove healing.
+ 2. Most debuff cures hit only one target at a time and don't restore HP. Therefore, a multi-target debuff (particularly one that also does damage) means damage > healing.
Related to debuffs are the instant death abilities that also can only be healed one at a time or knock out your dedicated healer for a few rounds. Early in the game, basic revives also tend to not full heal, meaning death takes two turns to heal, making it especially dangerous.
So it's still all about the enemy somehow doing more damage than your party can heal. And once that setup is in place, you have all sorts of possible strategies.
+ Jump right before the enemy turn to avoid damage.
+ Time your heals so that they occur right after the enemy attack, since if you waste a heal, you're going to die.
+ Protection against debuffs heading into battle ("free heals", basically).
+ Put your characters in the back-row to reduce damage (ie: boost healing).
+ Choose high agility characters to ensure you can run from problematic fights.
+ Actually run from problematic fights.
+ Have target-all spells that both do damage to the enemy and heal you.
+ Tanks that can defend weaker characters, or who self-heal, or have auto-immunity, or auto-revive.
+ Seeing high damage spells as a method to prevent damage, not kill enemies.
That whole list above is from actual, old school, JRPGs. We forget how complex and interesting these older games were because generally speaking, we never knew. Part of that, of course, is because the games were so easy it wasn't necessary. And part of that was because the games never told us. And both of those things are major faults that tend to force "difficulty" into the bad place it is today. One thing a lot of MMOs and MOBAs do better today is explain the mechanics of the game engine, whereas the games of old had to be hacked and analyzed before anyone understood many of their more ingenious qualities.
For example, expert FF6 players know "back-row" is basically broken in that game. Yet most people first beat the game exclusively in the front-row. I even watched a Let's Play of a guy playing a "challenge" hack of FF6 where he kept all of his characters in the front, then complained about taking too much damage and raged quit. In Lufia 2, Dekar is seen by many as the best character to bring into the Ancient Cave, but he's actually among the worst, and, if you do bring him, may be the sole reason for your failure to reach the top (on the flip side, he remains the best at taking down the "Master", making him newbie friendly).
In the end, if you use health and healing in your game, it'll never be a legitimate challenge so long as healing > possible enemy damage output. So for increased difficulty, somehow that basic fundamental premise needs to break down. And, if we're talking about scaling difficulty, it needs to incorporate that premise.
I'll definitely have to check out some FFXIV stuff. I'm always interested in battle systems.
EDIT: I want to note that I wrote the above BEFORE Craze's most recent post.
@Craze: Does Dark Souls have difficulty modes though? In general I enjoy difficulty modes when done right. The fact that it makes a game more adoptable to different types of players is great.
I think Deadly Sin 2 handled this mechanic pretty well; you're able to change between Easy, Normal and Hard Mode on the fly, whenever you want (except for when you're in a battle or cutscene.
I also I agree with what you said about increasing the HP to some enemies. I haven't played much of the classic RPGs, but I've definitely noticed that a lot of normal encounters in games like FF, you can practically beat a bunch, if not most of them by simply mashing attack. If enemies get more to time to do stuff, so will the player naturally.
I think Deadly Sin 2 handled this mechanic pretty well; you're able to change between Easy, Normal and Hard Mode on the fly, whenever you want (except for when you're in a battle or cutscene.
I also I agree with what you said about increasing the HP to some enemies. I haven't played much of the classic RPGs, but I've definitely noticed that a lot of normal encounters in games like FF, you can practically beat a bunch, if not most of them by simply mashing attack. If enemies get more to time to do stuff, so will the player naturally.




















