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Development Update #1: Difficulty

Well, it's been about a week since the public demo of Mythos went online, and in that time I've received from pretty good feedback on which direction the game should take.

A hot topic that's been brought up a few times (and something that seems to be an issue with games I make in general) is the game's difficulty -- namely, that the fights are pretty damn hard. As such, I'm currently taking the time to go through what I've made of Mythos so far with an eye to re balancing the combat difficulty and making the Easy Mode toggle actually affect the stats of enemies.

First of all, I should point out that, just like in the Legionwood series, the unforgiving difficulty of Mythos is a conscious design choice, for several reasons. Mythos is unique among my games in that it's both an RPG -- one that's inspired by old-school tabletop games, at that -- and a survival horror game. I believe that in a horror game, the enemies should be a threat. Players should be scared of them. If they're lucky and play smart, they might be able to kill a few, but they should definitely end up dead if they try to take on all the enemies head on. Furthermore, the combat, being based on tabletop RPGs, is resolved through dice rolls, leaving a lot to chance and making unlucky deaths rather common. My goal with the combat in Mythos is to make it fast and ferocious, giving the player a sense that they're underpowered.

However, with the feedback received from the demo in mind, I've actually come to realise that many people who've played the game so far don't actually have a lot of prior experience with survival horror games. Because Mythos is an RPG and not just a horror adventure game, a large portion of its players are RPG fans that haven't played a survival horror game before. For these people, it's quite a shock that any random enemy in Mythos can destroy the player character relatively easily.

So, how will I deal with this problem? It's simple. Mythos is intended to be a hard game. It's for people who like to feel a struggle to survive. It's for veterans of AD&D and Vampire: The Masquerade, who know that one dice roll can change everything. But that doesn't mean someone with no experience of either of those things can't play it. Mythos currently has an Easy Mode that can be toggled from the Config menu. At the moment, this only affects the cost of EXP upgrades and makes health items more common, but I'm going to spend a significant amount of time expanding it to affect combat, as well. There will be two sets of enemies in Mythos -- one for each difficulty mode -- and Easy Mode will make the monsters a lot less ferocious.

The idea is that, with Easy Mode on, the game will shift focus a little. Instead of being a survival horror game with RPG elements, it will become more of a straight-forward RPG. It will be possible to fight all of the enemies and grow steadily more powerful, just like in a normal RPG. In that sense, "Easy Mode" is probably a misnomer. Mythos isn't just about combat, and the game will still be a challenge, even if the monsters are a pushover. It'll just become a... different game, in a sense.

Hopefully this will enable players of all skill levels to enjoy Mythos. We'll have to wait and see :)

Posts

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Does the game have boss fights? I don't mind the difficulty since I skip most
of the enemies but If there are boss fights in the game then I'll have to rethink my strategy a bit. I encountered an enemy that may have been a boss but since
I choose the reported, I was able to use occult arts to instantly defeat him so...
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 seems to me that the difficulty in survival horror isn't really about the player being underpowered so much as unprepared. You're given the tools to beat enemies - you just can't usually afford to use them.

Survival RPGs trying to add a non-survival mode can get a lot of mileage out of letting the player become more powerful in "easy" mode, instead of making them more powerful by default. i.e., let the player buy or earn resources that are limited in the hard mode, whether that's healing items or MP or experience points. This really does turn it into more of a traditional RPG - where you work to build your power up, instead of struggling to not run out of power like in a survival game. It sounds like this is mostly the direction you're going, with the change in XP curves and healing items, so I approve!

I'm not sure the weaker enemies are actually necessary. You could probably make them give more XP instead (and maybe even make some of them harder). I suppose either way works though.

On the other hand, just giving the player a little more stuff for free without letting them earn anything extra will simply make an easier survival horror game. There's nothing wrong with that either, but it doesn't sound like it's the direction you want to go.
@macblo: Yes, there are bosses. Not too many -- five, I think -- but they are there, and they're pretty tough. The creature you banished was one of them (they can be all be bypassed by a certain non-combat skill, so you don't actually have to fight them). Unlike the wandering monsters, the bosses are less like survival horror enemies and more like normal RPG boss fights -- they're tough, but designed to be beaten on the first try, if you aren't stupid.

@LockeZ: You raise some good points. At the moment, what the Easy Mode does is halve all of the EXP boost costs and make health restoring items appear more often around the environment. This means you can get stronger faster than you would in Normal mode (for example, a 3 point boost to the Combat stat costs 6 EXP in Normal, but costs only 3 EXP in Easy) by purchasing more stat boosts and skills in a shorter span of time. You're not actually any stronger by default, and your starting stats and skills are still the same as they would be in Normal.

The problem with this is that the player still starts in the same position as in Normal mode, with the same starting stats and skills. As such, the first couple of fights until they start getting enough EXP will still be very tough. This is why, at least in the opening area of the game, Easy Mode will probably also drop the difficulty of the fights, to allow them to actually get the EXP they need to get stronger quicker. After that, there'd probably be a curve in difficulty matching what you'd get in Normal -- it's just that an Easy Mode character will be more powerful than a Normal Mode character and will find those fights much easier.

Keep in mind that as Mythos is a survival horror game, health items are generally intended to be uncommon to rare. There isn't a "shop" where you can buy them and you're expected to conserve and smartly utilise what you little supplies you do find laying around. In Easy Mode, more of these items will appear (for example, an empty room on Normal may contain a Medical Kit on Easy) so while the player is getting extra items for nothing, they still have a finite amount of them.
Thanks for replying Dark Gaia. I'm pleased to hear that I don't have to
fight the bosses in the traditional way so I can focus on my none combat
skills.
If you do want to avoid the bosses, you'll definitely have to focus on levelling up all of the non-combat skills. Each boss is bypassed by a different skill -- the first one uses Occult Lore, the second uses Investigate, the third uses Subterfuge and so on.

The only boss you have to fight is the final boss, but you can use your non-combat skills to unlock a much weaker version of him.

EDIT: Looking at the EXP curve and the costs of the non-combat skills, I've actually realised it will be entirely possible to complete Mythos without fighting a single battle (except for the final boss), as the EXP you gain throughout the game from utilising non-combat skills is more than enough to max every non-combat skill and make you powerful enough to face the weakened final boss.
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