*blows dust off ancient readme.txt*

"I don't care how good Nemoral is, that doesn't give you the right to belittle others for their concept ideas."
A cop investigates a cult connected to a case of missing children.



Trigonometry script for rpg maker 2003

I think at this point it's best not to further this particular discussion anymore... Maybe carry it on in https://rpgmaker.net/engines/rt2k3/utilities/207/

much like the ring menu, talking to bulma is a matter of going in circles.

Featured Game, Featured Dev: Darken

Appreciated the interview, I find it funny Theia's translation was released the moment I wondered if it was coming out this year or not.

February Games Roundup

I should try Shooty and the Catfish at some point. Nice coverage.

RMN Attemptcast, Episode 0

Interested as well.

Trigonometry script for rpg maker 2003

the analogy is that youre the one creating problems for yourself over nothing.

Trigonometry script for rpg maker 2003

A Different Approach to Difficulty

I mean you said:

But rather, the game allows the player to interact with it in certain ways to make it easier, or harder, for themselves. These take the form of tools, approaches, strategies, input sequences or methods, etc. which should often come with some sort of trade-off.


This is something that has been implemented in a number of games including From Software’s Dark Souls, which Extra Credits has dedicated an entire episode to, and which everyone should take a look.

The video contains a list of mechanics that cover a lot of the game's difficulty. I'm going to assume you're referring to the entire game as a shining example of how organic difficulty works. Especially if the point of design is to work the difficult adjustment within the game itself. You can't talk about how magic builds affect the entire game without talking about the entire game.

A Different Approach to Difficulty

If it's any help I think a better example would be Shovel Knight. Isolating just the checkpoint system. Where you can either choose to destroy a checkpoint (meaning when you die you go to the beginning or checkpoint you didn't break) or reap the rewards (money). To me that's a difficulty that's altered in the middle of the game and ignoring the mechanic all together means you just play normally.

Referencing the entirety of Dark Souls for a difficulty solution is kind of... eh. I mean Shovel Knight suddenly reminds of Dark Souls 2's bonfire system where you could make enemies surrounding it more powerful (and respawn them) for various riskreward quirks, and that being isolated as an example is gonna have less arguments and people like me poking holes.

A Different Approach to Difficulty

His point is the same as mine as in that the Dark Souls "organic difficulty" only works in practice if you know a lot about the game before-hand. Again how would you know pyromancer is the easy mode? Despite being able to learn magic later on in the game (again a technique pretty cumbersome to new players, I've seen tons of LPers MAYBE experiment with it by the time they get to Darkroot Garden, things like catalyst requirements, equipping the spell, knowing the spell usesage really just comes after putting up with the melee build for long) it's a choice that greatly affects your first time experience with the game, if he had accidentally picked magic user the "organic difficulty" seems to come down to happenstance. Also really? Archer build? That also isn't a very intuitive thing to use unless you know what you're doing, at the beginning of the game you have limited ammo and enemies with shields can negate it. You're also screwed when up against bosses and aren't really learning the game. They're meant to give a slight advantage like firebombs in battles and they can abuse the AI, but there's a lot to deter players from bothering exclusively with archery unless they looked up on how to get the Drake Sword or something.

I think Dark Souls is a great game and anyone can beat the game if they put their mind to it. But it's laughable to say that Dark Souls has this amazing scale-able difficulty that can conform to players as they play the game. The game is an imbalanced mess that just taking the wrong direction at the start of the game will fool you into thinking the game is more difficult than it is. It's full of traps and common mistakes that can turn off the player from playing the game had they not looked up some tips and tricks beforehand.

A Different Approach to Difficulty

Huge issue with Dark Souls and the Organic Difficulty proposition: It's really just similar to the issues of the others. Picking Pyromancer at the start of Dark Souls is really just a hidden easy mode aka a choice from the very start. Someone going into the game for the first time wants to RP as Gandalf when they pick magic, not to "organically" take it easy. To me that whole thing was just incidental, and Demon's Souls (the game before it) took more of the route of different parts are difficult for different builds. I don't think making the game simply imbalanced from the very start (most AI unable to deal with ranged hitstun attacks, the magic system being spam to win, ignoring every combat mechanic ) is the most elegant solution. Not to mention the magic system is actually cumbersome to use for any new player. There's a lot of things in Dark Souls that aren't exactly... elegant. It's just an imbalanced game lol.

To broadly address optional rankings and encouraging speedrunning as an optional difficulty... this like affects like 2-3% of your playerbase. Keep that in mind, I would spend a ton of development time making "Challenge Levels" for one particular game that were unlocked by speed running and collecting. A lot of time was put into them but they ended up not being worth their existence in the end (according to achievements). The battle of finding a gameplay difficulty for everyone is rather fruitless when considering the war of finding gameplay people actually want to play is a greater thing to consider.

You've lost me on the Ludoaesthetics section. Game design academia really isn't my bag.