Actually, now that I think about it...observing how various games have handled 'difficulty', Clockhand may be onto something as far as retaining "experience" goes. A lot of games encourage players to try higher difficulties by depriving them of some part of the overall experience. Like when I was like 8 and playing SFA2 on one star setting, they'd never show me the goddamn endings and at the end it's like "why don't you try a higher difficulty setting? *trollface*"
Like is there any way to do this without condescending to the player? Cuz I think "normal" difficulty is generally crafted under the impression that the average player will flock to that difficulty, and therefore is made to show off how the developers wanted the majority of people to experience the game. Like, it's the "ideal" mode if you just want to feel complete playing a game. For example, on lower difficulties in MvC3, the CPU will //rarely// use team hyper combos, though that is an integral part of the game. So I think encouraging players to at least reach this level of play is good, I just don't see how it can be done without being a dick about it. Cuz honestly the only reason I decided to get better at fighting games is because those motherfuckers never showed me the goddamn endings--EVER.
And then there's the Outrun/Mega Zone method of branching levels, but that in itself is flawed as players who constantly choose the "easy" path will never get to experience the level design of the harder levels. So it's like...can we somehow encourage players to experience the harder aspects of a game (which are, undoubtedly, //part// of the game) without like...baiting them into doing it?




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