Maybe you haven't been convinced by a good enough argument. Maybe you just don't want to admit you are wrong. Or maybe the chaos is the objective, but what are you knowingly on the wrong side of?

In my case: I don't think any games are obliged to offer an easy mode. If developers want to tailor a specific experience, they don't have to dilute it with easier or harder modes that aren't actually interesting and/or anything more than poorly done numbers adjustments. BUT I also know that for the people that need and want them, it helps a LOT. But I can't really accept making the game worse so that some people get to play it. They wouldn't actually be playing the same game after all...

  • HipsterTenZero@dormi.zone
    ·
    6 days ago

    I think TTRPGs should be unbalanced. Balance is a construct of games, and the fictional worlds the players will interact with are less immersive when everything is predictably tuned and equal. I think the fiction of a rogue being about as good as a fighter at combat is stupid. I think rust monsters and undead creatures that hurt your stats are way better than dire boars and skeletons who just shoot you with bows. I think that when rocks fall, things should die. These all contribute to the fantasy world seeming more dangerous, more 'real', like a spectral hand isn't shielding you from the worst the world has to offer.

    I also recognize this is my dark fantasy bias yapping away

    • OBJECTION!@lemmy.ml
      ·
      5 days ago

      You might be interested in GNS theory. TTRPGS try to do three things at once, be a Game, tell a Narrative, and Simulate a world. Different games will prioritize different aspects, some people want a fair challenge where they build a character according to the rules laid out to face a challenge, other people want everything to serve the story, even if it means fudging mechanics or breaking with realism, and then some people just want the simulation to be as realistic as possible.

      Like many things with TTRPGs, it's table dependent and emphasizing any of those elements over the others is totally valid as long as everyone's having fun.

    • NaevaTheRat [she/her]@vegantheoryclub.org
      ·
      6 days ago

      I'm with you. If a world isn't dangerous there's no reason to engage with it critically imho. If you want to grind out tactical combat or explore a power fantasy video games or board games do a better job, what they can't do is appropriately punish or reward you for being clever. Or handle unexpected interactions.

      But I'm a minority. I prefer disreputable thieves slinking through an ancient dungeon spinning lies, setting traps, and brokering deals to "I use ability-5, roll my 2 dice, apply bonus modifiers, and kill the challenge appropriate goblin".

  • wuphysics87@lemmy.ml
    ·
    7 days ago

    Imo, games shouldn't have an easy or a hard mode. They should progress from easy to hard. Think super mario world.

  • wuphysics87@lemmy.ml
    ·
    7 days ago

    The right way to comment on this post is not to answer OPs question, but rather offer your take on their take.

    I did all the things at once!

  • LastoftheDinosaurs@walledgarden.xyz
    ·
    7 days ago

    Opinions change, but sometimes the discussion doesn’t come up a second time. There are more than a few positions I’ve taken that I’ve since changed my mind about, one of which is certifications. While not necessarily a requirement in IT, having one would be immensely helpful right now, and so would having any kind of degree. Not only would it assist with a job search, but I’ve also been looking into moving to another country, and these things are almost always listed as something they look for during approval.

    I’ve also been on the wrong side of whether or not to change career paths.

    I’m trying to get back into gaming, and one of the things I appreciate most is a true, authentic experience that the developer intended, not something that was trimmed down or made easier for the sake of bringing in the most money or using other gimmicks to increase player count. I used to think it was best to include an easy mode, but after experiencing it, I can see it’s really not the same game, like you said. This was a relatively recent realization, too, one that I didn’t know I was on the wrong side of until I saw it firsthand.

    Distro choice is another issue. I didn’t want to admit that I’ve fallen behind on that one, but I’m trying to get into some of the gaming-specific distros now after seeing what’s available.

    I’ve been doing a lot of self-reflection, and these are just a few of the things I’ve realized I was wrong about. It’s not that I needed to be convinced of anything; I just couldn’t admit it for whatever reason. I’m trying to work on a lot of things right now.

  • jjjalljs@ttrpg.network
    ·
    7 days ago

    Oh, I'm also on that side of the "game difficulty" argument. I mean, I don't care much about what's offered in single player games. I usually play on the default settings. But one time I got into an argument with someone who said he should be able to unilaterally adjust his iframes and parry window in PvP, and that guy can fuck himself.

    I think I have an undue emotional response because a lot of the time it feels like the other person didn't even try. It's like someone who goes to a restaurant and just immediately pours salt all over the dish. Just try it like it was delivered first.

    Or they usually eat pizza, but they order this soup dish. And then they get mad they're burning their hands when they try to scoop it into their mouth. Use a spoon. Stop blaming the soup and use a spoon.

    I guess more broadly my problem is I don't believe other people are any good at introspection and emotional regulation. People just feel things and make up justifications. We all do that some of the time, but I think some people are just always in that mode.

  • comfy@lemmy.ml
    ·
    7 days ago

    I don’t think any games are obliged to offer an easy mode.

    That's a valid stance. It's ok to make art which is not intended for everyone, or even the majority.

    However, if you're charging people money for it and they are surprised by the difficulty and can't enjoy it as a result, I think that could be a potential ethical issue. But if you make it clear it's a difficult, challenging game, then I see no problem.