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What are your methods to difficulty in an RPG Maker game other than broken, unfair monsters?
I think the answer would lie in placing the challenges of the game outside the battle screen. Once you do so, you give yourself a lot of latitude because you can deal with success/failure conditions that don't automatically end the game and you can require skills from the player that aren't measured in raw stats.
In a game I playtested recently, dungeons would collapse after you fought a boss and you'd have a limited amount of time to escape the dungeon (failing gets you a game over). One particularly cool twist on this was a dungeon which contained a puzzle you had to solve - after it collpased once you beat the boss, you had to escape the dungeon, which meant you had to do this puzzle again, in reverse, while the timer kept ticking! It was very frantic and very cool.
Yeah and that's where your MP plugin comes in. Looking forward to seeing that one since it's more optimized with the spell system I have going on than the trouble I'm having right now with Yanfly's Limited Skill Uses, but I digress.More than how strong are your enemies, you should also see how much resources are available, specially healing.
An old project I was making didn't had strong enemies, but was considered very hard because people would end dungeons without items and mp if they spent them without thinking.
If your game your characters have hundred MP points, with skills costing 5 MP and having MP recovery items on shops, then the skills can be abused (specially the healing skills) and this makes the battles easy. With this model, character will only die when they are one-hit-KO'ed.
Welcome back by the way. Very fine points.My approach is to detach the difficulty and challenge from the game over condition, and offer "difficulty selection" on an encounter-by-encounter level that is in direct response to the player's performance.
I'm using on-map visible encounters (where enemies do NOT chase and auto-engage), so when a player party is wiped out, be it by a boss or a normal enemy, the player is merely returned back to the tile where they were, allowing them to rethink their strategy and redo the battle without the frustration of losing progress or just ignore the encounter and move on. For unavoidable boss encounters, after an X number of wipes, the player will be given the option of retrying the battle with a 10% boost across all stats; a few more unsuccessful attempts later, and the player will be given the option of retrying the battle with a 20% boost across all stats. At no time are these buffs forced on the player; they are merely a way out for those that are truly stuck.
The counterweight to this system is that, every encounter gives different rewards based on how quickly they were cleared, with better rewards given to shorter battles. By selecting to use these buffs to clear the boss, the game automatically puts the player into the lowest reward tier. Therefore, players that only want to progress for the story will be able to "control" the difficulty on a case-by-case basis reflected by their actual performance in exchange for minimum loot, while "hardcore" players in for the challenge will have the additional time constraint to worry about in addition to just making it out alive. Regardless of how the boss is cleared, there is a mini-game-like system where the player can freely re-challenge this boss for a better ranking/loot, with the caveat that their party composition/stats/equipment/skills will be set to the theoretical maximum of what they could have gotten at the point in the game when the boss was originally fought (doable in my game because there's are level caps for each section of the game). Therefore, players who opt to first clear the story before diving into the challenges do not run the risk of permanently missing anything and always have the option to challenge themselves, while the integrity of the difficulty/challenge of boss battles that have been deliberately fine-tuned will not be compromised due to over-leveling. Due to these systems, I can deliberately make getting the best rank REALLY hard, and I do. =)
For some reason, maybe due to how games were like this back in the old days, people seem to really like to tie "difficulty/challenge" to "story progress". Making it as if "story" is the ultimate reward that incentivizes players to confront and overcome gameplay challenges. That's just not true. In fact, I would argue that if players are suffering through the game systems in order to get to the next part of the story, then the game part of the game has failed and needs a lot of work. For a well-designed game that's actually fun to play, players that enjoy the game and its mechanics will seek out challenges for themselves even if you don't make them long after they've cleared the story (just look at how many speed runs, level-one runs, handicapped runs, god-knows-what-other-masochistic-restrictions-people-do runs are out there for games that we love). Therefore, I think the best reward for players who like to solve the problems that you've made for them (defined within your game rules, goals, challenges) is to give them more challenges or new tools to tackle these challenges. Hence, make "difficulty/challenge" a feature independent from things like "story/plot progress"; by doing so you'll eliminate the need to "cater" to different audience groups while also making challenges hard enough to give your best players a run for their money.
For some reason, maybe due to how games were like this back in the old days, people seem to really like to tie "difficulty/challenge" to "story progress". Making it as if "story" is the ultimate reward that incentivizes players to confront and overcome gameplay challenges. That's just not true. In fact, I would argue that if players are suffering through the game systems in order to get to the next part of the story, then the game part of the game has failed and needs a lot of work. For a well-designed game that's actually fun to play, players that enjoy the game and its mechanics will seek out challenges for themselves even if you don't make them long after they've cleared the story (just look at how many speed runs, level-one runs, handicapped runs, god-knows-what-other-masochistic-restrictions-people-do runs are out there for games that we love). Therefore, I think the best reward for players who like to solve the problems that you've made for them (defined within your game rules, goals, challenges) is to give them more challenges or new tools to tackle these challenges. Hence, make "difficulty/challenge" a feature independent from things like "story/plot progress"; by doing so you'll eliminate the need to "cater" to different audience groups while also making challenges hard enough to give your best players a run for their money.
I have to disagree. There are some people that do that, but there are many people that only ever default to the normal game difficulty and then complain it is to easy. Heck, I read old game design books on difficulty that even stated statistics that people rarely move up the difficulty if it is to easy (quick to go the other way around however), even if the easy difficulty is ruining the game for them. Pretty much making the initial difficulty picked as the hardest the average person will go (using statistics and humans natural desire for the path of least resistance as it's reasoning).
And to add to that, I like hard games, but will never go out of my way to challenge myself after the story is over. There are many other games to play out there and there isn't anything left to progress in the game (what is the point of killing a super boss or other post endgame challenges really? No more story, no more point to progression, just a ego boost).
Diablo 3 entire point is getting to harder points with more and more loot. Most people even tell me the game isn't beat till you beat it at the highest difficulty. So the difficulty stops being optional and more of the next step.
Also, Diablo 3 is not about the story and most players I know think the lore is pretty stupid (just about smashing monsters to them). So it isn't optional but the entire point and if anything, the story could be the one considered optional. Not really a fair comparison with story driven games whose point is to play to completion for the story and not to beat the game 3+ times in an attempt to get better and better loot.
Also, just because a game is easier does not make it more fun either. Decreases in difficulty can make players feel like they are being treated as inept or feel like the game is being dumbed down for the sake of getting more sales. And might even cause people to drop the game as they get to bored with the gameplay to finish the story.
Finally, what is wrong with targeting certain player demographics and ignoring others? I honestly think that this isn't done enough, as developers try to please everyone and end up not amazing anybody. A game should not be forced to be as inclusive as possible (game has to have a single player, multiplayer, easy modes, hard modes, etc) and gamers shouldn't expect every game to be made specifically for them.