this post was submitted on 06 Nov 2025
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[–] SpaceNoodle@lemmy.world 178 points 11 months ago* (last edited 11 months ago) (123 children)

I'll keep saying it: I already have a job. I want to play a game to unwind.

Implementing a wide gamut of difficulty settings is also an accessibility feature, and allows people with certain physical or mental challenges the opportunity to enjoy your game firsthand. Why would you want to deny your audience this opportunity?

[–] Soggy@lemmy.world 6 points 11 months ago (6 children)

Mastering a game and falling into a good flow is unwinding for me. Something easy doesn't release any tension nor give me accomplishment-dopamine.

And not everything needs to be made for the widest possible audience.

[–] MrScottyTay@sh.itjust.works 7 points 11 months ago (3 children)

With difficulty options you will still get that, in fact you may get it better. Maybe for a specific game the difficulty needs to be lower or even higher for you to find that sweet spot.

[–] kunaltyagi@programming.dev 4 points 11 months ago (1 children)

If difficulty is just hit points, higher difficulties are not really enjoyable. Adjusting hit points, items, weapon damage, etc. together to achieve good flow on every difficulty is not an easy task.

[–] MrScottyTay@sh.itjust.works 3 points 11 months ago* (last edited 11 months ago)

They don't have to go all out. Shitty easier/harder difficulties that just multiply or divide values in a basic manner is better than nothing at all.

Devs should absolutely just focus on the difficulty specific experience they planned but nothing is stopping them from doing the bare minimum. And if you have good coding practices, it's easy as fuck to implement with the difficulty menu itself likely to be the hardest part to implement after the fact.

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