Zeboyd Games

Why “normal” difficulty is destructive, and the possible future of granular difficulty levels

Why “normal” difficulty is destructive, and the possible future of granular difficulty levels

I really enjoyed this article, and it's not just due to the fact that I'm increasingly comfortable turning the difficulty level of games I'm playing down to "easy." Often I'm playing mostly for story, and get tired of being held back because a certain boss is difficult. Other players like to increase the difficulty as high as they can because they love a challenge. There's no "real" way to play, and we're all here to have fun. "Normal" difficulty isn't the best name for middle of the road.

The other thing I liked reading about was the idea of adjusting difficulty sliders for different aspects of the game. Having ultra-hard puzzles but easy combat is an idea I can get behind. There shouldn't be judgment in how people play games, so the more styles of play you support, the larger your potential audience.

Some games will always thrive at a certain difficulty. Dark Souls, for instance, doesn't exactly work if everything is easy, but many games would benefit from a more granular approach to their difficulty levels. This is an interesting conversation to have.

Disclosure: Zeboyd Games developed the last two Penny Arcade video games.