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Learn: Profession Game Designer from scratch to PRO
Learn MoreModern games provide players with a wide range of options, which is an important aspect of game design. Developers strive to create the most interactive and adaptive gameplay to meet the diverse needs of users. These features help players navigate the game more easily and immerse themselves in its world, providing a deeper interaction and engaging experience.
In this context, we are talking about the choice between different difficulty levels in video games. However, this is not the only aspect that affects gameplay. Players are provided with mini-maps, markers, and helpful hints, including contextual ones. Sometimes situations become comical, as was the case with the recent game God of War: Ragnarok, where characters too quickly prompt Kratos to solve a puzzle, preventing him from truly understanding the problem. These elements can simplify the game, but sometimes raise questions about the balance between assistance and independent problem-solving.
However, even today, there are developers who adhere to the principle of eliminating the easy mode. They believe that players are capable of independently mastering and remembering the necessary information without additional assistance that could distract from full immersion in the gameplay, story, and atmosphere. This approach emphasizes confidence in the abilities of players and creates a deeper experience of interaction with the game world.
This article does not cover such important features as changing the font size and the ability to customize color schemes for people with color blindness. These settings play a significant role in ensuring accessibility and convenience for players with disabilities. Each of these options requires separate attention and detailed explanation, as they can significantly improve the gaming experience and make it more inclusive for all users.
When FromSoftware's work reaches a wider audience, it becomes the subject of active discussion and debate. The popularity of its games, such as Dark Souls and Bloodborne, generates polarizing opinions among players, underscoring their importance in the gaming industry. These discussions not only help build a community of fans but also facilitate analysis of the game's unique mechanics and style. FromSoftware continues to influence the genre, attracting the attention of both new and experienced gamers, making its projects significant events in the world of video games.
Old Debates About the Main Thing
It all started when renowned journalist Jason Schreier, author of Blood, Sweat, and Pixels and Hit Reset, posted a message on Twitter before the release of Elden Ring. Schreier, with a reputation as a reliable source of information in the gaming industry, drew attention to anticipated aspects of the game. His post fueled interest in Elden Ring, revealing details that could influence the project's reception. This journalist's approach has become an important development in the lead-up to the game's release, as his opinions and predictions often come true. This has created additional context for the discussion of Elden Ring in the community of players and critics.
If you plan to play Elden Ring, it will be useful to keep a journal or a file in a text editor. Despite the ability to set markers on the map, the game lacks a quest log and information about NPCs. Keeping a journal will help you track the location of characters and their requests, which will significantly facilitate the process of completing quests and interacting with the game world.
Anticipating possible discontent, he published a supplementary post in which he attempted to clarify the decision made by the developers.
A quest log could have significantly detracted from the experience. One of the reasons Elden Ring stands out among many other open-world games is the absence of traditional checklists. Quests and NPCs in the game appear and disappear depending on your actions, which creates an atmosphere of uncertainty and surprise. This makes the gameplay more engaging and unique.
Quests in FromSoftware games are significantly different from the typical quests in games like Horizon: Zero Dawn or the puzzles in The Legend of Zelda: Breath of the Wild, which often play a key role in the story's progression. They're hardly classic quests; they're more of an invitation: "Follow this character's request and see what the consequences are." Players face unique challenges that require creativity and analysis, adding depth to the gameplay.


The narrative in games like Dark Souls, Bloodborne, and Elden Ring is a unique experience, allowing players to explore fragments of other people's lives. It's like collecting pages from an epic fantasy novel, scattered across the dark corners of these universes. Every narrative element, be it items, dialogue, or locations, contributes to creating a deep and multi-layered story that immerses the player in an atmosphere of mystery and tragedy. In these games, the narrative is not presented directly, but rather unfolds through careful examination of the surrounding world, making every moment of exploration meaningful and engaging. This approach to storytelling creates a unique experience for players, compelling them to delve into the mythology and history of each universe.
Journalist Ben Croshaw, better known by his pseudonym Yahtzee, describes immersive storytelling as a unique approach to narrative. In this approach, the story is unfolded not through a linear sequence of events, but through unconventional game mechanics and deep exploration of lore. This narrative style allows players to immerse themselves in the game world, discovering new aspects of the plot and interacting with it on a deeper level. Immersive storytelling creates opportunities for multiple interpretations and draws attention to detail, which enriches the overall perception of the story.
The requirement to take notes on your own contributes to a deeper involvement of the player in the process of exploration, which Hidetaka Miyazaki often mentions. You truly feel like a brave adventurer, gradually uncovering an unknown world, filled with mysterious events, rumors, and legends. This approach not only enhances the atmosphere of the game, but also allows players to immerse themselves in the rich lore and history of the game world.
Twitter users reacted to this decision with predictable sharpness. Most of them expressed one common sentiment: "We don't want the game to force us to perform tasks that it can handle on its own."
Ian Hamilton, an expert in video game accessibility, expressed the opinion that the lack of a quest log reduces the game's accessibility for users with cognitive impairments. He cited examples of comments from people suffering from memory problems and attention deficit disorder, who emphasize the importance of such features for improving the gaming experience and increasing inclusivity.
This discussion did not arise out of nowhere; it is a continuation of an older debate that has a long history. Known for its complexity and multifaceted nature, this conflict continues to generate interest and discussion in various circles. Importantly, it touches on key aspects that remain relevant to this day, confirming its significance in the modern context.
The topic of the need for an easy difficulty mode in games like Dark Souls and other complex projects is a source of much debate among gamers. On the one hand, proponents of an easy mode argue that it will allow more players to enjoy the unique atmosphere and deep gameplay without facing excessive difficulty. An easy mode could attract new fans who might be put off by a high difficulty level.
On the other hand, fans of the original Dark Souls concept emphasize that difficulty is a key element shaping the game experience. When playing Dark Souls, players face challenges that require patience, strategy, and skill. Difficulty creates a sense of achievement and satisfaction from overcoming difficulties, making the gameplay more engaging and memorable.
Therefore, the question of introducing an easy mode in Dark Souls and similar games remains open. Perhaps a smart move would be to add a difficulty setting, allowing players to tailor the game to their preferences without losing the core spirit and essence of the title.
The difficulty of FromSoftware games, including Dark Souls and its successors, has been debated for years, but the results remain ineffective. Despite the lack of difficulty options in these games, experts and enthusiasts continue to vigorously debate the topic. This demonstrates that difficulty in games is an important aspect that generates interest and passion among players and developers alike.
Interestingly, Schreier has expressed a radically different opinion on the matter. In 2013, he published an article on Kotaku titled "Maybe All Games Should Have a 'Very Easy' Difficulty Mode." He cited games like Mass Effect 3, which offers a "Story Mode," and L.A. Noire, which allows players to skip gunplay and focus on the story, as successful examples. These examples highlight the importance of accessibility in video games and the ability to enjoy the story without unnecessary barriers.

Schreier expressed the opinion that he would fully support the idea of adding an easy difficulty mode to Elden Ring if the developers at FromSoftware decide to implement such an innovation.
Tamur Hussein, an editor at GameSpot, is one of the prominent advocates of the optional difficulty concept. In the summer of 2021, he published a thread expressing his views on this topic. His post discusses the advantages and disadvantages of optional difficulty in video games, as well as the impact this concept has on gameplay and player interaction. Hussein emphasizes the importance of giving players the ability to choose their difficulty level, allowing everyone to tailor their experience to their preferences. His opinion has become a significant contribution to the discussion about game design and accessibility for a wide audience.
I cannot accept the fact that FromSoftware projects are used as an argument against accessibility or the dumbing down of games. This is not only disrespectful to series like Souls, Bloodborne, and Sekiro, but also to the developers who created these unique games. This approach demonstrates a lack of understanding of what makes these games truly special.
Cory Barlog, game director of God of War (2018) and creative director of God of War: Ragnarok, has added a number of talented specialists, significantly strengthening the team. Barlog has become a key figure in the development of the series, and his vision and approach to game development have significantly contributed to the success of the projects. Thanks to his leadership and creativity, God of War continues to attract the attention of both new and loyal fans.
The developer noted that it would be wrong to say that a building is liked only because of its stairs. In his opinion, adding an elevator and ramps would make it less interesting and challenging.
Advocates of the alternative viewpoint are most often represented by fans of FromSoftware games, as well as YouTubers and developers of indie games renowned for their difficulty.
Derek Yu, creator of the Spelunky series, has repeatedly emphasized the importance of high difficulty in the design of Soulslike games. He believes that it is the challenges players face that shape the unique gaming experience and promote deeper engagement. High difficulty forces players to develop their skills, making each victory more meaningful. In this context, Soulslikes become not just games, but real challenges that require strategic thinking and patience. This approach to game design contributes to the creation of an engaging and memorable gaming experience that attracts and retains an audience.
Fans of FromSoftware games appreciate them for their unique combination of various elements that create a deep and engaging gaming atmosphere. This is evident not only in the level design, but also in the mechanics surrounding death and respawn, as well as in the multiplayer aspects, which seamlessly integrate into the game world. The introduction of an easy mode must take these key features into account to preserve the integrity and atmosphere for which players love FromSoftware projects.
In another discussion, a game designer emphasized that a difficulty selection system would not be appropriate for his game. This statement was made by the creator of Spelunky 2, known as one of the most difficult games of our time.

Edmund MacMillan also expressed a similar view. When asked to implement difficulty settings in The Binding of Isaac, he noted that the game initially offers easy levels and opponents, then gradually increases in difficulty as the player progresses. This creates a unique gaming experience in which users can adapt to increasing challenges and develop their skills, making the process more engaging and rewarding.
Despite differences in opinion, most industry experts agree that optional difficulty is an important aspect. This can be summarized by the findings presented in Tamur Hussein's post.

A more gentle rephrasing of this statement might read: "Users should be able to experience the game on their own terms." This phrasing raises an important question about how to create a comfortable environment for players, allowing them to explore the game at their own pace.
The difficulty mode debate is part of a larger discussion centered on an important issue: how different difficulty levels affect gameplay and user experience. Different difficulty modes can significantly alter the experience of a game, giving players the opportunity to adapt their strategies and approaches depending on their skill and preferences. It is important to understand how these modes can affect engagement and satisfaction with the game, as well as the overall dynamics of the gameplay. Considering this question opens new horizons for analysis and discussion in the world of video games.
The question of what is more important—the desires and needs of players or the intentions and creative vision of developers—remains relevant in the gaming industry. On the one hand, players create demand; their opinions and preferences can significantly influence a game's success. Developers, in turn, strive to realize their ideas and creative vision, which often leads to a unique gaming experience. A balance between these two aspects is key to a successful project. By addressing audience needs, developers can create a more appealing product, but it's important not to forget the creative component, which can set a game apart from the competition. Ultimately, harmony between player desires and developer vision can lead to a truly outstanding gaming experience.
At first glance, the answer seems obvious: the more people who love a game, the better. However, upon closer analysis, this statement loses its universality. The statements of renowned gaming experts such as Schreier serve as an example. Every game designer faced with this dilemma is forced to seek a unique solution that aligns with their vision and project goals. It's important to remember that a game's mass popularity doesn't always equate to quality or innovation. Therefore, developers must find a balance between attracting a wide audience and maintaining their creative vision.
Tyrants and Marauders
In 2019, the Resident Evil 2 remake was released, captivating fans of the original game. In this update, Mr. X, one of the franchise's most famous enemies, became a significantly more dangerous adversary. Improved graphics and new gameplay mechanics made his threat more tangible, heightening the tension and fear in the game. Mr. X's updated look has become a symbol of a new level of complexity and immersion in the world of Resident Evil, attracting both long-time fans and new players.
In the original game, the Tyrant couldn't pursue Leon or Claire behind closed doors due to the technical limitations of the PlayStation 1 console. In the updated version, he easily opens doors using the Force and rushes towards his opponents to dispatch them with powerful blows. This change significantly enhances the atmosphere of horror and tension in the game, making encounters with this sinister character even more exciting and dangerous. The Tyrant's new behavior mechanics add an element of unpredictability, making the gameplay more exciting and tense.

Mr. X, with his tenacity and imposing presence, has become a popular internet meme. His image is widely used in streamer reaction videos and has also gained recognition in the musical context thanks to the song "X Gon' Give It To Ya." He has also become the hero of a mod in which he is depicted wearing swimming trunks with the Umbrella Corporation logo. This character continues to attract attention and inspire the creative community, which underlines his significance in modern pop culture.
The new version of Mr. X has generated controversy. Some players noted that the character has become too complex and irritating. Apparently, the developers at Capcom have taken this criticism into account and are preparing to make changes.
In the Resident Evil 3 remake, the appearance of Nemesis, the new Tyrant, was limited to only one section in urban locations, as well as several boss battles and scripted chases. This decision impacted the game's atmosphere, reducing player interaction with this iconic antagonist.
Ultimately, Nemesis didn't leave the same lasting impression on players as Mr. X. He didn't become the subject of memes or gain popularity in crossovers like Thomas the Tank Engine. Fans of the original game argue that the updated version of the enemy doesn't have the same appeal and depth.
Dillon Rogers, developer of Dusk and Gloomwood, discussed key aspects of frustration and discomfort in gameplay in his thread. He emphasized that these emotions are important for creating a rich and engaging gaming experience. Frustration can be a catalyst for player skill development, while discomfort contributes to a deeper immersion in the game world. Elements like complex mechanics and unexpected plot twists create a unique atmosphere that contributes to memorable moments in games.
In the discussion, Dillon mentioned the Marauder from Doom Eternal, a character that has caused some frustration among some players. His extensive arsenal of moves and ability to hide behind an impenetrable shield that only deactivates for short periods of time and requires patience make this demon unique. He seems to come from another gaming universe, which evokes strong emotions in the audience.
Users are expressing dissatisfaction with the Marauder character, demanding that he be fixed or removed from the game entirely. In response, Doom Eternal game director Hugo Martin defended the character, emphasizing his importance in the gameplay and his uniqueness.
The developer noted that the core of the game is prioritizing goals and choosing methods to fight the enemy. When the Marauder appears in the arena, the player must make decisions faster and more thoughtfully to survive the next fight. This aspect of gameplay defines strategy and tactics, making each battle unique and intense.
This dangerous opponent encourages the player to make the most of all the gameplay opportunities the game offers, including options they might not even consider in battles with regular opponents. This creates a unique gaming experience and forces them to explore different strategies and approaches, significantly enriching the gameplay.
Dillon Rogers argues that players experience the most intense emotions when they step outside their comfort zone. Frustration in such situations is not a sufficient reason for quickly changing the game balance. It is important to understand that challenges and difficulties can enrich the gaming experience, creating unique moments and strong emotions. Maintaining a balance between complexity and accessibility helps maintain player interest and engagement.
Not every instinctive reaction to player complaints will be beneficial for the game. It is important to consider that automatic responses to feedback can lead to negative consequences. Instead, it is necessary to analyze complaints and identify the underlying issues in order to improve the gameplay. By paying attention to player feedback, developers can create a higher-quality and enjoyable gaming experience, which in turn contributes to increased satisfaction and retention.
In most cases, developers are willing to compromise on player demands. This allows them to create higher-quality and more engaging products that meet the needs of the audience. This approach contributes to a better gaming experience and strengthens the bond between developers and players. Concessions made during the development process help find a balance between technical limitations and user expectations, which ultimately leads to more successful projects and increased player satisfaction.
The Russian studio Ice-Pick Lodge released a remake of "Pathologic: Utopia" (2005) in 2019, known outside the country as Pathologic 2. In this game, players assume the role of a doctor who, under limited time, tries to save his hometown, engulfed in an epidemic. The gameplay of "Pathologic" focuses on realistically simulating this crisis, immersing players in an atmosphere of anxiety and hopelessness.
The player must carefully monitor their hunger and thirst indicators to prevent their character from becoming helpless. It's also crucial to be on guard against bandits who may attempt to rob them. There's often not enough time to help everyone in need, and even the doctor himself can become ill or die. These aspects add realism and complexity to the gameplay, emphasizing the importance of strategy and planning. Resource management and timely response to threats become key factors for survival in the game.

In a situation of acute resource scarcity, players may find themselves sacrificing important items, such as the revolver they've been saving up for for days, for the mere scraps of bread needed to survive. This isn't a random flaw in the game's balance, but rather the result of the developers' thoughtful approach to creating a tense and realistic gaming atmosphere. This approach emphasizes the importance of strategic planning and resource management, making gameplay more engaging and immersive.
Alexandra Golubeva, a narrative designer who works on creating engaging games, shared her views in a recent interview. She emphasized the importance of narrative in gameplay, emphasizing that a well-developed story can significantly improve player engagement. Golubeva also noted that the interaction between characters and the player is a key element that helps create a unique gaming experience. In her work, she strives to combine deep character development with intriguing plot twists, which, in her opinion, is the basis of a successful game.
Pathologic 2 is focused on the concept of incomplete playthroughs. The main idea is that players will experience setbacks, miss important quests, and act in ways that are not optimal. This feature makes the game unique, as every choice and every action has consequences that affect the development of the plot and interaction with the surrounding world. This mechanic encourages experimentation and exploration, creating an atmosphere of tension and constant uncertainty.
When Pathologic 2 was released, many players and journalists were surprised by its rigid gameplay mechanics. In response, the developers implemented 16 settings that allow you to adjust the overall difficulty level and individual game parameters. These changes give players the opportunity to customize the gameplay according to their preferences.

Developers often abandon their own ideas in an effort to simplify the gameplay for users. This decision is driven by the desire to create a more accessible and engaging experience for players. Simplifying mechanics and interfaces helps attract a wider audience, which in turn contributes to the game's popularity. Such changes can be aimed at improving user interaction, minimizing the learning curve, and removing potential obstacles to enjoyment. In this way, developers strive to find a balance between preserving the original concept and meeting the needs of their audience.
Game developers strive not only to make their projects more accessible to a wider audience. They are also driven by another, more serious motive. A striking example of this is a recent project in which the former Greek god of war finds himself in the world of Norse mythology. This title demonstrates how the intersection of different mythological traditions can engage players and broaden their interest in games, creating a unique experience that blends elements of different cultures and histories.
Hints for Kratos
God of War: Ragnarok features numerous puzzles, which are generally not very difficult. The main purpose of these puzzles is to give players a chance to relax after intense combat while simultaneously developing their mental skills. These challenges help to diversify the gameplay, adding elements of strategy and logical thinking, which makes the adventure even more engaging.
The developers designed the game so that players can solve puzzles on their own. However, when Kratos encounters another puzzle, his companions immediately begin to reveal the solution, which deprives players of the opportunity to think and find the answer on their own. This creates an imbalance between the desire to explore and the need to follow prompts, which can impact the overall gaming experience. Not everyone appreciates this lenient approach, and the problem isn't limited to God of War. Mark Brown, host of the YouTube channel Game Maker's Toolkit, points out that similar flaws are seen in games like Psychonauts 2, The Medium, and Horizon: Forbidden West. In these games, characters frequently utter important details that can be missed by an inattentive player. This causes frustration and calls into question the quality of storytelling in modern video games. Players want story points to be more seamlessly integrated into the gameplay, rather than being forced to listen to constant reminders.
The blogger spoke with the developers to find out the reasons for their desire to guide users through the game. The main reason for this approach is playtesting, which helps identify problems and improve the user experience.
Before a game's release, studios often conduct playtests with random players to gather their feedback and identify problem areas that hinder gameplay. For example, the developers of Metroid Prime found that testers often couldn't find the Morph Ball tunnels and got stuck in rooms. In response, the developers added lighting around the tunnel entrances to improve navigation and enhance player experience. Such changes help create a more intuitive and engaging gaming experience.
This solution is considered optimal, but requires significant cost and effort to implement. Therefore, developers often opt for simpler verbal and visual cues.
This practice is not new. At the beginning of the first Dead Space game, the player is greeted by the famous inscription "Cut off their limbs" written in blood on the wall of a spaceship. This is a clear indication from the developers that to fight the Necromorphs, it is necessary to cut off their limbs. To reinforce this message, similar advice is repeated in audio logs, dialogue with secondary characters, and several pop-up notifications. This approach helps players better understand important game mechanics and creates an atmosphere of tension and engagement.
Mark Brown notes that the problem of unfinished games has worsened with the development of technology. In the modern world, a wide range of games is available to users, including offers in subscription services, which leads to the fact that many players do not complete their playthroughs. Only about half of players have completed story-driven superhits such as BioShock Infinite or Mass Effect 2. This can be considered a good result, since the completion rate for games in the gaming industry as a whole is about one-third.
The main impact of this factor is felt by AAA projects. Tens of millions of dollars are allocated for the development of games in this category, and neither studios nor publishers are willing to invest significant resources in content that will go unnoticed by the majority of players. As a result, developers of large projects tend to avoid risks and strive to make their games more accessible to a wider audience, which can lead to simplified gameplay and a reduction in innovation.
In recent years, indie games have seen a trend toward introducing simplified gameplay modes. For example, before the release of the sci-fi horror Soma, the developers added a "Safe Mode" in which monsters cannot inflict damage, turning into decorative elements. A similar trend can be observed in Cuphead: almost all bosses can be completed on an easy difficulty setting, which reduces enemy health and eliminates certain combat phases. These changes make games more accessible to a wider audience, allowing players to enjoy the gameplay without undue stress.

Hades features "God Mode," which permanently reduces damage taken after each death, up to a maximum reduction of 80%. This mechanic allows players to more easily overcome the game's challenges. Hades also features a system of bonuses and character stat upgrades, adding depth to the gameplay. The concept of regularly dying and returning to the start is a key element of the story, making each attempt unique and engaging.
However, the impact of additional modes and changes implemented for accessibility or based on playtest results remains unclear. The developers don't provide any specific data to rely on, so we decided to conduct our own analysis and identify potential results.
Elden Ring vs. God of War
To evaluate the effectiveness of games with a variety of options in attracting a wide audience, we compared several large projects within the same genre and price range. This allows us to identify which design elements and mechanics contribute to successful player engagement and increased interest in the games. By analyzing these projects, we can better understand how the diversity of options impacts user experience and audience satisfaction.
The comparison was based on key metrics such as sales volume, playthrough data, and reviews and opinions posted across various platforms.
The logic behind this comparison is clear: the fewer elements in the title that could discourage the player, the more likely it is that more people will purchase and complete the game. Therefore, projects that offer more accessible and engaging content have a good chance of becoming more popular. This underscores the importance of creating engaging and user-friendly titles that help increase audience interest and engagement.
In 2022, games that have attracted attention for their sales dynamics include Elden Ring and God of War: Ragnarok. Both projects are sequels to well-known game series, belong to the third-person action genre, and are competing in most categories at The Game Awards 2022. These games not only offer high-quality content but also demonstrate different approaches to gameplay, making their comparison particularly interesting for players and analysts.
The difference between Ragnarok and Elden Ring is that Ragnarok offers players a choice of five difficulty modes. Elden Ring, meanwhile, offers only one mode, developed by the creators and not particularly easy. This makes Ragnarok more flexible and accessible to a variety of players, allowing everyone to find the optimal difficulty level. Elden Ring is aimed at those who prefer more complex tests and are ready for challenges.


In terms of sales, each of these games achieved outstanding results. Elden Ring, released in early 2022, sold 12 million copies in just two weeks, making it the most successful launch of a new franchise since 2016. God of War: Ragnarok, launched in late 2022, also posted impressive results, selling 5.1 million copies in its first week. This made it the fastest-selling PlayStation exclusive. These successes highlight the high interest of players in high-quality titles and confirm the strong market position of both games.
Elden Ring received significant attention due to its multiplatform nature, having been released on both generations of Xbox and PlayStation, as well as PC and Steam Deck. It is worth noting that Hidetaka Miyazaki's game achieved significant commercial success, despite the common myth about the high difficulty of FromSoftware games. Players were drawn to Elden Ring's engaging gameplay and rich world, earning it a firm place in the video game industry. Elden Ring and God of War: Ragnarok, both recently released, have attracted the attention of players and critics. For a more accurate comparison of these games' combined sales, we decided to look at their predecessors, Dark Souls 3 and 2018's God of War. This will allow us to better understand how new releases compare to previous successful projects and what factors can influence their commercial attractiveness.

Sales figures for the games vary significantly: the final installment of FromSoftware's trilogy has sold 10 million copies to date, while God of War has reached 23 million copies sold. These figures were likely influenced by the Dark Souls series' renowned difficulty, which may have discouraged some players. Nevertheless, both games can safely be considered commercially successful.
Completion statistics show that the differences between them may be minor. For example, Prince Lothric, the penultimate boss of Dark Souls 3, was defeated by 40% of players. This is only 6% less than those who completed God of War. These figures indicate that the level of difficulty and player engagement in both games is similar.

The situation with others The titles mentioned in this text are similar: their complex and frustrating elements have had no significant impact on sales. This also applies to developers' efforts to eliminate or minimize these aspects in games.Despite the introduction of the Marauder, players haven't abandoned Doom Eternal. Game director Hugo Martin reported that the game's completion rate was higher than that of 2016's Doom. Public Steam statistics don't show a significant gap, but they still confirm the game designer's words: 33.5% of players completed Doom Eternal, a 0.3% increase over the previous game. This demonstrates the high level of engagement and interest in the game, as well as its success compared to previous releases.

Comparison Indie games demonstrate similarities in their gameplay mechanics, particularly in The Binding of Isaac: Rebirth and Hades. Both are successful roguelikes, where players explore dungeons, battle enemies, and create optimal character builds. These games draw attention thanks to their unique approach to level design and the variety of gameplay elements, making each playthrough unique. Exploring these roguelites provides a deeper understanding of how indie developers use random generation mechanics and RPG elements to create engaging gaming experiences.


Despite the outward unfriendly nature of The Binding of Isaac, almost 70% of players were able to open the fourth chapter The Binding of Isaac, a game called "The Maw," requires players to achieve at least one of the game's endings. In Hades, however, this figure is significantly lower: only about half of players were able to obtain the "No Escape?" achievement, awarded for the first successful run. These figures highlight the difference in difficulty and accessibility between the two games, as well as player interest in their storylines and mechanics.
The Binding of Isaac has seen higher sales than Hades, surpassing the 1 million unit mark just one year after its Steam release. While Supergiant Games' game took nearly two years to achieve this after its Early Access release, The Binding of Isaac was released without a significant marketing campaign. This success underscores the appeal and demand for the unique gameplay and content offered in The Binding of Isaac.
Spelunky 2 is a game developed by a creator who chose not to implement difficulty settings. Despite its sometimes brutal difficulty, the project has achieved commercial success. Although the developers haven't released exact sales figures, according to SteamSpy, the number of users who have purchased the game on Steam ranges from 500,000 to 1 million.
The new project "Pathologic" failed to live up to expectations, despite the developers' best efforts. The game's commercial failure became a topic of discussion, and Nikolai Dybovsky, head of Ice-Pick Lodge, shared his opinion in an interview. Sales issues and insufficient audience support were the main reasons for the project's failure.
The developers took several steps to improve the game's user experience, and adjusting the difficulty levels was just one of them. For example, the prologue of "Pathologic" is a flashforward to the final day of the epidemic, which was intended to attract players seeking a more dynamic storyline, which was lacking in the original version. However, as Dybowski noted, these changes failed to radically change the situation.
People continue to either readily accept the game as a whole, regardless of the difficulty level, or reject it entirely. You can't try to please "someone else's audience," as this will lead to disappointment for both them and yourself. It's important to stay true to your principles and passion in order to create a truly unique and engaging product.
This brings us to the most important skill that every game designer needs to develop a unique and memorable project. Mastering this skill will allow you to create games that are not only engaging, but also leave a deep imprint on players.
Talent of Championing Ideas
Don't let editing turn your project into a dull process. This is a statement by Mark Brown from his essay on interacting with user feedback. Proper use of feedback can significantly improve your project and make it more appealing to your target audience. It's important to find a balance between making changes and preserving the original concept to maintain uniqueness and creativity.
In previous articles, we discussed how some players use feedback as a tool to influence developers, wanting to change the game to suit their personal preferences. Such requests are sometimes based on accessibility concerns, and developers treat them with great caution, just as they do with playtest results. Player feedback can greatly influence the further development of a project, and the developers closely monitor community opinion to incorporate it into updates and improvements.
In situations involving sensitive topics, it's important to consider the audience's opinion. An example is the reaction of fans of the dating sim Boyfriend Dungeon, who requested that the stalker character's storyline be optional. According to fans, such a storyline could negatively impact people who have experienced stalking in real life. Respect for players' privacy and safety must be a priority when developing content to avoid unnecessary stress and injury.
Sometimes player requests can transform into outright bullying of developers, as happened with the game Darkest Dungeon. In this case, the cause of discontent was the introduction of the corpse mechanic, which complicated the gameplay and deprived users of the opportunity to use simple and effective combat tactics. The player reaction was not limited to requests; the game faced a stream of negative reviews and offensive comments on the Steam platform.
Games are influenced not only by player opinions, but also by critics' reviews. The well-known YouTube reviewer MandaloreGaming in his review of "Pathologic" points out that one of the reasons for the game's failure is the negative reviews from journalists. They criticized Pathologic for its high difficulty and compared it to Dark Souls, assuming that all difficult games from the 2010s are clones of that series. However, this is not true.
Discussion of FromSoftware releases is actively fueled mainly by media personalities, while the developers themselves are almost never involved. Hidetaka Miyazaki, the head of the studio, recently admitted that he tries to avoid reading user reviews to avoid being distracted from his work. This underscores his focus on game development and the creative process, which is an important aspect for achieving high results in the video game industry.
I prefer not to delve into player feedback directly, as I cannot take all opinions into account. I worry that if I start listening to diverse points of view, it could significantly influence my future decisions. Therefore, I try to ensure that the opinions of others do not influence my own approach.
In Elden Ring, the developers introduced several new mechanics that simplify combat and exploration. Players can summon spirits for assistance or destroy groups of enemies to restore health and mana flasks. These innovations organically complement traditional gameplay elements, emphasizing exploration of the vast world and combat that offers many tactical options.
The creators of Boyfriend Dungeon and Darkest Dungeon decided not to succumb to audience pressure. Kitfox Games made a small change, adding a clear warning about the presence of a stalking-related storyline in the game. Red Hook Studios, in turn, decided not to eliminate the corpse mechanic, but made it optional for players. These steps demonstrate the developers' desire to maintain the integrity of the author's work, while taking into account the opinions of the community.
The choice of a stalker character in Boyfriend Dungeon turned out to be a good one. He serves as the main antagonist, creating a central conflict that emphasizes the importance of personal boundaries and respect for one's partner's wishes. Darkest Dungeon's gameplay is designed with intentional brutality and unpredictability, illustrating how risky adventures can negatively impact the characters' mental health. These aspects make both games not only interesting, but also deep in the context of character interactions and the emotional consequences of their actions.

The frustration of repeated defeat and the feeling of being forced out of your comfort zone are difficult experiences. However, it's worth remembering that games aren't always meant to be positive. They can be an important stage in personal growth, allowing us to learn to cope with failure and adapt to new conditions. Ultimately, such challenges can strengthen our character and improve the skills needed to overcome difficulties in real life.
Dillon Rogers shared his opinion on this matter.
Sometimes it's important to realize that the best games can evoke a wide range of emotions in us, going beyond the usual. The most satisfying victories often require significant effort and persistence. These challenging moments in the game not only enrich our experience but also allow us to deeper understand the process of playing.
The game designer noted that this philosophy was a key factor in FromSoftware's success. He emphasized that if the studio had listened to fan feedback, it could have negatively impacted the development of the Souls series. Rogers concludes by arguing that staying true to its principles and vision has allowed it to create a unique gaming experience that is so highly valued by fans.
Games attract us with their ability to challenge and create tension through difficult enemies and ingenious level design. We value moments when opponents test our skills, forcing us to use our wits and resourcefulness. These challenges make gameplay more engaging and make us feel alive. Ultimately, it is these situations that help us become more immersed in the game world and experience genuine emotion.
The developer raises the issue of gameplay difficulty, but his comments are also relevant to other aspects of the game, such as questionable storylines and unappealing characters. These elements can significantly impact the overall perception of a project and its success with audiences. Challenging gameplay may attract a certain group of players, but if the story and characters are unengaging, it can lead to a negative reaction and a decline in popularity. It's important to consider all components to create a complete and engaging gaming experience.
Some users may want to disable Mr. X in Resident Evil 2 or improve the visual design of The Binding of Isaac. However, these elements play a key role in creating a unique gaming experience. Removing such components can reduce the tension and surprise that make games truly memorable. These elements are what allow players to experience strong emotions and immerse themselves in the atmosphere, which is the primary goal of video games.
Game designers should carefully consider the possibilities for customizing the gaming experience. If some users reject the concept that makes a project unique, it may be more appropriate to ignore the criticism and preserve the elements that make the game distinctive. This can also be seen as a sign of caring for users, as maintaining the game's unique identity helps create a deep and memorable atmosphere.
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