- Joined
- Jun 11, 2017
- Messages
- 989
DIFFICULTY.
I played different campaigns, both RTS and RPG campaigns alike, and always noticed the similar pattern folks use:- Increase HP for all enemy mobs - like killing Centaur with 320 HP instead 240 HP is funnier, right? On Hard especially.
- Decreasing player EXP get - like getting 3% from each kill to increase your time spent in a campaign, like Rexxar or other Rexxar-styled campaigns.
- Adding pretentiously big creatures for Hard difficulties, like 100-200 DMG and a lot of HP. Unfun for me, unchallenging.
- And something rare - LOCKING quests under difficulty! Playing on Easy? Sorry man, but this quest is not for you - it will be locked.
- Or RTS analog - lets make a mission with 3 enemies attacking you in a short time between, so you will always be frustrated.
Recently for my currently unannounced project, I decided to do something stereotypical but more interesting: adding difficulty-related boss mechanics like specific for easy or hard-ones and affixes.
What do I understand under affixes? Passive effects for your enemies, which tweaks your gameplay experience! Tornadoo whirling through the map, enemies roar when they die and empower nearby allies, specific "win-dare" mechanics like in World of Warcraft Mythic Plus dungeon difficulty.
For now I'm using the next pattern - the higher the difficulty, the more affixes you have: from 1 at easy up to 3 at hard.
IMO, such an addition can add more diversity to the player experience, make it enjoyable, and so on.
What do you think?
I've added a pool for you and want to hear your opinions about the difficulty.