I've seen the difficulty conversation come up a lot recently so I wanted to jump in. One of the things that is difficult about this conversation is that "easy" is relative to who is playing. What is easy for some, may not be easy for others, Kinda like math/writing.
Giving a player choice of options is always great, however, "Easy mode" doesn't really define the experience, usually, it just labels it without breaking it down. There's also a discussion about approachability vs accessibility.
At the end of the day the more options for the player to customize their experience the better.

One of the more accommodating "Difficulty menus" I've seen is Way of the Passive Fist from @HHGamesInc, this allows the player to define their own challenge and experience.
(Video Description: The settings menu shows "Enemy Strenght" "Encounters" "Combo Mastery" and "Resourcefulness" with sliders and descriptions based on each setting)
Video games are better when more people can experience them. Players are diverse and "Easy, Medium, Hard" as labels may not always work for the player.

The more control you give a player the more enjoyable their play experience will be.
I also really like the way @GroundedTheGame calls their difficulty settings "Scenario Variables" and clearly defines the stress level and gameplay experience. (They also have a lot of customizable input options and Accessibility options.
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