I’m not sure there’s an agreed upon definition of “artificial difficulty”. The whole game is artificial so I’m not sure what “natural difficulty” would be.
Sports are games and have some degree of artificial difficulty. The size of the goal and ball, for example, is arbitrary (within the bounds of practicality. No moon sized basketballs, for example)
But that doesn’t really address what I was trying to get it. I feel like sometimes people online complain about “artificial difficulty” in video games, and it’s unclear what they actually want. I’ve seen it applied to everything from “The enemies hide around corners” to “you can’t quicksave”. I think it’s a kind of duckspeak thing that people say to just mean “i don’t like it” while making it sound less subjective.
A list of every single game with difficulty settings? Or just one example, such as Death Stranding, which was explicitly referenced in the original post?
If the main difficulty is intentional, then it’s not an artifical barrier, the easy mode is an artificial easener. How easy is easy enough? Some people can’t beat Clair Obscur on the story mode (presumably by not doing side content) In case of gardening, it’d be getting someone to garden for you, and just chilling with the results.
Let’s plays/walkthroughs exists, and only lock you out of interactivity. And interactivity doesn’t mean much if every option beats the game.
Case in point, if I see some post-game superboss with lore behind it, I just look up the thing online.
The problem is with artificially enforced barriers.
I’m not sure there’s an agreed upon definition of “artificial difficulty”. The whole game is artificial so I’m not sure what “natural difficulty” would be.
That is the point, games are artificial.
Gardening, and sports aren’t. They have natural difficulty. Because they are in the natural world.
Sports are games and have some degree of artificial difficulty. The size of the goal and ball, for example, is arbitrary (within the bounds of practicality. No moon sized basketballs, for example)
But that doesn’t really address what I was trying to get it. I feel like sometimes people online complain about “artificial difficulty” in video games, and it’s unclear what they actually want. I’ve seen it applied to everything from “The enemies hide around corners” to “you can’t quicksave”. I think it’s a kind of duckspeak thing that people say to just mean “i don’t like it” while making it sound less subjective.
Many, many developers have figured this out already.
Can you share?
A list of every single game with difficulty settings? Or just one example, such as Death Stranding, which was explicitly referenced in the original post?
Sorry, there seems to be a misunderstanding. I was asking what you mean by artificial difficulty.
Sometimes people use that phrase and they might mean anything from “you can’t quick save” to “if you don’t take a healer you can’t heal”
It’s literally all artificial.
Wrong
What did you mean by
Then?
If the main difficulty is intentional, then it’s not an artifical barrier, the easy mode is an artificial easener. How easy is easy enough? Some people can’t beat Clair Obscur on the story mode (presumably by not doing side content) In case of gardening, it’d be getting someone to garden for you, and just chilling with the results.
Let’s plays/walkthroughs exists, and only lock you out of interactivity. And interactivity doesn’t mean much if every option beats the game.
Case in point, if I see some post-game superboss with lore behind it, I just look up the thing online.
My point is that it’s inherently artificial.
If you think that gameplay is just meaningless busywork in between cutscenes then sure.
But I am of the opinion that games are not movies just because they are on a screen. They are much closer to tactile or kinetic sculptures.
Gameplay isn’t meaningless busywork.
Tedious and boring gameplay, shrouded under the name “difficulty” is.
If you have to replay the same section over and over, that is the real meaningless busywork.