- Clear 'em out
- Just a little closer
- Keep 'em coming
And "level" was just a different approach to playing the game. In the first one, the goal of the player was to clear out each room. In the second one, the player lays traps, sneak attacks, and snipes the enemies. In third one, continuously respawn varying ways (waves, every 5 minutes, random places, etc). This lends itself to more of a pick and play style of playing but at least there's instant variety in the gameplay.
Has this been done before?
Instead of difficulty levels, how about different approaches to play?
The player wants to play, not to learn.
The most successful game, like Super Mario Bros, is very very simple to play, very little to learn, the goal is always the same -- reach the flag pole in each level.
However, if you can give proper guide for any new knowledge so the player will not aware he is learning, that's another story. But that will be looking like a multiple tasks system, which is not new.
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So this has been explored to a certain degree, but it is certainly worth taking further. Altering gameplay mechanics (or preferred ones anyway) on different difficulty settings might prove to be great at promoting game's replayability.
One potential downside to this would be an increased workload on the level designers, as providing a good experience to players in each mode would require either a) producing different levels for each mode, or b) having all modes played in the same levels, and ensuring said levels provided a good play-experience for players using each style. A level suitable for running in guns blazing is not necessarily fun or suitable for a player who prefers to take a stealthy approach, and a level suitable for the stealthy player might be too "busy" and cluttered for a run-and-gun player to be effective.
Some players may also not have a clear idea of how they would like to approach the game before they begin play, or might think they're well suited to stealthy game-play but in reality be pretty openly trying to gun down their enemies; if the levels and difficulty are finely tuned for a certain style of play these plays may suffer as a result and end up finding the game to be impossible or feel it is unfair.
- Jason Astle-Adams
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I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.
I'm thinking about the Thief games where difficulty would add extra objectives. I've no idea if it also made the enemies harder. It would be things like "get xyz amount of gold", "Don't kill anyone" that kind of thing. A little less than your idea but on a similar theme.
I was thinking about Thief 2 as well! Man that was one hell of a game.
It worked very well for Thief due to a couple of reasons.
1) Combat was, inherently, multi-layered since enemies could be both knocked out and killed. Killing enemies was often easier to do, but caused bloodstains (which could be detected), and a lot more noise than a silent knockout. The bread and butter knockout method was to sneak up behind someone and smack them with a sap, but that took a lot more finesse than shooting some chump in the head with an arrow.
2) Typically speaking, it was dangerous to spend a long amount of time in a level, particularly later ones. Patrols often got pretty dense and harder to sneak through, and juicy treasure was well guarded (but optional!). By imposing the "steal X gold" limit, it forced players to really scour the map and seek out dangerous areas.
This did change how you played the game, but in much more subtle ways than what you're suggesting. It's a cool idea to have the same level, but give the player different ways to play through it. It would place a burdern on level design, though, since you'd need one level design to work with several radically different gameplay approaches.
I believe it can be done, however! Deux Ex did this implicitly, since you could build your character in very different ways. While they didn't tell you, or force you, to be like, "Yo dawg sneak this shit", they provided a ton of different hooks to approaching solutions. If there was a room full of dudes you had to traverse, you could go in guns blazing and kill them all, or you could try to sneak around them, or you could hunt the level and pick the lock on an access vent that bypassed the room, or you could sweet-talk an NPC into causing a distraction, or you could hack into the security system to turn the turrets in the room against the enemy. Stuff like that.
I can imagine a player wanting to play a really hard sneaky sniper type game, and I can image a player wanting to play a really easy sneaky sniper type game.
If you flatten these two axes into one, you are going to make a large portion of players unhappy because they can't play how they want to play.
That way, the game's difficulty setting forces the player to play at their peak skill level all the time. If you go for top challenge, you can still choose between sneaking and shooting, but if you're sneaking you need to be damned sure you sneak right, and if you're shooting, you've got to use all your tools, with traps and distractions and carefully plotted tactics, or else you're going to get your clock cleaned.