this post was submitted on 29 Oct 2023
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I usually play games on "normal" difficulty these days, for a balanced challenge. However, I don't particularly enjoy boss fights, or at least I don't enjoy the extra challenge associated with them. Was thinking it would be nice if games had a separate setting so I could just set boss fights to "easy", while not making the rest of the game less challenging as well.

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[–] [email protected] 45 points 2 years ago (1 children)

A lot of games allow you to adjust the difficulty mid game. I've played several games on "ultra masochist hard" only to lower the difficulty for the bullshit final boss (looking at you Kena).

[–] [email protected] 10 points 2 years ago

That's actually what I tend to do, but would be nice (for laziness) to have two different settings. Or for cases where games don't allow adjustment after starting.

Funny you bring up Kena, because that is actually probably a prime example for me too. Loved the rest of the game, but the boss fights were a bit too difficult imo!

[–] [email protected] 31 points 2 years ago* (last edited 2 years ago) (2 children)

Around 2010, I remember this game studio sharing a innovative technique of game design where as people failed a boss battle, the game would slowly make the battle easier.

Some companies ran with it. Nintendo gives you extra help if you die multiple times in a level. Where some studios do it more behind the scenes. For example - giving you a bit more ammo. Or slowing the boss down a little more. I can't remember the game, but they have a feature where a boss can't one-shot you. And they give you more of that buff the more you die, so it "feels fair".

[–] [email protected] 23 points 2 years ago* (last edited 2 years ago) (2 children)

Making the boss easier after I die to it would frustrate the hell out of me unless it was optional. I want it to be a challenge, not just something I can beat if I die enough times.

[–] [email protected] 8 points 2 years ago

The best part is... You'd never know!

A lot of these are only known years later, with devs sharing game design stories.

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[–] [email protected] 27 points 2 years ago (3 children)

Depending on the game I'd even do the opposite.

I don't care for the 20th fight against bandits to be hard - but a boss should feel like more of a challenge and take more time to finish.

[–] [email protected] 4 points 2 years ago

In certain circumstances, I agree. I am currently playing The Outer Worlds RPG. In the game there is a companion quest which culminates in fighting a "Mantinqueen"- a giant monster space bug. There is a ton of build up to it. The monster had previously killed the companion's entire mercenary group. The lair was spooky and atmospheric.

Problem was, mantiqueens were creatures I'd already fought in the open world. I could demolish one is about a minute with my upgraded weapons. This made the boss fight underwhelming.

I wouldn't want the solution to be just tacking on more healthpoints, but there are other options to make the boss creature more interesting to fight and the game took none of them.

[–] [email protected] 3 points 2 years ago

I'm playing Jedi: Survivor on story mode right now and this is exactly how I feel. It's a shame because even on story mode, boss fights in Fallen Order were still a little challenging.

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[–] [email protected] 19 points 2 years ago

I agree. I honestly hate boss battles. I love playing video games on hard mode, but for some reason boss battles have never filled my soul with joy or given me a sense of satisfaction when I'm done. They just irritate me. I definitely have games where I'm on the hardest difficulty for normal game play and then right before every boss battle I'm going into settings changing the difficulty to story mode so I can knock them down in 5 hits and move on with the game.

[–] [email protected] 16 points 2 years ago (10 children)

I've come to firmly believe that all games should have an invulnerability setting for the sake of accessibility. It's probably one of the easier settings to implement for most games and it would have the most impact for the wide range of accessibility needs out there.

[–] [email protected] 7 points 2 years ago

I like Jedi: Survivor’s method of accessibility. They let you slow down the game if you need a little more leeway with the bosses. You can crank that slider down to like 10% speed and it’s like being Neo in that scene where he dodges bullets. You can still fuck up but it’s pretty easy. I used it for the platforming because I hate platforming so much.

[–] [email protected] 5 points 2 years ago (1 children)

Agreed, I think the first game I saw this in was Tunic. It was a great addition!

[–] [email protected] 7 points 2 years ago* (last edited 2 years ago)

Control for me! It was mind blowing. Not a difficult game but it really improved my ability to enjoy the game at some points.

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[–] [email protected] 14 points 2 years ago (1 children)

Yeah that's relatable.

#Adultgamers

[–] [email protected] 11 points 2 years ago (2 children)

Right? When I was a kid I would specifically enjoy the "challenge" of trying to beat something over and over. Nowadays though... I just like playing a game for the experience. I still like feeling "progression", so things go from difficult to easy as my character advances. But having to repeat something multiple times? Eh... just not my jam anymore.

[–] [email protected] 12 points 2 years ago (1 children)

As a kid I enjoyed the cheats. As an adult? I way way prefer the challenge.

[–] [email protected] 2 points 2 years ago (1 children)

Same, but I also already have a job, and I don't want a game to just be more work.

[–] [email protected] 5 points 2 years ago* (last edited 2 years ago) (3 children)

In the end, it's personal preference, and so both play styles should ideally be supported.

I love a challenge, it's how I relax. If something isn't challenging for me I quickly get bored and stop playing. I basically need my brain to be stimulated and thinking and trying to properly relax. Which is why I often trend towards "hardcore" or difficult/brutal games.

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[–] [email protected] 14 points 2 years ago* (last edited 2 years ago)

That is a question where the answer is very complex. You'd have to break down different game design philosophies, think them through, and then apply them to specific games.

In general, I have two gut reactions:

  1. If players are desiring to change the difficulty of the bosses compared to the rest of the game, the devs have to ask if there is a failure of design on their part. An example of this would be Dues Ex Human Revolution, which was an immersive sim that supported many different character builds, except the boss fights which were entirely based on combat. This created a frustrating and unfair situation to players not making a combat built character. The solution was that the boss fights were completely redesigned in the Director's Cut release to support alternate builds. This is one example, but naturally there are many more. If a game has a "that boss", the devs should look at it and examine if there is a problem with the design. Is a battle too comparatively difficult? Too tedious? Only suitable for certain builds (in games with builds)? Is the battle too much of a departure from standard gameplay in the rest of the game?

  2. A popular game is going to get mods. If there is a strong desire in the player base, the mod is going to happen regardless of dev stubbornness, so devs may as well just give the people what they want. If a game is praised but has outcry for boss difficulty sliders, either put it in officially or incorporate it into the sequel.

[–] [email protected] 7 points 2 years ago (4 children)

I prefer games that use reactionary difficult (idk what the proper term is) where the difficulty changes based on how well you do.

Kicking too much ass? Here's more enemies and they hit harder.

Getting gangbanged at every turn? Fewer enemies and they're easier to kill.

This seems like the best way to make sure everyone playing has a fun experience

[–] [email protected] 6 points 2 years ago

I don't know if I want to be punished for doing well

[–] [email protected] 6 points 2 years ago

I'm the complete opposite. I don't want to feel like the game is letting me win. I want to earn it, at least a little.

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[–] [email protected] 6 points 2 years ago

Sure, I'm generally in favour of more options when feasible. Hell, if someone wants to skip 90% of a single player game, more power to them. Hell, any non-competitive online game too, though I doubt many publishers would consider not charging extra for it…

[–] [email protected] 4 points 2 years ago

Would be nice if there was a dynamic difficulty that constantly changes based on how well your performing. You can always have a hard fought and be victorious but just barely to have a great experience. Would need a different implementation to have some penalty or reduce reward for not performing well so you will be motivated to try your best. Although properly implementing that is definetely a difficult task but seems possible enough to hope for. The closest thing I can imagine is hades that gradually increases damage resistance each time you die and I really like that implementation for a rougelike. I am someone who likes a bit of challenge but will definitely lose interest if I have to repeat something multiple times. Hades is an exception as each runs varies a lot but soulslike game that you have to try multiple times to learn and defeat a boss is a massive turn off for me.

[–] [email protected] 4 points 2 years ago (13 children)

Fuck before even that, they should fix and put and easy mode on all games. Why can't the lazy devs even to fkin that for accessibility.

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[–] [email protected] 3 points 2 years ago* (last edited 2 years ago)

I wouldn't mind but I also maybe wouldn't use it. Even though I'm with you. Boys fights are fine set pieces but not really my favorite part most the time. I've had ribs of fun with with ring and DS3, but what I like about then is the setting, exploration, and tension moving from bonfire to bonfire.

I'm stubborn though and would have a hard time convincing myself that it's ok to decrease the difficulty and not cheating/missing out on the intended game.

[–] [email protected] 3 points 2 years ago

To me this seems like solving the wrong problem. Ever since Souls, too many games get obsessed about making their boss encounters challenging but making the main level gameplay just tedious filler. AC6 missions often feel like that. Imho the correct action is to refine the gameplay and figure out your core loop, instead of having massive difficulty spikes.

This is the gameplay equivalent of the "Whisper and Explosion" problem.

[–] [email protected] 3 points 2 years ago

I think my preference would be to have the game offer to reduce the difficulty temporarily after failing or offer other forms of support to make the boss encounter easier. If I selected Hard then I probably want the challenge of Hard, but if this difficulty spike is too much, then smoothing it out could be acceptable.

This is also ideally in addition to a way to adjust the difficulty mid-game as needed, of course.

[–] [email protected] 3 points 2 years ago

I'd like to skip them all together. They are often gimmicky and tiresome.

[–] [email protected] 3 points 2 years ago (3 children)

Yeah, also a way to skip certain missions in older GTA games. I usually play games on easy because I have a low tolerance for frustration. Hence, I tend to avoid souls-likes, etc, although I would love to play them.

[–] [email protected] 7 points 2 years ago

My reasoning is that I already have a job, and I need my games to feel like fun, not work. I want a challenge, not a slog.

[–] [email protected] 4 points 2 years ago (1 children)

"All you had to do was follow the damn train, CJ!"

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[–] [email protected] 2 points 2 years ago

I think there is a wide difference between soulslikes and GTA. The most obvious being that soulslikes are understood to be difficult, while GTA difficulty spikes are almost random and tend to be a result of poor design.

In something like GTA there shouldn't be a need to skip story critical missions, because those mission should be ironed out. The really frustrating missions either need to be reworked or pushed into optional side missions.

[–] [email protected] 2 points 2 years ago

I have the opposite issue, so yes. I don't particularly enjoy having to constantly pay attention to every enemy, but I enjoy learning a boss fight for an hour or two. I've also played a few games where dealing with random enemies felt harder than dealing with bosses due to sheer numbers, and it would help with that too.

So I don't think it's really a design problem. If you know exactly what you want your game's experience to be, then don't add it. But I'd argue for most games it isn't integral to the experience how the difficulty of normal mobs vs bosses compares, and people have different preferences for it.

[–] [email protected] 2 points 2 years ago

Totally depends on the game. Some games, like Ratchet and Clank Size Matters, yes for the final boss. Games like Brok The InvestiGator, no because I found the combat easy on the hardest difficulty.

[–] [email protected] 2 points 2 years ago

I did this with Ghosts of Tsushima. I played on hard mode but when I dueled against other samurai I often dropped to easy mode after getting destroyed fifteen or twenty times

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