Gameplay "difficulty"" settings

It is kind of weird that we still have these discussions today. A game like Super Mario World got this perfect in 1990. You have a "main" path in the game which is doable for the majority of the players, and then you have optional objectives that are much harder.

In open world games either the developers can implement specific game modes, or the players can do that themselves if they want.
 
It depends on the game. Pretty sure we discussed this a while back around Uncharted, with talk about the AI becoming harder in harder difficulties, and that's definitely doable. Feel the same was said about KZ2. From a developer perspective, it's easy to pad out AI with errors and delays to make it simpler, while the algorithms used for aim etc. are perfect so at absolutely difficulty, AI would be unstoppable. Which was another point we talked ab out - we want AI to be limited as there's no way one hero could successfully take on 100 trained combatants unless those trained combatants are severely handicapped.

Bullet sponges and glass protagonists are reasonable parameters. They aren't doing a lot but it changes up the choices the player needs make. This goes back to DnD in the 70s - how else do you scale difficulty?

You can also increase speed and amount on screen. Completing R-Type on Master System rolled into a game+ mode with way more happening on screen. Needed better reactions, decision making, and faster Drone control.

Lastly there's increased complexity. eg. Elemental resistances which can be negligible in low difficulty but fundamental in higher difficulties.
 
The premise is nonsense.

There's no such thing as a the 'perfect difficulty'. What's too hard for some people is too easy for others.
This is the gist of it.
Is there a single authority to dictate what is easy, what is acceptable and what is hard?
Short answer, no.

For some weird reason, people think that games should be tailor made specifically for them...
 
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