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A solution that may meet the needs of both experienced and novice players


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Long ago, there were some different world presets added to DS, such as "Lights Out" or "Default plus".

Many people mention that the game needs to be simplified to suit new players, while others believe that modifying the difficulty level of the game will disrupt their enjoyment, so they want to keep the current difficulty and design. Perhaps more carefully designed world presets can meet the needs of different people. The 'Relaxed' preset has made efforts in this regard, but may not be enough - perhaps some mechanisms need to be redesigned entirely around new players, rather than simply modified? Like the master mode in the legendary Wilderness Breath of Zelda? The game is divided into several different modes, one that is close to the current DST survival world, retaining a familiar gaming experience for veteran players, one that focuses more on letting beginners gradually understand the game mechanics, and another that will directly enter the world after defeating CC/AC - so that players who want to experience these new contents can quickly start a game based on these new contents. The terrain and world mechanisms of these modes can vary to adapt to different styles of game design.

The unlocking function of the skill tree can also be transferred to these different modes. Novice players can only play in novice mode at the beginning. When they survive for enough days, they will unlock a slightly difficult mode. They may feel that this is a reward and try to start playing in a more complex world. And those veteran players can choose to play the game in a familiar way, which is to choose the same mode as the current version of the survival world. Players who enjoy experiencing the latest content of the game can start the game directly after defeating CC/AC. Perhaps this can make everyone as satisfied as possible without harming some people?

I lack the knowledge to design games, but I can see that designing these different patterns will be a difficult task - however, does this indeed seem like a viable solution?

2 minutes ago, Antynomity said:

Way too much of a work-around, it won't be THAT hard to make the game not as cryptic about both the final bosses and how to get to them while keeping difficulty in check.

Ah, indeed, but perhaps there is a need for a way for beginners to understand game mechanics, rather than simply and roughly weakening the impact of these mechanisms

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