Quote:
Originally Posted by Kasuto Instead, I propose a more intuitive system which allows the game to raise the bar when it senses that the player is very skilled. It should also be able to lower the difficulty level slightly if it turns out that the player wasn't that skilled. This means, of course, that it must tell the difference between a lower skill level and temporary bad luck/clumsiness.
Today's technology should make this possible. |
I liked how Shadow of the Colossus handled things. You're told at the beginning that you used your sword to find the colossi locations, and they never tell you that again. They also tell you that the sword can find weak points once. Other than that, all you're given is a vague little poem about the colossus you're supposed to find ["Thy next foe is... It casts a colossal shadow over a misty lake... as it soars through the sky... Reaching it is no easy task..."]
You don't get another hint (other than your sword's light), until you find the monster. And even then, if you're making progress, you don't get more hints. However, if you go a certain amount of time without making progress, you get another vague hint.
I also agree that simply adding a difficulty selection is unimaginative. It'd really ruin the mood for me if there was a difficulty option. Zelda's never had a difficulty option... it wouldn't feel the same if it did.