Sean Mirrsen
Banned
I think in the broader scope, games like Divinity OS simply use their quality story, the same way more mainstream games would use graphics and scenery - they give you a hook that would make you want to play the game. They might not succeed - as indeed, games don't have to cater to everybody at once - but it's just one of the many things a game does to make you want to play it, to try and make the player get over their preconceptions or limitations and experience whatever genre the game represents.I think difficulty options are usually enough, especially if they fit with the more recent trend of being more nuanced and letting users tune specific things rather than just an easy, medium, hard etc. option.
That said, I’d be all for more options in long, story heavy games. Things like CRPGs like Divinity Original Sin and similar I’d be for an option to auto fight or skip battles. The game is known for having a great story,lots of dialogue and choices etc. I’d like to experience, but I just hate the battle is in those games, hate the shit ton of systems to figure out in CRPGs etc. and found it too hard even on easy.
That said, not all games need to be for me and I was fine just skipping that game any steering clear of that genre. Devs don’t need to cater to me. That said, they’re missing out on some money from me as I’d buy and play games like that if I was able to put them on easy (or whatever other settings) and blow through them for the story like I do in games with other combat systems like Witcher 3.
In a way, I could probably chalk that up as one of the reasons the classic RTS genre mostly disappeared - it doesn't have easy ways to provide that 'hook', in either visual quality or writing, and so has just the gameplay by itself to attract the player, which in RTS games is by default far more complex and daunting to the unprepared - so gameplay has to suffer reductions far greater than RPGs and action games have.
Probably one of the reasons Homeworld is so fondly remembered, now that I think of it - the premise and setting provided for quite a number of such 'hooks', and the unique design allowed for great visuals as well.
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