The recent release of Sekiro: Shadows Die Twice has revived the debate about the difficulty in videogames, to the point that the writing of 3DJuegos has talked about whether or not FromSoftware games should include a mode of less difficulty. The creator of the fantastic Maldita Castilla, the Spanish creator known as Locomalito, has also wanted to talk about this issue, whose videogames tend to stand out for their high degree of difficulty.
“I’m always going around the subject of difficulty in my games,” he has written on social networks. “I build them so they exist right in the line that separates challenge and fun, it’s a very fucked up balance to get, and it’s probably what I spend the most time on.” One of the most important aspects, according to the author of Super Hydorah, lies in the ” reaction time, a danger must arise before […] causing problems, if you see it coming, although you can not avoid it, you will know at least that you have had an opportunity, and you’ll know how to take advantage of it next time. “
For a difficult game to be fun, it has to be satisfactory. – Locomalito
Therefore, Locomalito adds, it is also very important to “make clear what went wrong”. If you suffer an impact the action must show it clearly. “[b] Margin for the trial error: a situation can be very demanding the first time, but if the game maintains the conditions, even if you do not have much skill, you can take advantage studying patterns and developing a strategy to beat”, continues the creator of Maldita Castilla.
Locomalito believes that there must be “balance” between difficult enemies, designed to kill you, and those that are there for you to kill easily, thus improving the pace of action. In the same way, the rewards must maintain this balance. “For a difficult game to be fun, it has to be satisfying, it has to be cool to end the dangers, overcome the traps, get bonuses, the more enjoyable it is to play, the more willing you are to face the challenge.”
Siempre ando dando vueltas al tema de la dificultad en mis juegos. Los construyo para que existan justo en la línea que separa desafío y diversión. Es un equilibrio muy jodido de conseguir, y es probablemente a lo que más tiempo le dedico. Creo que una dificultad-justa debe:
— Locomalito (@Locomalito) April 3, 2019