difficulty

diablo-vs.-darkest-dungeon:-rpg-devs-on-balancing-punishment-and-power

Diablo vs. Darkest Dungeon: RPG devs on balancing punishment and power

For Sigman and the Darkest Dungeon team, it was important to establish an overarching design philosophy that was set in place. That said, the details within that framework may change or evolve significantly during development.

“In this age of early access and easily updatable games, balance is a living thing,” Sigman said. “It’s highly iterative throughout the game’s public life. We will update balance based upon community feedback, analytics, evolving metas, and also reflections on our own design philosophies and approaches.”

In Darkest Dungeon 2, a group of adventures sits by a table, exhausted

A screen for managing inventory and more in Darkest Dungeon II. Credit: Red Hook Studios

The problem, of course, is that every change to an existing game is a double-edged sword. With each update, you risk breaking the very elements you’re trying to fix.

Speaking to that ongoing balancing act, Sigman admits, “It’s not without its challenges. We’ve found that many players eagerly await such updates, but a subset gets really angry when developers change balance elements.”

Getting one of your favorite heroes or abilities nerfed can absolutely sink a game or destroy a strategy you’ve relied on for success. The team relies on a number of strictly mathematical tools to help isolate and solve balance problems, but on some level, it’s an artistic and philosophical question.

“A good example is how to address ‘exploits’ in a game,” Sigman said. “Some games try to hurriedly stamp out all possible exploits. With a single-player game, I think you have more leeway to let some exploits stand. It’s nice to let players get away with some stuff. If you kick sand over every exploit that appears, you remove some of the fun.”

As with so many aspects of game design, perfecting the balance between adversity and empowerment comes down to a simple question.

“One amazing piece of wisdom from Sid Meier, my personal favorite designer, is to remember to ask yourself, ‘Who is having the fun here? The designer or the player?’ It should be the player,” Sigman told us.

It’s the kind of approach that players love to hear. Even if a decision is made to make a game more difficult, particularly in an existing game, it should be done to make the play experience more enjoyable. If it begins to feel like devs are making balance changes just to scale down players’ power, it can begin to feel like you’re being punished for having fun.

The fine balance between power and challenge is a hard one to strike, but what players ultimately want is to have a good time. Sometimes that means feeling like a world-destroying demigod, and sometimes it means squeaking through a bloody boss encounter with a single hit point. Most often, though, you’re looking for a happy medium: a worthy challenge overcome through power and skill.

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Shadow of the Erdtree has ground me into dust, which is why I recommend it

Elden Ring: Shadow of the Erdtree DLC —

Souls fans seeking real challenge should love it. Casuals like me might wait.

Image of a fight from Shadow of the Erdtree

Bandai

Elden Ring was my first leap into FromSoftware titles (and Dark-Souls-like games generally), and I fell in deep. Over more than 200 hours, I ate up the cryptic lore, learned lots of timings, and came to appreciate the feeling of achievement through perseverance.

Months ago, in preparation for Elden Ring’s expansion, Shadow of the Erdtree (also on PlayStation and Xbox, arriving June 21), I ditched the save file with which I had beaten the game and started over. I wanted to try out big swords and magic casting. I wanted to try a few new side quests. And I wanted to have a fresh experience with the game before Shadow arrived.

I have had a very fresh experience, in that this DLC has made me feel like I’m still in the first hour of my first game. Reader, this expansion is mopping the floor with me. It looked at my resume, which has “Elden Lord” as its most recent job title, and has tossed it into the slush pile. If you’re wondering whether Shadow would, like Elden Ring, provide a different kind of challenge and offer, like the base game, easier paths for Souls newcomers: No, not really. At least not until you’re already far along. This DLC is for people who beat Elden Ring, or all but beat it, and want capital-M More.

That should be great news for longtime Souls devotees, who fondly recall the difficulty spikes of some of earlier games’ DLC or those who want a slightly more linear, dungeon-by-dungeon, boss-by-boss experience. For everybody else, I’d suggest waiting until you’re confidently through most of the main game—and for the giant wiki/YouTube apparatus around the game to catch up and provide some guidance.

What “ready for the DLC” really means

Technically, you can play Shadow of the Erdtree once you’ve done two things in Elden Ring: beaten Starscourge Radahn and Mohg, Lord of Blood. Radahn is a mid-game boss, and Mohg is generally encountered in the later stages. But, perhaps anticipating the DLC, the game allows you to get to Mohg relatively early by using a specific item.

Just getting to a level where you’re reasonably ready to tackle Mohg will be a lot. As of a week ago, more than 60 percent of players on Steam (PC) had not yet beaten Mohg; that number is even higher on consoles. On my replay, I got to about level 105 at around 50 hours, but I remembered a lot about both the mechanics and the map. I had the item to travel to Mohg and the other item that makes him easier to beat. Maybe it’s strange to avoid spoilers for a game that came out more than two years ago, but, again, most players have not gotten this far.

I took down Mohg in one try; I’m not bragging, just setting expectations. I had a fully upgraded Moonlight Greatsword, a host of spells, a fully upgraded Mimic Tear spirit helper, and a build focused on Intelligence (for the sword and spell casting), but I could also wear decent armor while still adequately rolling. Up until this point, I was surprised by how much easier the bosses and dungeons I revisited had felt (except the Valiant Gargoyle, which was just as hard).

I stepped into the DLC, wandered around a bit, killed a few shambling souls (“Shadows of the Dead”), and found a sealed chasm (“Blackgaol”) in the first area. The knight inside took me out, repeatedly, usually in two quick sword flicks. Sometimes he would change it up and perforate me with gatling-speed flaming crossbow bolts or a wave emanating from his sword. Most of the time, he didn’t even touch his healing flask before I saw “YOU DIED.”

Ah, but most Elden Ring players will remember that the game put an intentionally way-too-hard enemy in the very first open area, almost as a lesson about leveling up and coming back. So I hauled my character and bruised ego toward a nearby ruin, filled mostly with more dead Shadows. The first big “legacy dungeon,” Belurat, Tower Settlement, was just around the corner. I headed in and started compiling my first of what must be 100 deaths by now.

There are the lumbering Shadows, yes, but there are also their bigger brothers, who love to ambush with a leaping strike and take me down in two hits. There are Man-Flies, which unsurprisingly swarmed and latched onto my head, killing me if I wasn’t at full health (40 Vigor, if you must know). There are Gravebirds, which, like all birds in Elden Ring, are absolute jerks that mess with your camera angles. And there are Horned Warriors, who are big, fast, relentless, and responsible for maybe a dozen each of my deaths.

At level 105, with a known build strategy centered around a weapon often regarded as overpowered and all the knowledge I had of the game’s systems and strategies, I was barely hanging on, occasionally inching forward. What gives?

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