Difficulty Question:
Should HELLBOUND 2 be difficult, or relatively easy?
I see strong arguments on both sides of this question. I’m going to lay out the positives and negatives. I feel like Hellbound was pretty hard, while Super Maria RPG was very easy. Please reblog or leave a like if you’ve got an opinion on the difficulty of HELLBOUND 2.
PRO-EASY ARGUMENTS:
- Easier to complete story
- Less intimidating to people who aren’t great at RPGs
- More accessible
PRO-DIFFICULT ARGUMENTS:
- Games like Cuphead, Darksouls, SMT are popular because they’re ridiculously difficult.
- Rewards the player for strategy / grinding
- Adds more hours to the play time
Tell me what you think about this.-
here’s my thoughts on hard games:
- there’s always games that are popular or notable for being harder than other games, but the actual audience for these games is less than other games. you market towards a specific player base at the expense of other more casual players.
- in order for that player base to enjoy your game it needs to be more than just hard - it needs to also be fair. you have to reward players who get it right, you have to justify all the time they spend memorizing boss patterns or developing the reflexes and skillsets they need to progress in the game. this makes it that much more challenging to balance.
- RPG maker games are already a fairly niche audience so you’re talking about a niche within a niche, who even then would only play your game if it’s both hard and fair.
- the vast majority of the games that are popular because they are hard are action games like cuphead, dark souls, bullet hell shooters, etc - where timing and reflex is what saves you. RPGs that are hard because of the numbers - because the enemies are much stronger than the players - are a much more rare find these days. whereas in the past this was the norm for console JRPG style games, that has changed a lot since the days where every rpg forced you to grind for hours. overpowering a boss with brute strength is not as satisfying to most players as nailing an incredibly tricky dodge or learning to parry attacks 100% of the time. you’ll be appealing to a very, very small, very masochistic crowd who still loves FF2j style mindless grinding.
- 99% of the time when a JRPG is considered ‘hard’, it’s not because of a challenging strategy that must be executed perfectly, it’s because the numbers are stacked so high that victory is impossible without grinding levels. the challenge is the player’s patience for doing this. most gamers are not fans of this kind of thing.
- is it possible to make a hard RPG without resorting to this? definitely. is it extremely difficult? definitely. can you pull it off? i cannot answer that. but if it was me i’d think long and hard about what exactly would make my game hard, and whether or not it would also be FUN.





