"It's also very clear on the difference between casual and classic."
"I don't quite understand how the difference between Classic and Casual isn't obvious right from the start."
Guys guys. It's not that the difference between casual and classic isn't clear. But even knowing the difference between casual/classic doesn't necessarily help establish which one you should pick.
"There shouldn't be a grand debate on what the "right" difficulty is."
Agreed because it shouldn't even be an issue. The game makers should have stood behind their game and their talent and have decided on a freakin difficulty. It's not too much ask is it? The solution they used was incredibly lazy and ignorant. I would sidestep this flaw of the game, if only I could.
"The options open up the game to a huge audience, from the most hardcore masochists to the most laid back casual players, apart from a handful of people like you who apparently can't even be arsed to come up with an answer to the question 'How hard do I want this game to be?" How is offering that option a bad thing? Can you not think for yourself in the least?"
Again, it is not an option. It is a liability. It *would have been* an option if I was able to change it later. I cannot, therefore it's not an option but an oppression.
And I can think for myself. That's how I was able to use logic to determine that the choice is not a meaningful one; not really a choice at all. That's how I got to the point where I'm bashing the game on the forum board where everyone else is blindly praising it. That's literally thinking for myself.
Think about it sociologically. For comparison, if everyone in a christian nation believes christianity is right, and everyone in a muslim country believes islam is right. Nobody chose where they were born. Therefore, can either group be considered to think for themselves?
Why is being asked to choose difficulty a good thing, seeing as you can only choose one, and will probably never cross examine your choice against the other choices. (Well, not without restarting the entire game to check see. So you have the burden of having to do that.)
"If you sometimes want the game to be difficult and sometimes want it to be easy, then why not keep separate save files, or play a different game when you don't want a challenge?"
Presumably no matter what I pick the game will probably be relatively easy anyway for the first 10 or so hours. So the difficulty setting is sort of a snail mail'ed decision made arbitrarily in advance.
As for being sometimes easy and sometimes difficult. Now that you mention it, technically there should be no reason difficulty can't be altered mid-campaign.
"Of course it's possible to make a mistake in judgement, which I did, but that doesn't make the game a terrible game."
By providing an meaningless choice, it accomplishes nothing other than allowing the player to make an inferior choice.
In your case, you had to restart the game, and you blame yourself but effectively the game forced you to. Can you call that a good game? It's like if a restaurant had two entrances but everyone who goes through a certain entrance has a pail of water dropped on them. "oops! Well it was my fault not the restaurant's! I should have went through the other door! Mistake in judgment and all that."
Mind you, just because not everyone made the wrong choice as you did, doesn't mean you weren't forced to make the wrong choice. Using the restaurant example, statistically speaking X percent of patrons will get a bucket dropped on them and their clothes wet. That X percent translates to Y people meaning the restaurant *forced* Y people to experience that fate -- it's only a matter of *which* people. No one person was FORCED to get bucketed, but a certain amount of people were inevitably going to get bucketed. To defend the restaurant is sociologically irresponsible because they did nothing to lower the amount of Y.
Keep in mind there was nothing to be gained in FE Awakening's method of choosing difficulty. If it's so people don't find the game too hard or too easy, allowing people to choose a difficulty that is too hard or too easy, is an illogical and ass backwards solution.
And on top of that the choice impacts the entire experience, permanently. Again, I would ignore this flaw, if only I could, but in fact I cannot. Short of picking the absolute hardest difficulty, I might spend the entire duration of my playthrough wondering if I should have picked a harder setting.
"That's petty - a better word might be "arbitrary" - bitching about something that doesn't decide for you."
For the record, technically the game still decides for you. Only it decides based on an arbitrary criteria and that criteria is which is: "what setting the player chose". It's like a sort of personality test.
You guys are jedi mind trick'ed into thinking you were choosing a difficulty. To be more accurate, you were choosing labels subjectively describing a difficulty, AND presuming those labels to be truthful. Because if the labels were named differently ("medium" is "normal", "lunatic" is "hardcore", "casual" is "modern") you might have chosen differently. That's an obvious fact but everyone here is sweeping it under the rug. As well as it having no bearing as to how difficult the game makers actually tuned each difficulty setting to be. They could have made each setting a little bit harder or a little bit easier. As we all know and goes without saying, some games are easier than others, regardless of difficulty setting. One game's "normal" is another game's "hard". When choosing difficulty in Fire Emblem Awakening, you're choosing blind. The labels serve as a lazy way to shift responsibility onto the player.
It's like going to a career counselor and being asked "do you like salt" followed by "how much do you like salt" and then wonder for the rest of your life the extent to which your answer affected your life. That in a sense is Fire Emblem Awakening -- one of six games everyone else may or may not be playing.
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