zaratan
First Post
That's what I figured, but wasn't exactly sure since I wasn't familiar with those specific games.
The thing with the old ToH as I see it is that it wasn't actually difficult - it was just unfair due to the usual gotcha screwjobs of its time. Gotchas are effectively "fake difficulty" because player skill doesn't really play into their resolution or it relies heavily on uninformed choices or randomness.
What an update to ToH needs, in my view, is to make it very difficult, but not unfair. Where the players' informed choices can still lead to bad outcomes if their choices are ill considered given knowledge of the facts.
You can read up on fake difficulty here and in other sources (google it). Claiming that some folks want the game to be easy is probably not true in most cases. Some just want it to be fair. Designing it to be more fair does not necessarily make it easier.
Yeah, I see your point. ToH is really unfair, but I think is what it propose too. Like many "choose wrong and die" from steve jackson's and ian livingstone game books. What you do later? Try again, with another option. Ghosts ‘n Goblins is really, really unfair, until you memorize any step and have skill to press te buttons at the right time later.
ToH options will continue to be unfair, the change will be "ok, you choosed wrong, isn't a instant kill, just take 5d10+20 and go to the next unpredictable option".
I really like the idea of a hard, but fair dungeon, with puzzles, tests, speed to act and so for the players, but will be a different dungeon, and I would love to play.