

You couldn't be more wrong. If something is a push-over, it gets boring really quickly. If something is challenging, engages your brain, makes you think tactically, that is fun. Outside of trolls, no one thinks non-difficult activities are actually fun.


Aren't you full of yourself. It's not up to you to define fun for everyone else. I still decide for myself what's fun and what's not, no matter what you may think about it, about which I couldn't really care less. And for me: Story = fun, likable characters are fun. Challenge just for the sake of challenge = couldn't care less. So just because your brain cannot compute this doesn't make it a troll opinion.


Aren't you full of yourself. It's not up to you to define fun for everyone else. I still decide for myself what's fun and what's not, no matter what you may think about it, about which I couldn't really care less. And for me: Story = fun, likable characters are fun. Challenge just for the sake of challenge = couldn't care less. So just because your brain cannot compute this doesn't make it a troll opinion.
Your sheer hatred on this topic is blinding you. Not once did I say that challenge and only challenge is fun. I find story immeasurably fun as well—it is the primary hook for me when playing video games. What I said, however, was that push-over content gets really boring, really quickly. Which is, arguably, an objective stance to take. What possible thrill or excitement is there when you engage an enemy and there is less than 1% chance of you dying? It's not. At all. The possibility of losing is the only thing that keeps things fun and engaging. That's how our brains work.
Want to start shedding players? Make your content brainless and easy mode. Before you or anyone else says anything, I am not advocating Ultimate difficulty in every facet of the game. WildStar is a graveyard for a reason. But there is a middle ground, where people can be actively engaged. Pushover content is not that.


Do I really have to explain this?
Cut scenes, dialogue with NPCs, plot unfolding — you know, the primary elements of story — are a difficulty agnostic activity (and thus are segregated from difficulty activities that I am arguing). All of this I'm fairly certain that you (and others) are well aware of.



Case in point. Main Scenario Roulette.Do I really have to explain this?
Cut scenes, dialogue with NPCs, plot unfolding — you know, the primary elements of story — are a difficulty agnostic activity (and thus are segregated from difficulty activities that I am arguing). All of this I'm fairly certain that you (and others) are well aware of.
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