Article – Learning to Love Easy Mode

This post is inspired by the following article: Learning To Love Easy Mode

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Is this really the type of achievement we want to unlock?

I have found that as I age the time and ability (maybe even the desire?) to do one thing for hours and hours has dramatically decreased. Due to this I have found that the ways that I used to look at things has dramatically shifted in the last few years. Time spent doing the same thing over and over and over in order to get better at something is no longer of interest to me. I am predominately a single-player gamer (due to time and children) and getting “better” than the “other guy” doesn’t factor into my gaming experience. Which is exactly why volunteering to make a game more challenging is no longer worthwhile.

I am an avid video and table top gamer (among many other things) and have to find a balance between all the things I do. Lately one of the most straightforward ways I have found to enable me to enjoy a video game with a reasonable level of challenge but a reduced amount of time is to set the game to “easy”. Prior to doing this I would choose hard (75% of the time) or medium (25% of the time) depending on the game – but never choose a Nightmare-type mode (I’m not that good!). I have found that a more casual challenge still enables me to enjoy the game and experience the story and characters without hitting a point where I have to spend excessive amount of time leveling up a character or dying-and-retrying a challenge over and over. In some instances the switch to “easy” has small and subtle changes that most players wouldn’t even notice, such as hit points are less for bosses, pickups more generous, or encounters are less frequent. Games that require more of an arcade-level of skill may give you more lives or more time in order to complete a challenge.

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Having had to replay a few games recently after my Xbox died (the 3rd RROD) and I needed to repurchase on my PC, I found myself choosing “easy” just to get myself back to the same point in the game. I found that in most instances I rarely noticed (or missed) the change in difficulty. Soon I noticed that the main thing I was missing was the increased gamer score that comes from achievements/trophies by playing on higher difficulties. Yet once my Xbox died I found that my gamer score number was becoming less and less relevant. As a predominately solo player with only a handful of regulars on my friend lists, what real point was there in bragging about a high gamer score?

Lately there have been numerous games that have come out where the game itself is more rewarding than the score achieved in the end. Games like Journey, The Walking Dead, Slither, Back to the Future, Amnesia, and Limbo have all been enjoyable without achievements or difficulty settings. Even Mass Effect 3 enabled players to choose a “Narrative Mode” which enabled them to enjoy the game with dramatically reduced combat so those interested in just the story could get through it easier.

In the end – I’ve decided to take a more conscious look at why, when and where I choose to be challenged in the games I am playing. Discovering that there are games out there that can be enjoyable without any actual difficulty settings or on easy mode has me enjoying more games instead of enjoying more of the same game I am playing (although spending hours to try and beat a challenge has rarely given me the sense of victory in overcoming it that it might for others).

ARTICLE: Learning To Love Easy Mode

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My Writing – Mister Meaner

This post kicks off an all-new on-going installment focused on my speculative fiction. It will contain completed and work-in-progress pieces from my youth through today.  The content will very in complexity, sophisitication and polish. The intention is to give me a reason to re-read my work, share my pieces and insights with the broader community, and hopefully connect and grow with like-minded individuals.

Please enjoy them and feel free to let me know your thoughts. A writer always appreciates feedback when attempting to grow their craft.

The first story is called Mister Meaner – written in 1994. The story is about a boy who attempts to steal a toy model from a drugstore to make good on a dare. It is a dramatization of an actual incident that happen to me as a child. 

After re-reading it, I wondered if I looked like Jayne from Firefly / Serenity with a “stupid” looking hat on my head. I have no idea how I believed I could pull off what was attempted in this story.

I must have stood out as much as Jayne did in his hat!

Close approximation of the model that was discussed in this story

The story can be found here: Mister Meaner

A few items to note when reading these stories:

  • Many of them remain unedited since their original creation date and contain misspellings, improper grammar and made up words. These are in here for flavor and as a time stamp to reflect my age when they were created.
  • Over time, I hope to include “Directors Commentary” in all of my stories. Hopefully this adds some flavor and context for the creative process and my thinking as these stories were created.
  • These are being shared for the benefit of the community and ask for respect to all who read, share, and comment on the material within.
  • All rights reserved. This material may not be published, broadcast, rewritten or redistributed in whole or part without express written permission. Contact skillpointstation@gmail.com if interested.