Does Creativity Suffer From Limited Means-End Thinking?

Researchers have found that prompts with more restrictions tend to amplify creativity, while those with less restrictions lead to less creative rhymes. Some artists only work with AI, which can result in low levels of independent creativity and ineffective divergent outputs. Creativity is complex and can lead to personal fulfillment, positive academic and professional outcomes, and even therapeutic benefits. However, narrow-mindedness and biases can limit our ability to think critically and inhibit creativity.

Creativity is not inherent but requires honement through neuroscience. Engaging with nature, such as looking at trees and observing trees, can help develop an updated theory of creativity types based on Unsworth’s conceptualization of responsive, expected, contributory, and proactive creativity. Design thinking should not be seen as the end all, but part of various design tools businesses can employ.

Negative creative thinking involves using creative processes to achieve negative goals without intentional harm. Intellect is positively related to both measures of creativity, and the observed pattern points toward different tendencies contributing to some creative thinking.

While AI has the potential to significantly support creative thinking, it also has negative impacts on creativity and creative confidence. The standard definition of creativity holds that a creative idea is novel and useful, but studies that follow this definition and its implications have shown that individual differences in creative cognition can be manifest even in brief responses, such as single-word utterances.


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Why do highly intelligent people overthink?

The cortex, an active region of the brain, is responsible for complex cognitive processes such as thinking and decision-making. This makes individuals highly aware of the potential consequences of their actions and choices.

What decreases creativity?

Unknowingly, many people may be limiting their creative potential due to various reasons. These include lack of confidence, discomfort with uncertainty, comparison with others, fear of failure, and self-judgment. Despite these challenges, creativity can be a powerful force that can broaden horizons, open minds, and connect people. For those struggling with mental health issues or addiction, creative activities can be a valuable addition to their treatment plan. Regardless of the reason, everyone can be creative, and it’s essential to recognize and address these simple reasons to unlock your creative potential.

What affects creative thinking?
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What affects creative thinking?

Creativity is a crucial aspect of 21st-century education, particularly in mathematics. However, research indicates that students’ creative thinking in problem-solving is still low. A study on 7th-semester transformation geometry students using qualitative research methods revealed that factors influencing creative thinking include learning models, teaching materials, academic ability, and non-cognitive factors like students’ attitude towards learning, test questions, and confidence in their abilities.

The study was conducted using tests, interviews, and study documents. The findings highlight the need for further analysis and understanding of factors influencing creative thinking in mathematics education.

What causes loss of creativity?
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What causes loss of creativity?

Stress can stifle creativity, as it can hinder the ability to create. To combat this, find a calm space to quiet your mind and focus on activities that bring joy. Creativity can be likened to growing flowers in a garden, with germination, growth, and flowering. Changing your mindset to a growth period can be both liberating and soothing. Allowing time for ideas to grow and bloom increases the chances of them reaching their full potential.

An abundance of ideas can lead to decision fatigue, as it can be overwhelming to choose the one that produces the most excitement and joy. For creatives in this situation, it is beneficial to write or sketch all of their ideas before choosing the one that produces the most excitement and joy. Remember that you can always pursue a different idea in the future if it doesn’t work out as you initially expected.

Does overthinking affect IQ?

The term “overthinking” is a common one in the field of psychology. However, it is not directly related to the scientific definition of crystallized intelligence. An individual with an average or above-average IQ is adept at problem-solving, pattern recognition, and information processing.

What impairs creativity?

Stress and time constraints in graduate school can hinder creativity, according to psychologist Robert Epstein, PhD. These constraints can sap the inspiration of even the most imaginative students. However, innovative thinking is crucial for overcoming these challenges. Collaborating with other researchers, finding a subfield that excites you, maneuvering through unexpected findings, and balancing work and home life demands all require creative problem-solving. Thus, stress and time constraints can be detrimental to creative expression in graduate school.

What are the 5 factors that affect creativity?

Sternberg and Lubart posit that creativity is shaped by a multitude of factors, including personality, intelligence, knowledge, cognitive style, motivation, and environmental influences. Additionally, the authors acknowledge the use of cookies on this website and reserve all rights pertaining to text and data mining, AI training, and analogous technologies. The Creative Commons licensing terms apply to the open access content.

What blocks creativity?

Creative blocks are barriers to inspiration, often affecting writers, musicians, performers, and artists. They can last for days, weeks, months, or years and can be caused by self-doubt, comparisons, personal problems, creative burnout, and repeated rejections. To overcome a creative block, it is essential to take a break and unwind. These internal factors call for action, and taking action is crucial to unlocking one’s internal creativity.

What inhibits creativity?

Creativity is a crucial skill for solving business problems, but it often faces barriers due to factors such as being too routine, too serious, lacking creative outlets, personal problems, not separating creation from criticism, burnout, and poor communication. To encourage innovative thought in the office, it is essential to understand the common causes of creative blocks and develop solutions that encourage creative thinking. By recognizing these barriers, individuals can better understand and address the issues that hinder creativity, ultimately leading to more effective problem-solving and innovation in the workplace.

Is creativity high IQ?
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Is creativity high IQ?

The threshold hypothesis is a classical theory that suggests that the relationship between creativity and intelligence may vary at different levels of intelligence. Guilford and Christensen assumed a break in the correlation data between intelligence quotient (IQ) and creativity at an IQ level of approximately 120. This hypothesis suggests that high creativity requires high intelligence or above-average intelligence, which is considered a necessary but insufficient condition for high creativity.

People with intelligence below average intelligence have little chance of being very creative, while those with intelligence above the threshold may have the potential of high creativity but it is not related to their IQ level.

Many theoretical treatments of the creativity-intelligence link exist compared to few empirical studies, with only a few systematically examined the threshold hypothesis and conclusions are inconsistent. Some studies provide evidence that does not support the threshold hypothesis, such as Runco and Albert using California Achievement Test (CAT) scores as the estimate of intelligence and Preckel et al.

Investigating the relationship between DT and fluid intelligence with a sample of 1328 German 12-16 year old students and discovering that correlations between both variables are almost equal at different IQ levels.

Recent research has also raised concerns about the threshold hypothesis, as previous studies tested the hypothesis by dividing a sample at a given level and separately estimated the correlations for lower and higher IQ groups. However, empirical studies cannot prove that the threshold should be defined as 120 IQ points. Recent studies have examined the threshold using different data analysis techniques, such as Karwowski and Gralewski, Jauk et al., and Mourgues et al., finding no threshold effect for advanced indicators such as creative achievement across the entire IQ range.

Does overthinking affect creativity?
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Does overthinking affect creativity?

Overthinking negatively impacts creativity by taking up valuable mental resources, causing stress and anxiety, and turning the act of creating into a negative, fearful experience. This instinct to overanalyze every idea and second guess every choice can undermine creative confidence and satisfaction, leaving individuals disengaged with their creative work and more likely to avoid taking creative risks.

Overthinking can also turn into procrastination, as it feels like problem-solving and trying to find the best choice, but in reality, it could be keeping individuals from getting started and working towards the right course. Therefore, it is crucial to manage overthinking effectively to maintain creativity.


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Does Creativity Suffer From Limited Means-End Thinking?
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Rae Fairbanks Mosher

I’m a mother, teacher, and writer who has found immense joy in the journey of motherhood. Through my blog, I share my experiences, lessons, and reflections on balancing life as a parent and a professional. My passion for teaching extends beyond the classroom as I write about the challenges and blessings of raising children. Join me as I explore the beautiful chaos of motherhood and share insights that inspire and uplift.

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51 comments

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  • Asmon’s opinion on ” players have to find a way to make the difficulty harder themselves ” – absolutely wrong. I dont want to handicap myself to make the game harder to immerse myself better, this is the developer’s job. If a game isn’t difficult enough its not immersive enough to me but if its bullshit then it isn’t fun.

  • Pretty braindead take that you think games just shouldn’t have difficulty modes. It basically means players who want a more challenge are really limited and have to try to make the game hard in convoluted ways, or players who want an easier experience can just get cooked and simply not have fun. Legit who cares if there’s lower and higher difficulty levels, it makes no sense to not have them. No idea how he came to such a ridiculous conclusion.

  • I’m so excited for this game and I agree with everything except the “making these games accessible to everyone” message, that just screams to me “make games easier”, hence more accessible. Making games in the “souls-like” genre easy completely defeats the purpose of the game. Elden ring was hard and look how it did! I think the current game industry has been consistently making incredibly easy and ‘hand holdy’ games, so when a souls game gets popular, everyone not into the genre gets a wake up call, then proceeds to get bitchy.

  • I’m sorry, but having just one difficulty for the entirety of every game is just stupid. However having a difficulty that’s labeled “intended difficulty for the game” will satisfy the majority of people since people will refund or downright not buy the game if they’re forced to play an experience they do not enjoy, which will result in a loss of potential profit/money. However, it’s all up to the developer if they want to remove the difficulty or not to suit the experience at the cost of cutting off a group of players who want an easier experience. In my opinion, players should have a choice on how easy or hard they play article games but if the developer sees that difficulties hinder their vision, then it’s their right to remove it, not every game needs to remove their difficulty slider and vice versa

  • I personally like difficulty modes. Not everyone is good at souls like games, but still like them and the stories. Either difficulty modes and I agree with what Asmon is saying, having more mobs and more move sets and so on, or the game learns you’re having difficulty and adjusts it’s difficulty level for the individual player.

  • asmongold is such an ego trash gamer, there is no such thing as “every1 having the same experience” a lot of ppl quit playing the game early on if the game is too difficult. difficulty settings are a good thing not a bad thing, any1 who disagrees is just an ego gamer that like to gatekeep more casual players from having fun in the games. yes elden ring’s base game can be easily beaten with magic, but not every1 wants to use magic. and there r a lot of ppl who aren’t as good that would still like to play the game without having to struggle for hours on every part of the game.

  • I like difficulty modes. The default difficulty should be “balanced”. A good experience with enough difficulty to offer a challenge. Then hard should be a significant challenge, even by players who’ve finished the game, and know all the items and options they have available. Then there should be a very hard mode. Something close to impossible. Even if you min-max, you struggle and have to try a lot of things many times. It should be unforgiving, but once progress is made, rewarding. Hard is for people that really enjoyed the game and want to spend a lot more time on it. Very hard is for hardcore fans that want to be an expert at the game.

  • I think AI tweaking is an excellent way to make a fight more difficult, Alien Isolation does this perfectly with the Xenomorph on harder difficulties as it learns your habits and strategies the longer you play against it. And on the topic of difficulty, I find options for normal and hard modes completely fine. In games there should be an intended experience level, a difficulty for those familiar with the game and bosses, and a difficulty for masochists who desire challenge above everything. Elden Ring and Fromsoft games aren’t an argument against this due to the fact that the players intentionally create difficulty modes for themselves anyways with self-inflicted handicaps. Whether that be souls players like Skumnut beating all of Elden Ring on NG+ 1000, or a random player just doing a deathless/no hit run for a challenge. Same game, different player strategies. If everyone had the exact same experience that would take away from the freedom to overcome a challenge/wall games like this provide. Though I do agree on your point that difficulty modes that are just: Easy = 75% enemy hp + dmg — Normal = 100% hp + dmg — Hard = 200% enemy hp + dmg are stupid and lazy. Game looks very promising and I’m excited to see how it develops

  • As an aging gamer with limited time I just can’t grind like I used too. It’s been gate keeping me out of Elden Ring & Demon Souls. After I beat Sekiro I realized I just don’t have the time for Souls-likes.. I would do anything for an easier mode just to enjoy the game. Put a chicken on my head like Metal Gear idk. I wish I could play them but if I can only do 2-4 hours every couple weeks it ain’t happening. Maybe I just need to play those games on PC and download mods. I’ve turned into console/50 inch TV over the last 5 years

  • No This is not souls like. Dont need to imitate formsoft structure besides level design. Even Ninja Gaiden black invented already open branch design. You can even jump properly and wall run like Phantom Blade 0😂. Ninja Gaiden Black difficulty balancing is perfect. So many variety 、you will want to play higher and higher level, everything is new. Almost no game ever evolved this method. S-GAME is directly inspired from this era, and Games like NG DMC are their favorite in 🇨🇳 interviews Souls labeling is endlessly irritated. Current generation forgets action game history, very dissapointing seeing pointless label

  • Asmon saying that Wukongs combat sytem is deep is the biggest joke. I finished the game and the secret end boss, so I know how it is. Most of the bosses are badly designed and the combat system boils down to smashing the light attack button mixed in with some spells. Bosses fly around for hours with combos lasting the same. Super annoying.

  • Remember when everyone hated Fextralife for viewbotting? Now the internet has moved on so much Asmongold is reacting to his articles as a normal content creator like anyone else and near as I can tell, either no one noticed or no one cares (or both). Proof that no one really cares about drama, it’s just entertainment

  • Hard disagree on having a single difficulty providing the same experience to all players. The experience is subjective, someone who’s finished every Souls game will have a vastly different experience playing Elden Ring than someone playing it as their first-ever Souls game. Difficulty modes are essential exactly for the purpose of giving different types of players the same experience.

  • this git gudshit…… are you guys little kids or something. “its MY game git gud or dont play it, its only for ME, ME ME ME!……” not everyone is a streamer that plays videgames 12 hours a day……… difficulty modes are fine, games should be enjoyed by everyone. you can easily have a ”normal mode” and a easy mode. just dont play the easymode problem solved…. have it so u cant switch between normal and easy mid game, make it so that u need to start a new game is u want to change difficulty modes, maybe have different/ less achievements on easy…. it literally would not affect you. not everyone plays videgames all day, not everyone is in highschool, some ppl are in their 30s with a family and cant put in 200 hours to play eldenring. i play dark souls but never beat a souls game becasue theres other games i wanna play too, and i dont have a hundred hours to dump into most games…if there was a easier mode soo many more people would play them. even something simple like start with x2 estus flasks

  • dont like the sound of extreme mode in this. chipping down enemys because they wont give you any window to attack is just not fun. the games built around flashy moves and combos, let the user do that still on extreme, just make it punishing if you over do it. The game reminds me of Nioh more than souls games, which i think its a nice change.

  • Imo difficulties are great because some people are clearly way more skilled than others at the game and while extreme players do find a way to make impossible challenges for themselves a lot of good players just want to use every tool available and build a cool ass character without feeling like the game is a cakewalk. I feel like Monster Hunter doesa pretty good job with how they change things up a bit with tempered monsters and such. Ruiner Nergi for example where they made his spikes be “metallic” so they’re harder to break abut once you break them they also regen slower and slower as you damage the monster giving you more window to exploit it as a reward for busting your ass trying to break them. There’s a huge potential with AI making enemies feel more “alive” as long as they give enough leniency for players to actually be able to attack back

  • Have to disagree with the difficulty thing . Asmon is the type of player to find the easiest most cheesiest way to get shit done and sticks with it for the whole game . Having a harder variation of a game especially a game that has really good combat and gameplay forces you to master that combat system which makes the game much more rewarding when overcoming bosses and obstacles. A good example is Sekiro, it might not have a difficulty slider but it does new game plus, the demon bell as well as the ability to return lord Kuros charm which having all these things stacked makes the game significantly harder, it forces you to get perfect with the parrying and not just block .

  • 2:20 That’s the worst take I’ve ever heard you give, that’s astounding. Truly speechless. If “everyone had to have the same experience”, they would all be easy. Can’t everyone play hard difficulty, but they sure can easy. You think the company’s gonna cut off more then HALF it’s potential customers. DUH, so your honestly saying YOU think everyone should have the SAME experience, which will be EASY. L take

  • Wukong was more of a soulslike than this. I like how this game actually seems like you are chaining combos that actually have variation in them in comparison to wukong where you are just spamming through the light attack chain and throwing a heavy attack in there. This seems distinct enough to where I wouldn’t consider it a souls like. I can actually see the DMC inspiration in this game, I failed to see it in wukong like everyone was saying.

  • Difficulty in games can easily shrink the potential player base. I personally like to play games in basically story mode. Not difficult and I am there to get loot and see cool stuff (environment, enemies and maybe story). I played through a majority of Dark Souls 3 fairly but it was a crap ton of farming souls to level up. My PC had an issue and I lost all my progress so I cheated to beat it. Elden Ring I cheated because that just how I enjoy these games now. My brother on the other hand quit the dlc due to its difficulty (I haven’t played it yet but I kinda heard the new leveling mechanic kinda sucks). I also quit Dragon’s Dogma 2 because it felt like every enemy was a tank that did a crap ton of damage. Plus also the game had dumb mechanics (not able to get to chests/loot without a ranged attack or being a mage because no other class can reach it. No real fast travel and basically only one way to get to every location…. But then also you get ambushed by enemies on your way there. Plus the only loot you get is from merchants or some chests which is stupid).

  • The animation in this game is God-Tier. The fluidity of the motion, the effortless dodging and parrying that seem fair to the timing. Even perusal the stances and different ways the main character and even enemies use their weapons is top quality. Seems like they got real masters of weaponry to animate their movements here, as you can see it through the expression.

  • Games like Sekiro do this really well. There’s 2 extra difficulty levels, one is just a damage and hp slider and you can enable any time (bell demon) and the other (charmless) you unlock after your first playthrough and it fundamentally changes gameplay by forcing you to perfect deflect every time, then there’s another way to increase difficulty by not leveling your health or attack. The fact that those extra levels exist is awesome and increases replayability, the game became a cakewalk for me after the first playthrough, even without leveling hp, but bell+charmless made it challenging again, then I found out one my friends mastered the game so much he’s been doing NG+ runs on charmless, bell AND without leveling health, actually insane level of mastery. Sekiro is made better by presence of those difficulty levels, not worse.

  • Nowadays I need a storyline hook that’s captivating enough, otherwise I just don’t care enough about the game. Like BMW had that nostalgic appeal plus Wukong is one of the most appealing characters in eastern mythology plus the revamped storyline is really freaking good in a way huge lake with crazy undercurrents way.

  • For my experience, the best way to adjust difficulty for me was modding a game. Being able to adjust stats to what i felt was balanced and to my own liking. It allowed me to put a couple more hundred hours into playing instead of rage quitting after 10 hrs or less. Games like elden ring, xcom 2 are an unnecessary stressful to me in vanilla, but they’re my favorite games because i can now take 50 percent less damage or give my soldiers 2x health. Even stardew valley, I couldnt get myself to play it until i could increase the length of day, then i played it for hours. To a serious player this probably sounds stupid and making the game too easy, but im happier playing them my own way. You dont have to sit around and hope they ‘add’ this mechanic or ‘change’ that mechanic when you can do it yourself. Im too old now to want to want to go through dying 20 times or reloading a save over and over. There’s nothing rewarding about that to me like it is for others. I want to play the games that everyone else enjoys too, but without all the stress and self turmoil about whether or not I played it as “intended”. Like Asmon says, no one wants to be told what to do, and i think a similar thing applies to what people think ‘difficulty’ is.

  • With the power of mods, PC players can certainly make a game harder for themselves. But if a user isn’t good at modding, or the modding community isn’t that active, their only way to make things harder for themselves is to stop themselves using stuff – and that just ends up being lame. Nerf stuff, sure, but you cant nerf stuff as an ordinary player without mods and thus can only avoid it entirely. Or let’s say you want to nerf something by only using it X times – I would want a mod that actually limits it rather than me having to actively track how many times I’ve used it, because that is an extra “difficulty” I don’t want to engage with. Different difficulties allows console players more options and even helps modders to understand the design intent of devs and better understand source code (because it’s easier to notice patterns if a variable depends on difficulty).

  • I like Elden Ring’s approach to difficulty where you can make it easier by being smart or spending extra time. You can turn around and kill more normal enemies or explore more to gain more levels and weapon upgrades, or you can just go under-leveled and try to fight the boss. You can try to figure out what elements the boss is weak to, or you can just fight them with whatever you want. Some bosses have items that you can find through exploration that give you chances to damage them early in the fight. It managed to be the easiest souls game while still having tons of players who found ways to challenge themselves even if they weren’t doing a naked challenge run with only a bonk stick. You were still allowed to be challenged and use whatever weapons or playstyle you want.

  • my opinion is the opposite about the difficulties, for example I would play dark souls more if it had easier difficulties and then work up to the harder ones for example the arcade souls like SIFU, I love this game, I memorized all the combos, I started on easy, then to hard. The opinion about adding more options to the boss I agree with, it promotes planning and reading your opponent.

  • The reason I don’t think your view would work well zack is because, it would only work like that in a narrative only game, where combat is minimal. If they have no difficulty option and just create games without it, then they will inevitably start trying to compete with eachother for the “most difficult” title in the industry, there by making all combat orientated games worse as a result because all the people who cannot beat these games will massively increase and a substantial enough population of the player base will say “this sucks, its too hard, nerf it” and because its enough people to worry the devs, then they will nerf it.

  • Everybody cant have the same experience because talent helps but skill is built and not all of us have the time to build the skills in so many of these games. So i appreciate a normal mode on a new game, especially if its a similar or same genre, with different controls, go from lords of the fallen back to sekiro, with 5 days in between because of work and kids oh my God its annoying. Looks like this wont be much of an issue with fps games forna while since cod is so woke i cant breath in there and trepang2 is just its own beast and i love it and sifu and i are getting wude mastered and Space Marine 2 is out for series x and Starship Troopers Extraction just a few more sleeps and while we get good and destroying hordes ill start looking for a new sword, any suggestions?!

  • same me too I much prefer a global difficulty having been introduced to Gaming on the zombies mode of call of duty bo1/2/3 I mean the real ones before the fake ones. 2:20 And yes it’s was better before still nostalgia for the first and second opus when there was still the high roud was display on the profile which almost introduced this little personal competition with all the other friends in the gameplay

  • 2:53 Boss on higher difficulties should have more abilities, new movesets and companion mobs which target you. But I think leaning on such a mechanic at extreme level that you end up making them equal to player will be too extreme. 3:10 New monsters make sense. 4:58 The developers know what they are doing here because the damage and hp in extreme is same as that in hard mode. 7:09 makes this very clear.

  • A friend of mine had the chance to play Phantom Blade in Tokyo and said that the hard mode was very easy. Extreme mode stated that the bosses and mobs are more aggressive. He also stated that although the attacks were based on combos, the bosses did not give us this chance and that it was played like a classic fromsoft game. Also sory for mu bad english

  • My preferred idea of a higher difficulty is a new game plus that is not simply enemies doing more damage and being tankier but additional things like new enemy placement in map, enemies have new moves, stronger enemies appearing earlier and unlocking additional tools or skills to make the combat experience more fresh.

  • I know Asmon made his difficulty comment as a FromSoftware fan. It works well for those games, but I think difficulty options can be great for a lot of games. I liked the harder modes in Ghost of Tsushima and Final Fantasy 7 Remake personally. Most harder difficulties in most games are usually terrible though. Enemy have more HP and do more damage GO BRRR. It’s more complicated than he makes it out to be.

  • My preferred version of easier difficulties would be slower bosses and increased i frames. If bosses moved at 90% speed and your invincibility increased from .2s to .3s then it allows for people with slower reactions or hand eye coordination to enjoy it. My mom plays a lot of games, and she is just slow at pushing buttons. No matter how much you reduce damage and health she will not dodge in time and get hit and die then stop playing. This woman has played 2000+ hours in cyberpunk, fallout 4, Hogwarts legacy, bg3, AC Origins Odyssey Valhalla, Mario Odyssey party and kart, both new god of war, and kh3. Since the pandemic started She has a slow reaction, if the game tells her to press a button in a quick time event she will stress you out nearly failing every single one. I love elden ring and she would like hitting monsters with a big sword mindlessly, but it’s impossible for her to get past the gameplay.

  • My complaint is mostly with what NBA 2k was doing, on hall of fame mode for 2k17 they just lowered all your stats by like 10 points which was lame. In I think 2k23 they essentially made it impossible to get off a shot without getting hit and have no foul called this is cheap as frank hard mode like what’s the point if my players don’t control like my players or the AI can just foul with no repercussion.

  • Please play Ghost of Tsushima on Lethal. I think it is also creative in it’s extreme mode implementation: you die in 1 or 2 hits, but enemies also have reduced health and easily get killed off. Also, after seeing how shit AC Shadows is turning out to be, Asmon should play a game that appreciates the Japanese culture.

  • Why do I need to find items in the game, that I’ll never will without a wiki, to make it easier or harder? Just give me the difficulty options in the settings. Although I understand Asmon’s point and I suggest a combination of both through stat-scaling difficulty settings AND extra modifiers either thru settings or game items. Like those in dark souls 2 you could burn in the bonfire to make an area harder. Or modifiers on server-style games where you can fine tune not just basic stats but other modifiers

  • Now let’s hope they’ll make a trophy for that extreme difficulty and lock platinum behind it because when I tired this game at gamescom I cleared the demo on normal and hard in 8 minutes each with a total of 1 death. The biggest problem with PBZ was the window of deflect and dodge – it was crazy high with deflect counters and dodge counters being extremely op. Also, you wanna see a hard mode done properly? Play Furi

  • Yeah honestly having 1 difficulty mode would probably work out as long as accessibility options are present. Honestly I wish games would stop pretending with difficulty modes and add cheats back into games again. I loved being able to scam the game because I learned about some code I could put in the game to unlock special costumes or special abilities, and these doubled as difficulty sliders for kids and people who aren’t mechanically skilled, but the base experience was still there, and unlocking harder modes felt more like a badge of honor thanks to that. I honestly always pick the difficulty option that the developer says is the intended experience because thats what I want, regardless of if its too hard or too easy.

  • Every boss in Elden Ring gives you an opportunity to heal. Same with Sekiro. Godskin duo: the further you back up from them both the more time it takes for their fireball to get to you. Same with Genichiro with his jumping impale. Just don’t be far enough that he does the heavy bow attack, because that’ll chunk the fuck out of your posture and gives him a chance to recover his posture.

  • One level of difficulty for all? That is a dang shame because it is going to be Hard. I dislike when games do not let me start on the highest difficulty. I always go Hard, Never Easy, Never Normal! That is how real gamers are made! Challenge yourself! Push to the limit and then go even further beyond!

  • your to blame @asmon. Devs cater to players like you and others like you. and thats why gaming has become what it is. its trying to make streamers and ppl who make a living from gaming happy, instead of … hey i play games for fun… make it fun again… oh wait you wanna make asmon and shroud happy.

  • ok we must be honest about Wukong, the game is good, especially in a year with so few decent games, but it’s not Sekiro good, just put it on another level, maybe with nioh. Honestly, most boss fights in wukong didn’t feel rewarding to me… It didn’t feel like a battle to me… it felt more like finding a way to cheese a gaming mechanism. You had to find out what the devs want you to use to beat every boss… I don’t like that, I like to have freedom, I want to beat the boss using my own way. I want to choose my own build, my own way of fighting, but that’s almost impossible in Wukong… there’s like a script. Still, the animations and graphics look outstanding (well, on PS5 there are a lot of frame drops but still…). I just feel a little weird every time Asmon talks like Wukong is 10/10 but then says Lies of P is 7/10 and also talks s about dark souls lol I mean, what’s going on here.

  • Honestly, I was a bit on the fence with how this game was in the last article since it seemed like it was just about making you look cool without any real challenge. The changes they’ve made with this difficulty not only made the game look that much cleaner, but there’s some actual difficulty now that makes the player seem even cooler since it’s now apparent that there is skill involved rather than just having nice animations.

  • They sure make more attacks, but, their attacks are not really that fast, they look way more easy to time then other games in such genre where you have to notice movement in less then a second before you get hit my moves, so only thing I think will be hard, is keeping up pace with keyboard inputs and hope your fingers do not go numb.

  • I don’t think so, I think doing it like Diablo 2 or this game, where you play on normal mode to unlock the hard mode is the best way to go. I can’t stand the idea where the player has to make the game difficult for himself. Now that being said, having dozens of difficulties to chose from is the worst. So have a normal difficulty, then a hard mode and then extreme where even nerds will struggle.

  • Games made stupidly easy for Gen-Z to be able to keep up. But nope that wasnt enough, zoomers cried and cried so they had to make casual mode…nope still too hard, so they made story mode “WAAAH BUT WHY DOES EVERYONE ELSE GET TO HAVE FUN BEING BETTER THAN US!?? Take away difficulty achievements and make hard mode easy!” And so they did. Never underestimate gen-zs ability to ruin

  • The advantage of having only one difficulty is that the designer only have to make sure that one experience feels good and well balanced, things get a lot more complicated when you start to have multiple different difficulties. Things that feels good on normal might feel like shit on hard and you’ll have to dedicate a lot more resources to re-balance everything, and most games simply don’t have that resource so they just made the numbers bigger as a cop out. Having more difficulty options is fine in my opinion, but the question as always will be: “at what cost?”

  • i dont mind difficulty modes, but if there’s more than 3, then its just stupid. really it should just be two max, normal, and hard. “easy” should not be a thing in action games, and “extreme” just makes hard irrelevant. if its post-game only, then hard should just be extreme on ng+, which would properly provide challenge for your characters thats decked out already.

  • Kinda stupid that they’re gimping mechanics to make it harder. Also yeah sounds like they’re gonna have bosses input read you. Honestly doesn’t sound like a very well designed hardest difficulty. IMO, a well-designed hardest difficulty has players master the mechanics that are already there, it doesn’t introduce new mechanics or change mechanics. I think Ninja Gaiden Black and Ninja Gaiden 2 (Xbox 360) are to this day the golden standard of tougher difficulties done right.

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