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Other games may feature difficulty levels which are idiosyncratic in more than just name. A prime example is games offering a StoryDifficultySetting: a difficulty setting in story-driven games designed to accommodate players who just want to experience the story and don't care much for the gameplay.

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Other games may feature difficulty levels which are idiosyncratic in more than just name. A prime example is games offering a StoryDifficultySetting: a difficulty setting in story-driven games designed to accommodate players who just want to experience the story and don't care much for the gameplay.
gameplay. Another example is the ArrangeMode, where elements within the game are remixed in another mode to give a new challenge.


* '''Normal \ Medium'''

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* '''Normal \ / Medium'''



* '''HarderThanHard''' (it may be UnlockableContent that is only revealed after completing the previous difficulty)

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* '''HarderThanHard''' (it may be UnlockableContent that is [[UnlockableDifficultyLevels only revealed after completing the previous difficulty)
difficulty]])



* '''"Mook" AI''': Used in asymmetrical gameplay where one or more human players are fighting large numbers of {{Mooks}}. Higher difficulties make them higher in number, and have more health. If the game goes beyond just NumericalHard, they will generally fight more aggressively too. Outside of the AI, your character's health may be less, and obstacles such as bottomless pits may be re-arranged.

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* '''"Mook" AI''': Used in asymmetrical gameplay where one or more human players are fighting large numbers of {{Mooks}}. Higher difficulties [[NumericalHard make them higher in number, number and have more health.health]]. If the game goes beyond just NumericalHard, they will generally fight more aggressively too. Outside of the AI, your character's health may be less, and obstacles such as bottomless pits may be re-arranged.



An [[OmnipresentTropes Omnipresent Trope]] in videogames. Many old school UsefulNotes/{{arcade game}}s have difficulty levels which can only be set by the arcade's owner via [=DIP=] switches; these different settings are usually not visible to players, except in console ports that replicate some of them. Many arcade games allowed the player to influence one element of difficulty, the number of lives, by feeding extra credits.

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An [[OmnipresentTropes Omnipresent Trope]] in videogames.video games. Many old school UsefulNotes/{{arcade game}}s have difficulty levels which can only be set by the arcade's owner via [=DIP=] switches; these different settings are usually not visible to players, except in console ports that replicate some of them. Many arcade games allowed the player to influence one element of difficulty, the number of lives, by feeding extra credits.


Most console video games of the early 1980s that had multiple difficulty levels didn't give them names, and combined the act of starting a new game with selecting one of the numbered or lettered difficulty options. "Game A" and "Game B" were the standard options in Videogame/GameAndWatch and early UsefulNotes/NintendoEntertainmentSystem games, while many UsefulNotes/{{Colecovision}} games used the numeric keypad for this purpose.

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Most console video games of the early 1980s that had multiple difficulty levels didn't give them names, and combined the act of starting a new game with selecting one of the numbered or lettered difficulty options. "Game A" and "Game B" were the standard options in Videogame/GameAndWatch UsefulNotes/GameAndWatch and early UsefulNotes/NintendoEntertainmentSystem games, while many UsefulNotes/{{Colecovision}} games used the numeric keypad for this purpose.



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An [[OmnipresentTropes Omnipresent Trope]] in videogames. Many old school {{arcade game}}s have difficulty levels which can only be set by the arcade's owner via [=DIP=] switches; these different settings are usually not visible to players, except in console ports that replicate some of them. Many arcade games allowed the player to influence one element of difficulty, the number of lives, by feeding extra credits.

to:

An [[OmnipresentTropes Omnipresent Trope]] in videogames. Many old school {{arcade UsefulNotes/{{arcade game}}s have difficulty levels which can only be set by the arcade's owner via [=DIP=] switches; these different settings are usually not visible to players, except in console ports that replicate some of them. Many arcade games allowed the player to influence one element of difficulty, the number of lives, by feeding extra credits.


* '''"Fun" AI''': Used in asymmetrical gameplay where the player is fighting {{Mooks}}. Higher difficulties make them higher in number, and have more health. If the game goes beyond just NumericalHard, they will generally fight more aggressively too. Outside of the AI, your character's health may be less, and obstacles such as bottomless pits may be re-arranged.
* '''"Player" AI''': Used in gameplay where each AI is treated as just another player, and ostensibly given equal footing with the real player(s). Higher difficulties make the AI smarter\faster\more skilled, and more often than not they'll cheat on higher difficulties, or cheat more than they do on the lower ones. There may also be harsher environmental forces that don't seem to affect the AI as much as humans.

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* '''"Fun" '''"Mook" AI''': Used in asymmetrical gameplay where the player is one or more human players are fighting large numbers of {{Mooks}}. Higher difficulties make them higher in number, and have more health. If the game goes beyond just NumericalHard, they will generally fight more aggressively too. Outside of the AI, your character's health may be less, and obstacles such as bottomless pits may be re-arranged.
* '''"Player" AI''': Used in gameplay where each AI is treated as just another player, and computer player ostensibly given has equal footing with the real human player(s). This situation is common in games where bots fill in for humans in multiplayer scenarios. Higher difficulties usually make the AI smarter\faster\more skilled, and smarter, faster, and/or more skilled. They'll often than not they'll cheat on higher difficulties, or cheat more than they do on the lower ones. There may also be harsher environmental forces that don't seem to affect the AI as much as humans.

Added DiffLines:

Other games may feature difficulty levels which are idiosyncratic in more than just name. A prime example is games offering a StoryDifficultySetting: a difficulty setting in story-driven games designed to accommodate players who just want to experience the story and don't care much for the gameplay.


Most console video games of the early 1980s that had multiple difficulty levels didn't give them names, and combined the act of starting a new game with selecting one of the numbered or lettered difficulty options. "Game A" and "Game B" were the standard options in GameAndWatch and early NintendoEntertainmentSystem games, while many {{Colecovision}} games used the numeric keypad for this purpose.

to:

Most console video games of the early 1980s that had multiple difficulty levels didn't give them names, and combined the act of starting a new game with selecting one of the numbered or lettered difficulty options. "Game A" and "Game B" were the standard options in GameAndWatch Videogame/GameAndWatch and early NintendoEntertainmentSystem UsefulNotes/NintendoEntertainmentSystem games, while many {{Colecovision}} UsefulNotes/{{Colecovision}} games used the numeric keypad for this purpose.

Added DiffLines:

Most console video games of the early 1980s that had multiple difficulty levels didn't give them names, and combined the act of starting a new game with selecting one of the numbered or lettered difficulty options. "Game A" and "Game B" were the standard options in GameAndWatch and early NintendoEntertainmentSystem games, while many {{Colecovision}} games used the numeric keypad for this purpose.


If some or all of the difficulties have different names from the above (virtually guaranteed if it has more than the three middle ones), it's a case of IdiosyncraticDifficultyLevels. Of course, different developers have different ideas as to what constitutes "Normal"; many NintendoHard games only have "Easy" and "Normal" difficulties, and in some of these cases even "Easy" is highly difficult.

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If some or all of the difficulties have different names from the above (virtually guaranteed if it has more than the three middle ones), it's a case of IdiosyncraticDifficultyLevels. Of course, different developers have different ideas as to what constitutes "Normal"; many NintendoHard games only have "Easy" and "Normal" difficulties, and in some of these cases even "Easy" is highly difficult.
difficult. Other games pull the opposite, creating a form of RankInflation where there are several "HarderThanHard" difficulties that aren't all as hard as proclaimed.

Added DiffLines:



Generally, games with difficulty levels will run on a scale like this:
* '''EasierThanEasy''' (sometimes)

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Generally, games with difficulty levels will run on a scale like this:
that includes some or all of the following:
* '''EasierThanEasy''' (sometimes)



* '''HarderThanHard''' (sometimes, and it may be UnlockableContent that is only revealed after completing the previous difficulty)

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* '''HarderThanHard''' (sometimes, and it (it may be UnlockableContent that is only revealed after completing the previous difficulty)


Many {{strategy game}}s, {{RPG}}s, and {{action game}}s have difficulty levels. Often, you start the game at 'Normal', though sometimes at 'Easy', then work your way up. Most games with difficulty levels feature extra, even harder levels that you can unlock by beating the game. Some strategy games even let you change difficulty level between scenarios, letting you tackle a particularly challenging stretch without being frustrated by NintendoHard difficulty.

to:

Many {{strategy game}}s, {{RPG}}s, and {{action game}}s have difficulty levels. Often, you start the game at 'Normal', though sometimes at 'Easy', then work your way up. Most games with difficulty levels feature extra, even harder levels that you can unlock by beating the game. Some strategy games even will let you change difficulty level between scenarios, letting you tackle a particularly challenging stretch without being frustrated by NintendoHard difficulty.
difficulty.

Generally, games with difficulty levels will run on a scale like this:
* '''EasierThanEasy''' (sometimes)
* '''Easy'''
* '''Normal \ Medium'''
* '''Hard'''
* '''HarderThanHard''' (sometimes, and it may be UnlockableContent that is only revealed after completing the previous difficulty)
If some or all of the difficulties have different names from the above (virtually guaranteed if it has more than the three middle ones), it's a case of IdiosyncraticDifficultyLevels. Of course, different developers have different ideas as to what constitutes "Normal"; many NintendoHard games only have "Easy" and "Normal" difficulties, and in some of these cases even "Easy" is highly difficult.



See also IdiosyncraticDifficultyLevels, EasierThanEasy, EasyModeMockery, MercyMode, and HarderThanHard.

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See also IdiosyncraticDifficultyLevels, EasierThanEasy, EasyModeMockery, MercyMode, NonIndicativeDifficulty, and HarderThanHard.the VideoGameDifficultyTropes index.


Many {{strategy game}}s, {{RPG}}s, and {{action game}}s have difficulty levels. Often, you start the game at 'Normal', though sometimes at 'Easy', then work your way up. Most games with difficulty levels feature extra, even harder levels that you can unlock by beating the game. Some strategy games even let you change difficulty level between scenarios, letting you tackle a particularly challenging stretch without without being frustrated by NintendoHard difficulty.

to:

Many {{strategy game}}s, {{RPG}}s, and {{action game}}s have difficulty levels. Often, you start the game at 'Normal', though sometimes at 'Easy', then work your way up. Most games with difficulty levels feature extra, even harder levels that you can unlock by beating the game. Some strategy games even let you change difficulty level between scenarios, letting you tackle a particularly challenging stretch without without being frustrated by NintendoHard difficulty.

Added DiffLines:

In addition, many simulation and strategy games feature realism options that can be used to shut off certain complex features of the games, making them easier for newcomers to tackle.


An [[OmnipresentTropes Omnipresent Trope]] in videogames. Many old school {{arcade game}}s have difficulty levels which can only be set by the arcade's owner via [=DIP=] switches; these different settings are usually not visible to players, except in console ports that replicate some of them.

to:

An [[OmnipresentTropes Omnipresent Trope]] in videogames. Many old school {{arcade game}}s have difficulty levels which can only be set by the arcade's owner via [=DIP=] switches; these different settings are usually not visible to players, except in console ports that replicate some of them.
them. Many arcade games allowed the player to influence one element of difficulty, the number of lives, by feeding extra credits.

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