Diablo vs. Darkest Dungeon: RPG devs on balancing punishment and power

INSUBCONTINENT EXCLUSIVE:
For Sigman and the Darkest Dungeon team, it was important to establish an overarching design philosophy that was set in place
We will update balance based upon community feedback, analytics, evolving metas, and also reflections on our own design philosophies and
Red Hook Studios The problem, of course, is that every change to an existing game is a
double-edged sword
without its challenges
With a single-player game, I think you have more leeway to let some exploits stand
Even if a decision is made to make a game more difficult, particularly in an existing game, it should be done to make the play experience
more enjoyable
for having fun.The fine balance between power and challenge is a hard one to strike, but what players ultimately want is to have a good time
Sometimes that means feeling like a world-destroying demigod, and sometimes it means squeaking through a bloody boss encounter with a single
hit point
Most often, though, you're looking for a happy medium: a worthy challenge overcome through power and skill.