Remember FF 1?
How about the orginal Dragon Warrior?
How did the game designers then understand so well what level of difficulty would be fun, and yet years later, with endless research and testing, RPGs can range fron way-too-easy, to this-isn't-even-fun?
heres what you have to do to have a marketable game (kinda like politics:
you need to cater to the masses (easy mode), while also keeping your core fan base happy (so hard that only gamers with a great store of RPG experience have any hope of success)
Option 1: difficulty settings
recent release Star Ocean has a difficulty setting that you unlock *after* you finish the game.
i call this fail, personally i'm likely only going to play through any game 1 time, and i want a damn challenge. while this caters to both markets, you need more time to get to the challange
Option 2: starts easy, gets very hard. no difficulty selection
this is not bad, allthough... you will alienate your mass market when they start dying over and over mid game, and you hardcore gamers are bored for the first half
isn't there something we can do about this!
option 3: difficulty slidebar, more exp gained when slidebar is on hard
implemented years ago in the first Bethesda games (elder scrolls), this option kicks-***. allthough its true i just slide it over to max and leave it there, i feel like i've chosen my own destiny, somewhat
(unfortunately, Bethesda's games often allow you to become so overpowered, by the time you get around to the storyline, you are 1-hitting your way to victory)
option 4: don't be repetitive
this is where the fun is! a new challange, requiring a new solution, everytime you turn around.
remember how dynamic Chrono Trigger was? every section of the game unlocked new challenges with new tools to use
there was only 1 difficulty, and it fit everyone just right
how the hell did they do it?