When difficulty options aren't present, how hard do you like your games?
This one completely depends on the genre, the game in question, and its mechanics. I'm fine with Souls difficulty because it's an ARPG that feels good. Honestly, I think it's a shame that we don't have too many great feeling third/first-person ARPGs in 2016-but the reason I bring this up is because an ARPG is the type of genre where you can make the game as hard as you want as long as the game isn't designed to screw you over or force incredibly narrow difficulties and I'd enjoy it.
But if we're talking Persona 3's The Answer, which I've said many, many, many words about, I feel that there needs to be real understanding of what your game is and how fun you actually want it to be before you go making things difficult. And I think this is true for Turn-based RPGs in general, really. Grinding shouldn't much be a barrier for entry, and I think there are some games that handle difficulty better than others by making level and strength a pro rather than a determinant or still creating a means for which a much stronger foe (or the player in said position) can be taken down, even if unlikely.
And I could go over each genre, but I think I can just make the blanket statement that I like my games challenging, but I also like them fun, and when designing a game, those two should be mutually inclusive, not separate. That's also what I expect, so a game that makes the "challenge" unfun or merely an illusion is pretty unattractive.
Do you like to be eased in gently, or thrown in off the deep end from the get-go?
If that's how the game's gonna be, straight from the get-go. That said, I do feel it important that the game give the player some sense of gratification in the way of victory early on so that they feel encouraged to play on, because the crippling despair of thinking you can't do anything can actually be discouraging. Depending on the person, of course.
Which type of games are more rewarding in your opinion?
Challenging ones, certainly. Despite being self-imposed, I don't know if I've ever been as engaged in the gameplay of something as I was when I decided to no-sword permadeath Wind Waker. It was often harrowing to a point that I couldn't explain and the feeling of permanence was always looming, so when I would clear out an inescapable room of darknuts or beat a boss, the satisfaction was almost overwhelming.
I love that feeling. That's why I do this stuff and play these games. And I feel that a game that never really tries to tear you down or make you feel small in any sort of way will have a tough time really making you feel such satisfaction because you already have this idea instilled in you that you're strong enough to take on anything- because you can. I'd say the only thing that would make you feel otherwise is That One Boss- assuming the game has one.
Ever been slapped in the face by a game that seems to have suddenly decided you're good enough to manage it without any prior indication?
A few, actually. When I was a kid (well, younger), the first real boss of Persona 4 kicked me in the gut HARD because I hadn't taken advantage of the fusion mechanics and spent a lot of time doing SLs. It never really got easier after that, and I ended up selling it right after the second dungeon opened up. You'd probably never expect that it's one of my favorite games, but I was new to SMT (well, thought I was, but I'd played Demikids before that, which also slapped my muk) and what was difficulty even.
Ever stopped playing a game because of a difficulty spike?
Not sure, but The Answer still qualifies, I'd say.
Oh, actually...Phantom Brave. Another one of my favorite games that I sold because of the spikes. Disgaea 3, as well, but I eventually beat that. So basically, had some Nippon Ichi troubles. It happens.