First off I'd like to second FSleeper. Why the porn stuff? It's embarrassing to play this in front of others, particulary women and children. I don't want a game where I have to hide away to play. I'm sure people that want porn can find it easily enough elsewhere. Secondly, why don't the game designers make a proper difficulty solution. It's so easy. Make it an slider adjustable by the player which increase the monster's defense, dodge, speed, hitpoints, hit-probabillity and damage by 10% per notch in this slider. Make this slider unlimited so that there never will be a player that can't get it difficult enough. Each monster already have base values of these types so adding a multiplier is not much work. Imagine a monster that is spawned that has 100 HP. With a difficulty setting of 150% the monster will be spawned with 150 HP. Do the same for all other monster stats mentioned. Voila. Also I particulary liked one of the old games, I think it was Dark Queen of Krynn where you even got more experience for having a higher difficulty. You would try to have as high difficulty as possible to get as much exp as possible. Superb!Anyway, it's not difficult to program. The monster spawning code looks at the base HP for the monster, for instance 100 HP, then multiplies by the difficulty modier of for instance 150% and arrive at 150 HP. Then does the same for it's other stats. How hard is that? As to handicaps. It seems many people don't understand why the player's can't just handicap themselves. Let me give you an example. If you were a first rate 100 meter runner that won every race in your small village, would you rather enter the region or state championship for some real challenge or would you be equally satisfied by adding some lead weight that makes it very hard to win and thereby stay in your village? Or to be even more explicit you could even add so many weights that you would have trouble winning against 1 year old kids barely able to walk. Do anyone truly think that is as fun as entering the state championship....? Gaming is the same way. You want to do the best you can. Playing chess against a drooling comatose person just isn't the same as playing against Kasparov even if you handicap yourself.In addition, if you have a difficulty slider, you can in addition compete against your friends and even yourself. If you managed the game at 500% you can try at 750% nest time. If your friend can play at 200% higher difficulty than you, you can ask what tactics he's using and see if you can better yourself. It can also give you an incentive to try out different tactics to find more efficient ways to play. It also enhanced replayability. Btw, the difficulty slider should never be possible to adjust down unless you sacrifice experience. If you can modify it up and down as you please you destroy the intensity and immersion of the game. It's so easy to do but you nearly always feel cheated. People that always and easily do resist the urge to do this are blessed but they should try to accept that not everyone are as they are. From reading this forum there are many that don't accept that there are people that are different than them. 99% of modern games also has an inbuilt problem with their save and heal system. When you can save and heal everywhere you get a game where you lose 90% of the excitement the game could have had. An example of the old style is Bard's Tale I from the late 80ies or early 90ies(btw this game is 300% better in the amiga version). You could only save at the tavern. When you went out for the day you had to make sure you didn't stray too far or you would have trouble making your way home. When you have a couple of dead party members, only 10% health left on your live ones, little or no mana but a wagonload of treasures and exp, you had a real exciting trip back home. Along the trip you fought loads of monsters which individually wasn't necessarily(or usually) life threathening but you had to try to minimize your received damage, maximize your delivered damage and minimize your resource use(potions, mana and artifacts). You also had to (try to) run away if you met a really nasty party. If all members of your party died you lost all your money and loot but your bodies was collected and resurrected by the guild. Basically you had to play as well as you could without the tedious load/save and replay. With today's style of healing between every battle, you have the situation where each battle has to be deadly or the whole game just get tedious, yet when each battle is deadly, there is no differenciation which is in itself boring. Another problem of today's games are the horrible super-non-linear structure. Particulary Oblivion was horrible that way. You could go everywhere, fight nearly every monster and they had nearly always the same difficulty level. When you had gained 20 levels, each of those monsters was exactly the same as they too had gained 20 levels. I was bored out of my skull with that game! Everywhere you go, there you are fighting the exact same thing(the one exception I found which was a nasty Lich). However, the game designers should realize that a linear game structure should not be limited by inexplicably closed areas(which people rightfully detest), for instance like they had in NWN2 but by monsters being too tough for the player to survive(or alternatively the area itself being too lethal, poison, fire etc). Non inexplicably locked areas should still exist(that means areas which has a good reason to be inaccessible). Let the player try to go wherever he want and then watch him chose for himself not to go where he realize he won't survive. For instance, give him one monster to fight that he can barely survive, then show him a half a dozen of them in a group or perhaps the monster's mama. He'll understand that this is not a good place to be without having to die. Gothic I and II was great in monster power diversity. Gothic III far far less so. Every orc was a bad joke even at lvl 1 and the whole game idea was centered around those orcs... Oblivion was even worse. The Witcher which is linear (divided into chapters) should have avoided this easily yet it fails to do so. I wonder why. Ah well, too long a mail...