Crimson Desert bets on a clean equipment system and a difficulty that adapts to the player.
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Information about Crimson Desert continues to grow as new videos and interviews with the development team are published. Gradually, the studio is clarifying key doubts about its gameplay proposal, especially in two aspects that often generate debate in action RPGs: the equipment system and difficulty management.
Far from following the usual formulas of the genre, Pearl Abyss has opted for very specific decisions that aim to reduce friction with the player and maintain the challenge throughout the adventure, without relying on artificial spikes or menus saturated with statistics.
How equipment and difficulty work in Crimson Desert
In terms of equipment, the game will not use random statistics or duplicate loot. Each sword, armor, or object will have fixed and unique characteristics, avoiding the classic accumulation of almost identical pieces that require constant comparison of numbers. The intention is clear: less time managing inventories and more time playing. Equipment can be purchased or crafted, but truly special pieces will be linked to demanding combat, such as boss battles and key encounters in the open world.
Regarding difficulty, Pearl Abyss has not yet confirmed the presence of traditional modes (easy, normal, difficult), but has detailed a dynamic world scaling system. Enemies and challenges will adjust to the protagonist’s progress, so there will be no inaccessible areas at the beginning or trivialized initial areas after many hours of play. This ensures that even side quests accepted at the beginning will remain interesting and rewarding when completed later.
With this approach, Crimson Desert aims to offer a more balanced and consistent experience, where the challenge is maintained without resorting to inflating numbers or punishing the player for exploring at their own pace. A philosophy that fits well with the ambition of its open world and points to a more thoughtful design than what is usually seen in the genre.

