this post was submitted on 06 Nov 2025
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[–] foodandart@lemmy.zip 194 points 4 days ago (27 children)

I think Kojima gets it. For a lot of players, esp. on the more cinematic games, the story is the main driver and the action is how it progresses. The games I’ve played that were ordeals are often the ones I’ve given up on. It’s the ones you can start on story mode with, enjoy the narrative and then re-play at the harder levels that I’ve stuck with.

[–] SpaceNoodle@lemmy.world 160 points 4 days ago* (last edited 4 days ago) (85 children)

I'll keep saying it: I already have a job. I want to play a game to unwind.

Implementing a wide gamut of difficulty settings is also an accessibility feature, and allows people with certain physical or mental challenges the opportunity to enjoy your game firsthand. Why would you want to deny your audience this opportunity?

[–] NoneOfUrBusiness@fedia.io 35 points 4 days ago (9 children)

I mean, presumably because it'd compromise their vision for the game or some such? Some games use gameplay as part of the storytelling, so nontrivial difficulty swttings would compromise the story being told (for example if the game wants you to experience a gruelling trek through a hostile area). Now that doesn't mean a story mode or similar is bad, but there are reasons to consider for a game dev to consider such settings incompatible with their game. Also in a game with more complex mechanics difficulty would be more complicated than player and enemy stats, and a dev might simply consider implementing satisfactory difficulty settings not a good use of their time.

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[–] Melonpoly@lemmy.world 29 points 4 days ago* (last edited 3 days ago) (19 children)

You don't have to play difficult games. Not everything has to cater to a wide audience. Most of today's re-boots and sequals were from stories that catered to a niche audience only to lose its appeal by going too mainstream..

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[–] paultimate14@lemmy.world 18 points 3 days ago (1 children)

I enjoyed difficult games a lot more back before I got a job.

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[–] jjjalljs@ttrpg.network 19 points 3 days ago (3 children)

I’ll keep saying it: I already have a job. I want to play a game to unwind.

This is not a universal response. Some people like difficult games for many reasons. Overcoming a challenge can give me a taste of triumph absent from my day job.

Implementing a wide gamut of difficulty settings is also an accessibility feature, and allows people with certain physical or mental challenges the opportunity to enjoy your game firsthand. Why would you want to deny your audience this opportunity?

Sure, maybe, but the devil is in the details.

I suppose it's not the game maker's responsibility to stop people from ruining their own experiences. I'm pretty confident that some people would just easy-mode through dark souls and have a vastly diminished experience. "I don't see the big deal. It's just an action game", they might say, because easy mode gave unlimited healing and no monster respawn. The difficulty (which is vastly overstated) is part of what makes it work. People remember Blight Town and Sen's Fortress because of the ordeal. I can't remember a single dungeon from Skyrim.

Furthermore, meta game options found in menus is not the only way to do difficulty options. Elden Ring, for example, is very generous with spirit summons.

[–] oxideseven@lemmy.ca 15 points 3 days ago* (last edited 3 days ago) (6 children)

No one is asking devs to remove hard mode. They are asking them to include an easy mode for people who can't deal with hard mode. People with physical or mental barriers, people who don't have time, or really any reason.

This is no different than inclusivity.

YOU might not remember anything that wasn't challenging but that doesn't mean it's like that for others. I remember everything from Skyrim. I love Skyrim. I had fun with it so I remember it.

I don't remember much from Elden ring cus I never made it. I struggled at it and couldn't her anywhere.

I can back years later and cheated on a bit more health and more health potions. It was challenging still but I could at least experience the rest of the game.

Gate keeping sucks. Let everyone in.

[–] StinkyRedMan@lemmy.world 7 points 3 days ago

Elden ring opened the gate so wide that we got newcomers trashing on some gameplay features which have been a staples of those games since from software started making them. At some point gatekeeping ensure that you don't alienate the players who played all your games and played a big part on your success. Cause the wider you want to open the gate and the more you have to move away from your vision. Imo not all games are meant for everyone and that's fine.

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[–] audaxdreik@pawb.social 12 points 3 days ago (4 children)

Difficulty is not simply one aspect of a game that can be adjusted with a slider. Difficulty is the confluence of many different gameplay aspects coming together. Sometimes, those systems allow for easy and discrete adjustment like with the old Doom games where settings can simply vary the enemies that spawn, the damage dealt, or the health and ammo from pickups.

The deliberate decisions and balance that make Dark Souls good also make it difficult, it's not good simply because it is difficult. Take Blighttown for example, one of the most notoriously difficult areas of the game. It's difficult because the architecture is hostile and confusing, and encounters place immense pressure on the player through application of Toxic and confined or deliberately open spaces that allow you to dodge yourself off a cliff. How do you make that "easier"? There really isn't an abundance of enemy placement throughout most of the game, it's very deliberate. Equipment attribute numbers are all low to maintain a tight balance and even things like parry windows are affected by the specific shield you have equipped. Adding in additional difficulty options is a retuning of the entire game, which also retunes the formula. Look, I'm sorry if it sounds snobby but there's just no other way to say that if you start making substitutions to a dish at a restaurant it's not the same dish!

This insistence that all games MUST be for all people is what leads to the bland homogeneity of modern game design. Dark Souls comes from the rich legacy of dungeon crawlers like King's Field before it and those games are notoriously oppressive and difficult, it's why people like myself love them. Everyone attributes poison swamps to Miyazaki but go back to Eternal Ring or Shadow Tower: Abyss in the early 00's before his involvement and you'll find mandatory poison damage areas there as well. It's a staple of the genre. Heck, play Megami Tensei (no, not Shin Megami Tensei, MEGAMI TENSEI from the NES) and there's a whole section of mandatory fire damage that you can't negate until you're already 4/5 of the way through it.

I also find the accessibility angle disingenuous and a little insulting even. All props to devs that add difficulty to their game as a means of accessibility when they are able to or want to, but it should not be necessary. This also diminishes real accessibility options like colorblind modes, reading assistance modes, keybinding modes, etc. I do not appreciate that.

Everyone thinks they're a critic because they don't like a game or certain things about a game and that it would be better if it catered to them, but difficulty is already highly subjective to begin with and insisting that devs find ways to foresee and cater to all possible permutations is untenable.

If you don't like the game: fine. If you want to levy valid criticisms about the game in your opinion: fine. But this insistence that the developers are being foolish for creating a game to their vision and not yours is the actual thing cheapening it as art.

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[–] LwL@lemmy.world 14 points 3 days ago

I think he's entirely right for the kind of game he usually makes.

I also think not having difficulty settings is the right approach for souls games, it would destroy the vision.

Different people are looking for different things. Sometimes, the same person is looking for different things. I play story games on difficulties I don't struggle on, more gameplay-focused games I like making hard and struggling with them.

[–] Venator@lemmy.nz 27 points 3 days ago

Also Kojima:

"I want people to end up liking things they didn’t like when they first encountered it, because that’s where you really end up loving something."

https://www.ign.com/articles/hideo-kojima-made-significant-changes-to-death-stranding-2-because-playtesters-thought-it-was-too-good

[–] Glifted@lemmy.world 12 points 3 days ago (7 children)

Easy games are fine. It can be a nice way to just plow through a good story. However, I'm absolute trash at games and beating Dark Souls was one of the best and most memorable gaming experiences I've ever had. (it took me well over 200 hrs because I am a garbage-person) Had the game been easier I don't think it would have hit the same way.

That's not to say every game has to be like that but it's great when it works

[–] azertyfun@sh.itjust.works 10 points 3 days ago (4 children)

Celeste is the perfect embodiment of that philosophy IMO. The whole story is an explicit metaphor for overcoming a great personal challenge. And the gameplay's difficulty is what drives that point home and makes the game an all-time great.

I've seen a couple streamers with G4m3r Skillz breeze through Celeste, and the game didn't leave them much of an impression. But it touches very deeply those who struggled through it because the struggle is the bond that ties the player to Madeline.

Other games it doesn't really matter. Portal 2 is a great game even if the puzzles are quite easy, because the greatness lies in its writing, atmosphere and worldbuilding. There's an Aperture miniseries just begging to be made - but a Dark Souls or Celeste cinematographic adaptation would miss the entire point.

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