this post was submitted on 06 Nov 2025
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[–] SpaceNoodle@lemmy.world 160 points 6 days ago* (last edited 6 days ago) (30 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 36 points 6 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 6 days ago* (last edited 6 days ago) (20 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 6 days ago (1 children)

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

[–] SpaceNoodle@lemmy.world 7 points 6 days ago

Exactly. I'll play Dark Souls if they pay me.

[–] jjjalljs@ttrpg.network 19 points 6 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 6 days ago* (last edited 6 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 6 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 6 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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[–] Datz@szmer.info 7 points 6 days ago* (last edited 6 days ago) (2 children)

A lot of hobbies like gardening, sports, chess require effort, why is it necessary for video games to be easy?

Forcing some challenge gets you to engage with more things rather than taking the easy way out. It's like bungee jumping (I'd assume), sometimes a push is necessary to experience something new.

Some of my favourite moments were trying Fire Emblem Ironmans, which initially made me go "this is stupid, I'll regret this, I should reload", only to change to "this is peak"

[–] SpaceNoodle@lemmy.world 9 points 6 days ago (15 children)

The problem is with artificially enforced barriers.

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[–] Cold_Brew_Enema@lemmy.world 7 points 6 days ago (4 children)

Because it's their philosophy and they can do what they want. If the game is too difficult, then don't play. Some of us enjoy difficult games.

[–] yakko@feddit.uk 13 points 6 days ago (11 children)

Exactly, games are art. I don't go around telling artists not to make things I don't enjoy. I just buy other art.

[–] Honytawk@feddit.nl 4 points 5 days ago (12 children)

Art can't be art without an observer.

If someone is unable to get to the art, then that "art" is useless to them and might as well not exist.

To them, even a derivative of this art is more worth more than no art at all.

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[–] SpaceNoodle@lemmy.world 11 points 6 days ago (3 children)

Then crank up the difficulty setting. Why feel the need to exclude others?

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[–] ColeSloth@discuss.tchncs.de 5 points 6 days ago (2 children)

I think it's an age gap 9f when you started gaming. If you were a gamer back in the 80's and early 90's, you played because it was a challenge to overcome and that's what you enjoyed.

You didn't want to "play" a game. You wanted to "beat" a game. No one played Mike Tysons Punch Out for the story. It was a challenge that took many hours worth of attempts, trial and error, and skill to beat. You liked it and remembered it because it was hard.

Part of the reason they were hard back then was due to file size and lack of saving and such, so hard games took longer to be bored of and sold better, but those were the games that we got hooked on. The challenge. New gamers are hooked on the stories and the entertainment, which is all well and good. Just a different type of crack.

[–] moakley@lemmy.world 11 points 6 days ago

It's also a holdover from arcades. Arcade games were difficult because they wanted people to spend another quarter.

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[–] Soggy@lemmy.world 4 points 6 days ago (3 children)

Mastering a game and falling into a good flow is unwinding for me. Something easy doesn't release any tension nor give me accomplishment-dopamine.

And not everything needs to be made for the widest possible audience.

[–] MrScottyTay@sh.itjust.works 7 points 6 days ago (2 children)

With difficulty options you will still get that, in fact you may get it better. Maybe for a specific game the difficulty needs to be lower or even higher for you to find that sweet spot.

[–] kunaltyagi@programming.dev 4 points 5 days ago (1 children)

If difficulty is just hit points, higher difficulties are not really enjoyable. Adjusting hit points, items, weapon damage, etc. together to achieve good flow on every difficulty is not an easy task.

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[–] JargonWagon@lemmy.world 4 points 6 days ago

I don't have the time to get into any sort of flow these days.

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