• NotASharkInAManSuit@lemmy.world
    link
    fedilink
    English
    arrow-up
    6
    ·
    edit-2
    51 minutes ago

    I wasn’t expecting this post to bring out this kind of animosity in people. Jesus fuckin’ christ.

    Video games are not a public service, there is no such thing as a 100% universally enjoyed video game for a reason. It’s ok that there are different types of video games, folks, be them too hard or too easy for your tastes, it’s kind of stupid to throw these kinds of stones about it.

    I mean, is every book supposed to be palatable to everyone? Are we all supposed to feel the exact same way about every piece of art? This is like being mad that Guardians of The Galaxy involved sci-fi and super heroes and wasn’t a WWII documentary because that’s what you’d have preferred to watch.

  • inclementimmigrant@lemmy.world
    link
    fedilink
    English
    arrow-up
    11
    arrow-down
    1
    ·
    5 hours ago

    Just allow users to mod the game to whatever difficulty they want and don’t be dicks about it.

    Devs get to stick to their original vision and gamers get to have whatever difficulty they actually want to make things fun for them.

  • emergencyfood@sh.itjust.works
    link
    fedilink
    English
    arrow-up
    8
    ·
    5 hours ago

    Da Wei: gives step by step instructions only for players to ignore them and get stuck (reading is hard).

    Also Da Wei: designs a fast, strong and tough endgame boss only for some psycho to hit-stun her, yeet her around the arena, kill her by fall damage and post it on Bilibili for the lolz.

  • DupaCycki@lemmy.world
    link
    fedilink
    English
    arrow-up
    11
    arrow-down
    2
    ·
    7 hours ago

    It may be a difficult debate between accessibility, experience and artistic vision. Though considering how many games are made every year, I think we can have difficult games with no easy mode. People who don’t enjoy them or can’t play them can simply play the thousands of other games.

    Don’t get me wrong. I’m all for accessibility. During my time in the video game industry, I personally paid great attention to options for colorblind people. Unfortunately, pretty much everything else was outside my scope. But it doesn’t make any sense to potentially ruin the entire work just so 3 more people on the planet will play it.

    If a game is frustrating to play, but I enjoy the story - I watch a playthrough. If a game contains elements that I don’t like - it’s probably not a game for me, so I move on to other games. If I had some disability that made it very hard or impossible to play some games - okay, fair enough, that would genuinely suck. But again, I’d move on to other games.

    Of course, it’s possible to add detailed difficulty settings, so that everyone can customize their experience. Mostly a great solution, if the team has the time and resources to implement it well, which isn’t always the case. However, it may still interfere with the artistic vision of the developers.

    Some movies can cause epileptic seizures due to some of their scenes. Should the authors throw their vision and ideas out the window, because some people cannot safely watch the movie? I’d say no, because that would kind of ruin the whole point of artistic expression. I think we need to be able to depict and express all kinds and forms of art, even if some groups will be unable to experience them.

    Maybe some time in the future we’ll be able to solve all of this easily and reliably (e.g., some kind of neuralink for people with various conditions). But as of right now, it seems to me that this is practically a non-issue. The impact is incredibly limited, while proposed solutions are either costly, unrealistic or straight up counterintuitive.

  • Stalinwolf@lemmy.ca
    link
    fedilink
    English
    arrow-up
    13
    arrow-down
    1
    ·
    edit-2
    9 hours ago

    Yoshi P (FFXIV): “Yeah, the game was a huge cultural hit that grew more successful with each expansion, so I thought to myself… now that we’ve brought in millions upon millions of players, why not nerf all of the overworld content into absurdity to bring in maybe forty or fifty noobs? So I did. And then I changed all of the classes again once everyone had reached max level. Nobody liked that. So I thought… why not do it again?”

    Zenimax (ESO): “So I just kind of made up whatever and then dialed the difficulty down to about a tenth of what it used to be. Now overworld content is on par with swinging an aluminum bat through a pile of packing peanuts. Also, the Second Era was filled with superhero sky ninjas with lava wings who rode around Tamriel upon lightning horses and mechanical spiders. Deal with it.”

  • RampantParanoia2365@lemmy.world
    link
    fedilink
    English
    arrow-up
    7
    ·
    edit-2
    10 hours ago

    I really don’t feel like copying that name on my phone. What game does the 3rd one make?

    Also, I’m playing Stellar Blade, and I’m not sure I’d ever get through it without Easy mode.

  • m532@lemmy.ml
    link
    fedilink
    English
    arrow-up
    62
    arrow-down
    19
    ·
    15 hours ago

    Reading this thread has re-confirmed that gatekeepers are a blight on humanity.

    I will cheat in your sacred games and you can’t stop me. I’ll make my own rules. What are you gonna do about it, break into my house and steal my computer?

    • Credibly_Human@lemmy.world
      link
      fedilink
      English
      arrow-up
      14
      ·
      9 hours ago

      For me in Cyberpunk, I hated the breach protocol, and hated how by the time you get the fancy gear, the game is done (never meeting at embers btw).

      As a result, on my second playthrough I removed breech protocol completely and 10x’d experience. Was a much more fun experience.

      I’m so appreciative of games where that is possible. Otherwise its just a slog for no reason in what is supposed to be an entertainment product.

      I also like Atomfalls difficulty settings where you could really change a lot about how the game played.

    • dovahking@lemmy.world
      link
      fedilink
      English
      arrow-up
      30
      ·
      12 hours ago

      If a game is particularly hard, I’ll use mods or cheats to make it easier. Gamers who sweat for difficulty can play it as hard as they want. I just want to experience the story, even if my play style goes against the creator’s vision.

    • iegod@lemmy.zip
      link
      fedilink
      English
      arrow-up
      7
      arrow-down
      5
      ·
      7 hours ago

      What wild, malformed, and disproportionate response. Blight even. My god my eyes can’t roll any harder.

    • audaxdreik@pawb.social
      link
      fedilink
      English
      arrow-up
      12
      arrow-down
      1
      ·
      12 hours ago

      This was never the argument. Cheat all you want, no one cares.

      There’s just a bunch of people in this topic that read these developer’s own words on their artistic takes and were like, “Wow, uh, wrong? Cater your games to me.”

    • Melonpoly@lemmy.world
      link
      fedilink
      English
      arrow-up
      16
      arrow-down
      1
      ·
      13 hours ago

      I don’t think you’re getting the point here. If you buy a game you can do whatever you want with it. Same goes with developers, it’s their creation and they can do whatever they want with it. It doesn’t have to please everyone.

    • trslim@pawb.social
      link
      fedilink
      English
      arrow-up
      5
      ·
      10 hours ago

      I play Stellaris and Terra Invicta in easy modes basically, cuz I just enjoy nation building and the game mechanics. Tho Easy in Terra Invicta can still be a pain if you ignore certain things.

    • Honytawk@feddit.nl
      link
      fedilink
      English
      arrow-up
      9
      arrow-down
      1
      ·
      13 hours ago

      Yeah, I love easy mode mods.

      I’ll play my games the way I like it. I don’t care about their or even the developers opinion.

  • ShaggySnacks@lemmy.myserv.one
    link
    fedilink
    English
    arrow-up
    42
    ·
    20 hours ago

    Pathologic 2 Devs

    My true desire was for this town to never have a direction or goal marker, not even once. It’s intellectually offensive. Who do you have to be thrust a map marker under a free person’s nose, saying "Here is your goal. You’re too lazy and stupid to figure it out on your own, and I am not without mercy towards lesser minds, so I’ll do the work for you. Go there. Go and don’t forget to thank me for choosing your goal for you. Love, The Powers That Be.

    Oh you died? Here’s a debuff. Oh you thought you could save scum to get around the debuff? Ha! That debuff is on all your saves.

    Why? We’re Russian devs. Life is brutual and hard and so should this game.

  • Quatlicopatlix@feddit.org
    link
    fedilink
    English
    arrow-up
    3
    arrow-down
    4
    ·
    7 hours ago

    I dont get why people think the difficulty with souls likes is so cool. It isnt difficult in a sense that you have to think a lot but rather that you memorise what moves the boss has and press your buttons fast enough. In a deep multiplayer game like dota2 or other strategy games you have real people who wont just do what they are programmed to. Heck i would say a auto battler like mechabellum is “harder” because i have to think on what to do… but do what you love…

  • Credibly_Human@lemmy.world
    link
    fedilink
    English
    arrow-up
    15
    arrow-down
    14
    ·
    9 hours ago

    All games should have difficulty settings as fleshed out as Atomfall.

    The idea that games should be a set difficulty with the set annoyances that game includes is stupid.

    LIke I personally, would delete all minigames, fuck em, and have hard combat. Thats my preference.

    I fucking hate creatives who believe super deeply they’ve created some masterpiece meant to be played one way.

  • Rusty@lemmy.ca
    link
    fedilink
    English
    arrow-up
    32
    arrow-down
    1
    ·
    23 hours ago

    Does anyone remember the devs of Diablo 3 saying that the internal team found the game difficulty is too high and then they doubled it.

    • chicken@lemmy.dbzer0.com
      link
      fedilink
      English
      arrow-up
      23
      ·
      edit-2
      22 hours ago

      That’s weird, I don’t remember that game being very hard, at least on the normal difficulty

      • Blackmist@feddit.uk
        link
        fedilink
        English
        arrow-up
        4
        ·
        14 hours ago

        It wasn’t. But then you got to Inferno on act 2 (like 4 times through the game) and died over and over to flies.

      • HereIAm@lemmy.world
        link
        fedilink
        English
        arrow-up
        19
        ·
        22 hours ago

        On launch it was quite “difficult” in that good gear was rare (and why wouldn’t you sell a good piece of gear for 20 bucks instead of using it), and the damage being very one-shotty on higher difficulties.

        • Rakonat@lemmy.world
          link
          fedilink
          English
          arrow-up
          6
          ·
          19 hours ago

          Yeah I remember the travesty of that game at launch. Competent gameplay hamstrung by devs leaving room for their micro transactions. But, you didn’t need to spend real money. You could grind for 20+ hours with pitiful low magic time until you find something mildly better or sell the good items you do have on the auction house to try and close loop to get better stuff.

  • foodandart@lemmy.zip
    link
    fedilink
    English
    arrow-up
    189
    arrow-down
    5
    ·
    1 day ago

    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.

    • DupaCycki@lemmy.world
      link
      fedilink
      English
      arrow-up
      2
      arrow-down
      1
      ·
      7 hours ago

      Personally I don’t like replaying games, so this wouldn’t work for me. Generally, story-driven games are easy, so it’s rarely an issue.

      If you don’t enjoy a game, there are countless others to play. Not saying this as a ‘fuck off, this isn’t for you’. But genuinely - there are so many games, and no single game should be for everyone. It’s perfectly normal that we all have our own unique preferences.

      There are a few games that I’ve dropped due to their gameplay, but wanted to finish the story. So I watched playthroughs of them. Was it at all an issue for me? Absolutely not. Do I wish the game fit my preferences better? Uhh, I guess? But then it would have been ruined for everyone else, so it doesn’t really make sense.

    • LwL@lemmy.world
      link
      fedilink
      English
      arrow-up
      9
      ·
      13 hours 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.

    • Credibly_Human@lemmy.world
      link
      fedilink
      English
      arrow-up
      3
      arrow-down
      1
      ·
      9 hours ago

      I just hate backtracking in general.

      Any game that makes me watch a long cutscene after dying can go to hell and stay there.

    • SpaceNoodle@lemmy.world
      link
      fedilink
      English
      arrow-up
      159
      arrow-down
      10
      ·
      edit-2
      1 day ago

      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
        link
        fedilink
        arrow-up
        32
        arrow-down
        4
        ·
        1 day ago

        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.

          • NoneOfUrBusiness@fedia.io
            link
            fedilink
            arrow-up
            4
            arrow-down
            2
            ·
            12 hours ago

            I meant that the story/easy mode wouldn’t conform with their vision. To expand on my example, if your game is portraying a grueling trek through a swamp where enemies abound and rest is scarce, the struggle would be an inalienable part of the experience; removing the struggle would fundamentally alter the story being told through the game. It’s not about their vision being intact or not; it’s about not wanting to intentionally make an inferior version of their art.

            • MrScottyTay@sh.itjust.works
              link
              fedilink
              English
              arrow-up
              6
              arrow-down
              3
              ·
              10 hours ago

              Then they label the intended difficulty with “recommended” and say that will give the best experience and that if you choose a difficulty higher or lower you might impede the intention of it.

              I really don’t see the problem with having options.

              Like I love the Kingdom Hearts series and was able to play it and fall in love with them as a kid on normal and sometimes beginner difficulty. As an adult I play critical because it makes me engage with all of the mechanics of the game. But I would have unlikely got to the point of being able to play at that level if I couldn’t work my way up through Normal > Proud > Critical.

              The same admiration you have to grinding on a single playthrough to overcome an intended challenge can still be obtained through multiple playthroughs of increasing difficulty.

              • NoneOfUrBusiness@fedia.io
                link
                fedilink
                arrow-up
                4
                arrow-down
                1
                ·
                10 hours ago

                Then they label the intended difficulty with “recommended” and say that will give the best experience and that if you choose a difficulty higher or lower you might impede the intention of it.

                You’re missing the point, which is weird because I explicitly stated it. To repeat, an artist might not want to create an inferior version of their art, irrespective of the utility of doing so. Art is an egotistical affair.

                I really don’t see the problem with having options.

                Options can make sense in some games but not in others; a developer deciding not to include them has likely either figured they wouldn’t work with the game’s structure, wouldn’t be a good use of their time or both. Difficulty options are simply not a one size fits all solution, for the same reason it wouldn’t make sense to demand all painters make colorblind-friendly versions of their paintings.

      • Soggy@lemmy.world
        link
        fedilink
        English
        arrow-up
        10
        arrow-down
        6
        ·
        20 hours ago

        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
          link
          fedilink
          English
          arrow-up
          7
          arrow-down
          1
          ·
          14 hours ago

          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.

          • prole@lemmy.blahaj.zone
            link
            fedilink
            English
            arrow-up
            1
            ·
            edit-2
            7 hours ago

            This just is not true for souls like games. The difficulty is a core part of the experience, and lowering it would literally compromise the artistic vision

        • Ace T'Ken@lemmy.ca
          link
          fedilink
          English
          arrow-up
          4
          arrow-down
          1
          ·
          15 hours ago

          Yes, that is what higher difficulties are for. Why does that preclude lower difficulties?

      • Melonpoly@lemmy.world
        link
        fedilink
        English
        arrow-up
        40
        arrow-down
        14
        ·
        edit-2
        1 day ago

        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…

        • Honytawk@lemmy.zip
          link
          fedilink
          English
          arrow-up
          17
          arrow-down
          17
          ·
          21 hours ago

          Adding a difficulty slider is easy, doesn’t take much time, doesn’t change much about the experience, and allows more people to enjoy your media.

          So leaving it out is lazy game development.

          Niche audiences is fine, gatekeeping isn’t.

          • iegod@lemmy.zip
            link
            fedilink
            English
            arrow-up
            6
            arrow-down
            2
            ·
            15 hours ago

            This way undermines the effort required for developers, and will drastically vary from game to game.

          • Warl0k3@lemmy.world
            link
            fedilink
            English
            arrow-up
            13
            arrow-down
            5
            ·
            edit-2
            19 hours ago

            Adding a difficulty slider is easy

            [CITATION NEEDED]
            It seems pretty clear you don’t have any idea what you’re talking about from a game development standpoint. Difficulty is the entire driving mechanism behind gameplay and you can’t just add multiple versions of that trivially. Even Bethesda’s classic “bump up the health” stuff isn’t a trivial thing to implement. Just come on with this.

            • Korhaka@sopuli.xyz
              link
              fedilink
              English
              arrow-up
              7
              arrow-down
              2
              ·
              15 hours ago

              Depends on how it’s implemented. Just give the player more/unlimited HP or armour would be easy.

              • bob_lemon@feddit.org
                link
                fedilink
                English
                arrow-up
                5
                arrow-down
                1
                ·
                edit-2
                12 hours ago

                Let’s take Elden Ring as an example: how do you scale poise? Is the player harder to stagger? Are enemies easier to stagger? How about status effects? Can you trigger hemorrhage with less hits on low difficulty? Dodge frames? Parry timing?

                That’s just off the top head, there’s tons more mechanics I’ve never even touched in there.

                Combat systems (which is 95% of what difficulty affects) can get so much more complicated than just HP/Armor. And that makes scaling more them just percentages of damage in/damage out.

                I’m not saying it can’t be done. But it’s a gross injustice to blame lazy devs for not implementating a system that probably takes weeks if not months to create and balance.

                • Korhaka@sopuli.xyz
                  link
                  fedilink
                  English
                  arrow-up
                  3
                  arrow-down
                  1
                  ·
                  11 hours ago

                  Sure, a complex difficulty system that the user can tweak is nicer to have. But making the player take more hits to kill is pretty simple and could be argued as an accessibility feature.

            • Honytawk@feddit.nl
              link
              fedilink
              English
              arrow-up
              3
              arrow-down
              3
              ·
              13 hours ago

              My citation is myself as amateur game developer.

              Game design is the entire driving mechanism behind gameplay. Difficulty just plays around with the variables that you already have made for said game design.

              Do you really think they completely redesign a game for every difficulty?

              It is balancing at most.

              • Warl0k3@lemmy.world
                link
                fedilink
                English
                arrow-up
                1
                ·
                edit-2
                6 hours ago

                Game design is the entire driving mechanism behind gameplay.

                Been a while since I’ve seen a good old fashioned tautology. Stop trying to be disingenuous, ‘difficulty’ (or if you prefer, ‘challenge’) is the #1 factor in game design. You either should know this, because it’s patently obvious, or you should just stop talking about this subject like you have any idea what you’re talking about.

                Do you really think they completely redesign a game for every difficulty?

                Strawman me harder, zaddy!
                No, they don’t redesign a game for every difficulty - that’s absurd. But it does have a huge impact on every aspect of gameplay, and like I said, it’s far far from trivial to alter the abstract concept which defines things like the core gameplay loop.

                My citation is myself

                Yeah… Okay.

          • hraegsvelmir@ani.social
            link
            fedilink
            English
            arrow-up
            5
            arrow-down
            2
            ·
            21 hours ago

            It would also seem like bad business to leave it out of your niche game, unless the niche is specifically about the difficulty level. Why would you want to eliminate whole chunks of your already limited number of potential customers by only offering a very challenging difficulty?

          • Melonpoly@lemmy.world
            link
            fedilink
            English
            arrow-up
            3
            arrow-down
            6
            ·
            14 hours ago

            I see you have no idea what you’re talking about. Do you think it’s a simple as reducing a health bar? Because games that do difficulty scaling like that are not fun at all and I would consider that lazy.

            How can you be niche without a “gatekeeping” to some degree? Again, not every game or piece of media need to cater to everybody.

            • Honytawk@feddit.nl
              link
              fedilink
              English
              arrow-up
              3
              arrow-down
              3
              ·
              13 hours ago

              I designed games myself. It is very easy. Just switch around some variables.

              Every game does it like that, whether it is HP, damage, enemy spawns, probability to take a specific action, … it is all just playing around with variables.

              It is neither lazy nor not fun.

              Did you really think they completely redesign a game for every difficulty?

              It is you that has no idea what you’re talking about.

              • Warl0k3@lemmy.world
                link
                fedilink
                English
                arrow-up
                2
                ·
                edit-2
                5 hours ago

                I designed games myself

                How do you do, fellow game designers.

                it is all just playing around with variables

                “All game design is just changing numbers” sure, and all programming is just manipulating two values over and over and over. But the difficult part isn’t changing the numbers, the difficult part is the mechanisms that define how those numbers interact with other numbers. “Magic Numbers” have a place in game design yes, but they are not by any stretch how those systems are defined. If your game was created like that, it cannot have been very good…

      • jjjalljs@ttrpg.network
        link
        fedilink
        English
        arrow-up
        32
        arrow-down
        16
        ·
        1 day ago

        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.

        • wia@lemmy.ca
          link
          fedilink
          English
          arrow-up
          21
          arrow-down
          8
          ·
          edit-2
          23 hours ago

          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
            link
            fedilink
            English
            arrow-up
            14
            arrow-down
            7
            ·
            22 hours 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.

          • EldritchFemininity@lemmy.blahaj.zone
            link
            fedilink
            English
            arrow-up
            10
            arrow-down
            8
            ·
            17 hours ago

            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.

            See, here’s the thing about Elden Ring (especially compared to older FromSoft games imo), you can do this right in the game. A boss kicking your ass? Walk away, go somewhere else and come back when you’ve leveled up more, maybe gotten some extra flasks for healing or upgraded your armor and weapons. Does Elden Ring do it well enough? That’s up for debate and I have some complaints in that department myself (the final boss of the DLC before the nerf is the only time that I’ve ever put down the controller and decided that beating a FromSoft boss simply wasn’t worth the effort - especially after looking at the wiki and seeing one attack that needs a frame perfect dodge to avoid being hit and another where they straight up said “we don’t know how you’re supposed to dodge this attack”), but it is built right into the game.

            But after at a certain point, accessibility comes at compromising design integrity. Every piece of media doesn’t have to cater to everyone. I don’t see people complaining about Andy Warhol gatekeeping because colorblind people can’t see all his paintings. Or that Ozzy Osbourne didn’t make enough country music songs. But with games, it’s a different story. People complain constantly about games not catering to everybody. Bennett Foddy made an entire game to talk about this. It’s called Getting Over It, and it’s considered one of the hardest games of all time. If you’ve never seen it, I highly suggest reading his monologue at least, as I think it’s very relevant to any conversation about game difficulty, especially Souls games which are the most frequent subject of this discussion.

            This game is an homage to a free game that came out in 2002, titled ‘Sexy Hiking.’ The author of the game was Jazzuo, a mysterious Czech designer who was known at the time as the father of B-games. B-games are rough assemblages of found objects. Designers slap them together very quickly and freely, and they’re often too rough and unfriendly to gain much of a following. They’re built more for the joy of building them than as polished products.

            In a certain way, Sexy Hiking is the perfect embodiment of a B-game. It’s built almost entirely out of found and recycled parts, and it’s one of the most unusual and unfriendly games of its time. In it, your task is simply to drag yourself up a mountain with a hammer. The act of climbing, in the digital world or in real life, has certain essential properties that give the game it’s flavor. No amount of forward progress is guaranteed; some cliffs are too sheer, or too slippery. And the player is constantly, unremittingly, in danger of falling and losing everything.

            Anyway, when you start Sexy Hiking, you’re standing next to a dead tree, which blocks the way to the entire rest of the game. It might take you an hour to get over that tree. A lot of people never got past it. You prod and poke at it, exploring the limits of your reach and strength, trying to find a way up. And there’s a sense of truth in that lack of compromise. Most obstacles in videogames are fake; you can be completely confident in your ability to get through them, once you have the correct method or the correct equipment, or just by spending enough time. In that sense, every pixelated obstacle in Sexy Hiking is real.

            The obstacles in Sexy Hiking are unyielding, and that makes the game uniquely frustrating. But I’m not sure Jazzuo intended to make a frustrating game - the frustration is just essential to the act of climbing, and it’s authentic to the process of building a game about climbing. A funny thing happened to me as I was building this mountain: I’d have an idea for a new obstacle, and I’d build it, test it, and it would usually turn out to be unreasonably hard. But I couldn’t bring myself to make it easier. It already felt like my inability to get past the new obstacle was my fault, as a player, rather than as the builder. Imaginary mountains build themselves from our efforts to climb them, and it’s our repeated attempts to reach the summit that turns those mountains into something real.

            When you’re building a video game world, you’re building with ideas, and that can be like working with quick-set cement. You mold your ideas into a certain shape that can be played with, and in the process of playing with them, they begin to harden and set until they are immutable, like rock. At that point, you can’t change the world. Not without breaking it into pieces and starting fresh with new ideas.

            One of the things people love about Souls games is the challenge of it - not difficulty, as difficulty for the sake of difficulty is bad design (see my complaints above), but the challenge of learning how a boss moves like you’d learn the rhythm to a dance or a song. You’ll get pushback because Souls games cater to a specific audience who crave that kind of struggle. The story, music, and world of FromSoft games are great, but these gamers feel that without the obstacles to overcome, the games would be missing a core component of what makes them great, and that by removing it you would cheapen the experience for yourself. Like wanting to play a city builder but you don’t want to have to place any roads. At that point, why not just watch a playthrough on YouTube?

            For years now, people have been predicting that games would soon be made out of prefabricated objects, bought in a store and assembled into a world. And for the most part that hasn’t happened, because the objects in the store are trash. I don’t mean that they look bad or that they’re badly made, although a lot of them are - I mean that they’re trash in the way that food becomes trash as soon as you put it in a sink. Things are made to be consumed and used in a certain context, and once the moment is gone, they transform into garbage. In the context of technology, those moments pass by in seconds.

            Over time, we’ve poured more and more refuse into this vast digital landfill that we call the internet. It now vastly outnumbers and outweighs the things that are fresh, untainted and unused. When everything around us is cultural trash, trash becomes the new medium, the lingua France of tue digital age. You could build culture out of trash, but only trash culture. B-games, B-movies, B-music, B-philosophy.

            Maybe this is what digital culture is. A monstrous mountain of trash, the ash heap of creativity’s fountain. A landfill of everything we’ve ever thought of in it, grand, infinite, and unsorted.

            Everything’s fresh for about six seconds, until some newer thing beckons and we hit refresh. And there’s years of persevering disappearing into the pile, out of style, out of sight.

            In this context, it’s tempting to make friendly content that’s gentle, that lets you churn through it but not earn it. Why make something demanding, if it’s just gonna get piled up in the landfill, filed with the bland things?

            When games were new, they wanted a lot from you. Daunting you, taunting you, resetting and delaying you. Players played stoically. Now everyone’s turned off by that. They want to burn through it quickly, a quick fix for the fickle, some tricks for the clicks of the feckless. But that’s not you, you’re an acrobat. You could swallow a baseball bat.

            Now I know, most likely you are watching this on YouTube or Twitch while some dude with 10 million views does it for you. Like a baby bird being fed chewed up food. And that’s culture too.

            But on the off chance that you are playing this, what I’m saying is trash is disposable, but it doesn’t have to be approachable. What’s the feeling like? Are you stressed? I guess you don’t hate it if you got this far. Feeling frustrated, it’s underrated.

            An orange, a sweet juicy fruit locked inside a bitter peel. That’s not how I feel about a challenge. I only want the bitterness. Its coffee, its grapefruit, its licorice.

            It feels like we’re closer now. Composer and climber, designer and user. You could have refused but you didn’t. There was something hidden in you that chose to continue.

            It means a lot to me that you’ve come this far, endured this much, every wisecrack, every insensitivity, every setback you’ve forgiven me is a kingly gift that you’ve given me.

            Have you ever thought about who you are in this? Are you the man in the pot, Diogenes? Are you his hand? Are you the top of his hammer? I think not - where your hand moves, the hammer may not follow, nor the man, nor the man’s hand. In this, you are his WILL. His intent. His embodied resolve in his uphill ascent.

            Now, you’ve conquered the ice cliffs, the platforms, the church, the rectory, the living room, the factory, the playground, and the construction site, the granite rocks, and the lakeside. You’ve learned to hike. There’s no way left to go but up, and in a moment, I’ll shut up, but let me say, I’m glad you came.

            I dedicate this game to you, the one who came this far, I give it to you with all my love.

            “If you try to please audiences, uncritically accepting their tastes, it can only mean that you have no respect for them” –Andrei Tarkovsky

          • jjjalljs@ttrpg.network
            link
            fedilink
            English
            arrow-up
            12
            arrow-down
            12
            ·
            23 hours ago

            I really don’t think that’s a productive use of “gatekeeping”.

            Do you apply this to other mediums? There are books and movies that are difficult to follow, but no one demands that authors and publishers release a simpler edition. Video games seem to be an exception.

            Accessibility like “let me remap the controls” or “give me subtitles” is a whole different beast from “let me be invulnerable”. Treating those as the same is strange to me.

            I’m not particularly against difficulty options. I didn’t have the patience to finish Nine Sols without turning the difficulty down. I wouldnt have felt “gate kept” if I just had to put the game down without finishing it.

            • wia@lemmy.ca
              link
              fedilink
              English
              arrow-up
              13
              arrow-down
              8
              ·
              21 hours ago

              How is it not gatekeeping?

              You’re saying some people shouldn’t get to play a game where difficulty options are an easy solution.

              A book or a movie isn’t an equivalent comparison. Not too mention there ARE simplified versions of popular books or abridged versions and movie guides and so on anyway.

              Almost all the time this is brought up it’s for single player games. Why do you care if I need a bit more health to get through it? How does that take anyone away from you? I assure you nothing will be lost by allowing people to play it with double the health, or without a arbitrary grinding mechanic that inflates the games length, or whatever really.

              No one is asking for the subject matter to be dumbed down, or for the story to be shallow or transparent.

              Why should someone not get to play through a game because they insisted their hand and can’t dodge anymore?

              • jjjalljs@ttrpg.network
                link
                fedilink
                English
                arrow-up
                9
                arrow-down
                8
                ·
                20 hours ago

                You’re saying some people shouldn’t get to play a game where difficulty options are an easy solution.

                They can play it (assuming they have the money to buy the software and hardware, but that’s a whole other accessibility problem). There’s no guarantee they’ll be able to 100% it. I don’t think it’s axiomatic that everyone should be able to 100% every game.

                You’re right that it doesn’t really matter in single player games. I did once have an argument on this topic where the other person said they should be able to change the rules in multiplayer to suit their desires. They wanted more forgiving dodge windows, just for them, unilaterally. That can fuck off.

                A book or a movie isn’t an equivalent comparison.

                Why not?

                Not too mention there ARE simplified versions of popular books or abridged versions and movie guides and so on anyway.

                There are let’s plays and wikis for games.

                No one is asking for the subject matter to be dumbed down, or for the story to be shallow or transparent.

                In some cases, they are. It’s cliché now, but part of the story of dark souls is often cited repeatedly struggling against an uncaring, dying, world until you persevere. If you rip that out and make all the creatures docile, I don’t know if I would call it “dumbed down” but it would certainly be a substantial change. Sometimes the medium is the message. But, often, you are correct that it is not really the case.

                Why should someone not get to play through a game because they insisted their hand and can’t dodge anymore?

                No one’s arguing against accessibility for controls. I’m not even against well done difficulty options. (The Bethesda style “we just give the enemies more health and damage” is a poorly done difficulty slider, in my view). I just think “I cannot hear so I need subtitles” and “I just want to win on the first try” don’t belong together.

                Though, introspecting a little, I think what’s going on is maybe ableism or something like it. I don’t actually believe some of the people who say “this game is too hard. I want an easy mode” are disabled. I read them as just half-assing it. Like someone who wants to play pro soccer but doesn’t want to actually get in shape so run, so they want a smaller field. And, as you say, it doesn’t really matter what someone does in a single player game on their own time, but for some reason it irritates me when someone’s like “I’m just as disabled as that blind guy” when they’re perfectly capable, they just haven’t practiced. Something about “I’ve spent an hour on this task and I haven’t mastered it, I’m disabled” sits wrong with me.

        • MrScottyTay@sh.itjust.works
          link
          fedilink
          English
          arrow-up
          4
          arrow-down
          3
          ·
          14 hours ago

          Difficulty options still allow you to play them at their intended difficulty. Letting someone else play the game easier doesn’t stop you from playing it at a higher difficulty. In fact with options you could make it even harder for yourself than you would’ve done otherwise and feel even more rewarded when overcoming it.

      • audaxdreik@pawb.social
        link
        fedilink
        English
        arrow-up
        19
        arrow-down
        6
        ·
        1 day ago

        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.

          • audaxdreik@pawb.social
            link
            fedilink
            English
            arrow-up
            16
            arrow-down
            11
            ·
            1 day ago

            Honestly don’t care. Because see the thing is, I get to enjoy these games while you gotta come online and whine about them. I wrote my post out of passion because I see something there worth valuing. You wrote your post to whine and tear something down you didn’t understand.

      • ColeSloth@discuss.tchncs.de
        link
        fedilink
        English
        arrow-up
        9
        arrow-down
        4
        ·
        1 day ago

        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
          link
          fedilink
          English
          arrow-up
          9
          ·
          1 day ago

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

        • samus12345@sh.itjust.works
          link
          fedilink
          English
          arrow-up
          3
          ·
          edit-2
          23 hours ago

          I started gaming in 1983. (with Pac-Man!) I played games then because I enjoyed the gameplay and only suffered through the difficulty of the NES era because was either that or you didn’t play at all. I prefer easier games now.

          That said, I think the hardest thing I’ve done in the modern era is this level in Rayman Legends. I still can’t believe I actually had the patience to do it over and over until I beat it.

      • Datz
        link
        fedilink
        English
        arrow-up
        16
        arrow-down
        9
        ·
        edit-2
        1 day ago

        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”

        • MrScottyTay@sh.itjust.works
          link
          fedilink
          English
          arrow-up
          2
          ·
          14 hours ago

          Options don’t stop you from having those moments in fact they make it more possible for you to find the difficulty for those moments. For you and everyone else.

          • prole@lemmy.blahaj.zone
            link
            fedilink
            English
            arrow-up
            2
            arrow-down
            1
            ·
            7 hours ago

            Nothing about the difficulty level of From Software games is artificially enforced. Like the exact opposite, really.

          • jjjalljs@ttrpg.network
            link
            fedilink
            English
            arrow-up
            8
            arrow-down
            5
            ·
            1 day ago

            I’m not sure there’s an agreed upon definition of “artificial difficulty”. The whole game is artificial so I’m not sure what “natural difficulty” would be.

            • Honytawk@lemmy.zip
              link
              fedilink
              English
              arrow-up
              4
              arrow-down
              3
              ·
              21 hours ago

              That is the point, games are artificial.

              Gardening, and sports aren’t. They have natural difficulty. Because they are in the natural world.

              • jjjalljs@ttrpg.network
                link
                fedilink
                English
                arrow-up
                5
                arrow-down
                1
                ·
                20 hours ago

                Sports are games and have some degree of artificial difficulty. The size of the goal and ball, for example, is arbitrary (within the bounds of practicality. No moon sized basketballs, for example)

                But that doesn’t really address what I was trying to get it. I feel like sometimes people online complain about “artificial difficulty” in video games, and it’s unclear what they actually want. I’ve seen it applied to everything from “The enemies hide around corners” to “you can’t quicksave”. I think it’s a kind of duckspeak thing that people say to just mean “i don’t like it” while making it sound less subjective.

                • SpaceNoodle@lemmy.world
                  link
                  fedilink
                  English
                  arrow-up
                  5
                  arrow-down
                  4
                  ·
                  1 day ago

                  A list of every single game with difficulty settings? Or just one example, such as Death Stranding, which was explicitly referenced in the original post?

          • Datz
            link
            fedilink
            English
            arrow-up
            9
            arrow-down
            6
            ·
            1 day ago

            If the main difficulty is intentional, then it’s not an artifical barrier, the easy mode is an artificial easener. How easy is easy enough? Some people can’t beat Clair Obscur on the story mode (presumably by not doing side content) In case of gardening, it’d be getting someone to garden for you, and just chilling with the results.

            Let’s plays/walkthroughs exists, and only lock you out of interactivity. And interactivity doesn’t mean much if every option beats the game.

            Case in point, if I see some post-game superboss with lore behind it, I just look up the thing online.

              • drosophila@lemmy.blahaj.zone
                link
                fedilink
                English
                arrow-up
                5
                arrow-down
                3
                ·
                23 hours ago

                If you think that gameplay is just meaningless busywork in between cutscenes then sure.

                But I am of the opinion that games are not movies just because they are on a screen. They are much closer to tactile or kinetic sculptures.

                • Honytawk@lemmy.zip
                  link
                  fedilink
                  English
                  arrow-up
                  4
                  arrow-down
                  1
                  ·
                  21 hours ago

                  Gameplay isn’t meaningless busywork.

                  Tedious and boring gameplay, shrouded under the name “difficulty” is.

                  If you have to replay the same section over and over, that is the real meaningless busywork.

      • Cold_Brew_Enema@lemmy.world
        link
        fedilink
        English
        arrow-up
        20
        arrow-down
        12
        ·
        1 day ago

        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.

          • Honytawk@feddit.nl
            link
            fedilink
            English
            arrow-up
            3
            ·
            12 hours ago

            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.

                • Brave Little Hitachi Wand@feddit.uk
                  link
                  fedilink
                  English
                  arrow-up
                  1
                  ·
                  10 hours ago

                  You’ll have to do a little more legwork to make that connect back to the idea it’s being used to support, which correct me if I’m mistaken is that every game needs to make all of its content easily received or it’s not valid art/less valuable/somehow problematic.

                  You don’t demand a guarantee that you’ll finish every book you’ll buy and you don’t hate every song you can’t dance to, why are games different? They’re different because you think of games as purely entertainment, and you don’t respect it as art. If you did, you would not be arguing that creators should conform to your personal preferences.

            • kinsnik@lemmy.world
              link
              fedilink
              English
              arrow-up
              18
              arrow-down
              5
              ·
              1 day ago

              it is. but if the reason that you think something is poor is because you were not the target audience, you can come across as entitled and clueless. it is not like their games pretend to be easy games, it is clear from the start that that the challenge is part of the design

                • Soggy@lemmy.world
                  link
                  fedilink
                  English
                  arrow-up
                  5
                  arrow-down
                  3
                  ·
                  19 hours ago

                  It’s like making music and experimenting with discordant harmonies and unusual rhythms. Art can be challenging, it can require engagement and time and study to fully experience. It can make people uncomfortable and it can appeal to only a small audience and still be good.

            • foodandart@lemmy.zip
              link
              fedilink
              English
              arrow-up
              8
              ·
              1 day ago

              I wouldn’t say a difficult game is poor art, it just challenging and may be more than the user wanted.

              This is part of why reviewing a game’s difficulty and it’s play options are critical.

              I mostly play sandbox games because the online ones come with the constant strife and challenge which is the antithesis of what I want.

              Will really enjoy a well thought out puzzle game however…

              My introduction to that was Myst, way back in the early 90’s and my main love are games of that nature.

              • Brave Little Hitachi Wand@feddit.uk
                link
                fedilink
                English
                arrow-up
                3
                ·
                1 day ago

                It’s like with any other art. Some of it is a simple pleasure, and some of it wants you to struggle. Some people read Gwenpool, some people read Cerebus.

            • Brave Little Hitachi Wand@feddit.uk
              link
              fedilink
              English
              arrow-up
              13
              arrow-down
              3
              ·
              edit-2
              1 day ago

              Is poor the word you’d use for art that fails to be amusing and charming? Because a lot of art is not trying to be amusing and charming.

              Edit: I don’t care if people disagree, but at least have an answer. Not liking art because it wasn’t intended to be delightful and pleasing is not how to do art criticism.

              • DaGeek247@fedia.io
                link
                fedilink
                arrow-up
                6
                arrow-down
                4
                ·
                1 day ago

                Ah, I think there’s a bit of a disagreement here between what types of art are respectable and what types aren’t. For context, I subscribe to the definition of art that says “everything made with intent” is some form or other of art.

                Suppose you go to a gallery. Would you consider handicap-hostile architecture, which is part of the exhibit itself, to be worth respecting as a art enthusiast? (Stairs required to be used in order to see a painting, specifically because the artist wants you tired from walking, not pushing a wheelchair, which they don’t like, when you look at it, for example.)

                I could see it both ways, but I fall more on the side of accessibility. If an artist requires someone to use stairs to see their art, they are an asshole, regardless of how good their paintings actually are.

                • Brave Little Hitachi Wand@feddit.uk
                  link
                  fedilink
                  English
                  arrow-up
                  11
                  arrow-down
                  1
                  ·
                  1 day ago

                  This is exactly the kind of conversation that I’d rather be having. Thank you! I’ll try to disagree at least interestingly.

                  I subscribe to the idea that art is the study of choice, and that’s fairly close to your definition of art, but the difference is that I’m not saying I can draw a circle around what is and isn’t art. Gun to my head, I’d probably define it as something like “anything done with aesthetic intent”, to exclude the act of intentionally kicking a puppy as performance art. We intend many things in life, many of which are also intentionally artless.

                  I think I see what you’re driving at with the bit about ramps. To hew to the heart of the matter as the metaphor applies to video games, I would still call that exhibit art - it would simply be limited in how successfully it achieved what it was attempting, which is a severe flaw. I would want to talk about how it could have better achieved its aims. The aim of such an art installation could have merit, if it was more intelligently done.

                  The reason I do not place the accessibility question from the metaphor on the same level as difficulty in video games is that completion of a game is, I would submit, something that the creator should only endeavour to guarantee if they believe completion of the game is part of the intended experience. I would caution against taking this as a maxim.

                  When media is highly interactive, as with games, it is a mistake to take it as an implicit assumption that that this media must be completable by a broad majority of participants. Booksellers do not make such guarantees, and books are far less interactive.

                  If we all raise our voices on behalf of accessibility proponents with the idea that games that are not as easily completed are of lesser value, or if we even become so strident that we say they are not even art, we are limiting the space of an art form that is still in its nascence. We are very permissive with other, older art forms (and they have all taken their lumps with highly prescriptive and proscriptive schools of thought, over the years). It would be like saying music with too many notes isn’t music, or that music isn’t good if I can’t personally dance to it. Those are preferences, not art critiques. We should be asking how the choices of a game developer serve or betray their creative aims. We won’t always get what we want out of every game, but at least we’ll have better conversations.

                  I like games that take a generous view of accessibility, and I respect that vision. Celeste is a masterpiece. I like games that take a stern view of difficulty also, when it serves their aesthetic vision in a meaningful way.

                  That last bit is easy to get wrong, and I respect people who struggle with the subject of difficulty in how it interacts with creative ideas, but I have less time for people who hate the music just because they can’t dance to it. That’s not always the point.

        • Honytawk@lemmy.zip
          link
          fedilink
          English
          arrow-up
          5
          arrow-down
          3
          ·
          21 hours ago

          Are you claiming the only saving grace of those games is the difficulty?

          If not, then why not allow people to enjoy the other parts of the game?

          Their philosophy sucks. They lose nothing by adding more options.

          • Brave Little Hitachi Wand@feddit.uk
            link
            fedilink
            English
            arrow-up
            2
            arrow-down
            1
            ·
            edit-2
            15 hours ago

            This isn’t a very honest argument. If the only saving grace of the game was its difficulty, nobody would mind not being able to finish it.

            Something is lost and gained with every substantive choice in game design. That’s what makes the choices interesting, and worth discussion.

            Let’s play with that idea. Take one of my favourite games of all time, Morrowind. It’s hard to get through, maybe. Weird UI, weird bad combat. Those are flaws. But it also has a big fat 0 to 100 difficulty slider. Is that a flaw? I would argue no, because in that game the intended struggle is to engage with the world and the story on your own terms. The combat is all window dressing for the real struggle, which is with the story’s frustrating ambiguities.

            In the case of Morrowind, some of the difficulty fails to serve the intended experience and some of it supports that vision wonderfully. It’s not a flawless game, but importantly I am discussing how the difficulty helped or hindered the creative vision. That is art criticism, and it’s a more interesting conversation than arguing over personal preferences.

      • Fushuan [he/him]@lemmy.blahaj.zone
        link
        fedilink
        English
        arrow-up
        6
        arrow-down
        8
        ·
        14 hours ago

        Why are you pushing to deprive people of challenging games where they know everyone playing it is playing on the same level field? Even if it’s single player, a lot of games are a social experience.

        Your point seems to be like not making an easy mode is being evil, yet you denounce players that specifically want games like that. It boggles my mind, there’s plenty games with all the freaking sliders you want, let us have our games.

        Why would you want to denounce your audience this opportunity?

        Yeah, that exactly, people who dislike hard games are not the audience of hard games and it’s weird for you to take issue with that. Full disclosure, I tend to cheese the fuck out of hard games with the tools they give me, I like to find the way to make the game “easy as fuck” via tools in the game instead of a slider, it creates the illusion that I’m smart and I like that.

        I enjoyed expedition 33 and cyberpunk but they are a different experience than dark souls, no rest for the wicked, path of exile, last epoch… Sorry for the long post.

        • definitemaybe@lemmy.ca
          link
          fedilink
          English
          arrow-up
          7
          arrow-down
          1
          ·
          14 hours ago

          How does someone beating a game on “story” mode reduce your enjoyment of beating it on “nightmare”? I don’t get it. We can have both in the same game; isn’t that just better?

          (Assuming we’re talking about single player, obv.)

          • Fushuan [he/him]@lemmy.blahaj.zone
            link
            fedilink
            English
            arrow-up
            1
            arrow-down
            3
            ·
            12 hours ago

            Even if the game is single player, some games are a social experience. You discuss in forums, with friends, about your experience, and when I want that kind of experience difficulty levels cheapen the social aspect of the single player game.

            This is not new either, I remember talking to friends about how I beat the water temple in ocarina of time as a kid. Everyone who beta it had to go through beating it and it gave them something to talk about. It just wouldn’t be the same if there was an easy mode, it’s not the same shared experience.

            I guess my answer is that no game is truly single player because humans are social creatures. And again, there are games catered to your interests so it’s not like either of us is suffering from a shortage of enjoyment.

            • RobertoOberto@sh.itjust.works
              link
              fedilink
              English
              arrow-up
              3
              ·
              9 hours ago

              It just wouldn’t be the same if there was an easy mode

              What’s the difference between saying, “I beat that level” for a game with only one difficulty setting and saying, “I beat that level on hard mode” for a game with multiple difficulty settings?

              Multiple difficulty settings never stopped people from talking or bragging about accomplishments in Doom.

              • Fushuan [he/him]@lemmy.blahaj.zone
                link
                fedilink
                English
                arrow-up
                1
                arrow-down
                2
                ·
                8 hours ago

                It doesn’t feel the same. I enjoy knowing that when someone on the internet or on forums complains about X that my experience matches theirs without having to look for the difficulty they played on. It’s not really bragging rights, but knowing that everyone in the community is having the same shared experience, no need of tags or anything. It’s a social thing for me more than anything.

                Then there’s the matter of Devs being able to fine tune things better if they don’t need to care about multiple patterns, progression levels, etc. I won’t get to those because while important, the point I wanted to make is that single difficulty games allows for a shared experience between players which facilitates more community. You can have it with different difficulties but that breeds elitism and fuck that, everyone on the same field and that’s it.

                I mean it both ways btw, some games are easier and that’s how you are supposed to experience them, ex: Slimer Rancher

                Every time there’s a multiple diff game I always search for the one devs “intended” originally because it’s the most fine-tuned and the expected experience (usually the one before the hardest diff), but I prefer not having to make that choice.

          • Brave Little Hitachi Wand@feddit.uk
            link
            fedilink
            English
            arrow-up
            4
            arrow-down
            4
            ·
            13 hours ago

            For some games, where hardship and strife is a genuine core element of the creative vision, a single level of difficulty doesn’t just create a striking apprehension of the genuineness of that hardship, it also allows the developer to tune that difficulty with great care, further pushing that choice to serve the intended experience.

            The game is only “just better” with difficulty options if you have implicitly accepted the idea that you should be able to complete any game you buy. If you don’t feel that way about, say, books you purchase, please investigate that feeling.

            • Credibly_Human@lemmy.world
              link
              fedilink
              English
              arrow-up
              4
              arrow-down
              1
              ·
              9 hours ago

              For some games, where hardship and strife is a genuine core element of the creative vision, a single level of difficulty doesn’t just create a striking apprehension of the genuineness of that hardship, it also allows the developer to tune that difficulty with great care, further pushing that choice to serve the intended experience.

              This is all a very flimsy excuse for annoying gate keeping.

              Pretending that difficulty tuning has to suffer if there is more than one difficulty is absurdly nonsensical.

              Of all the parts of a game that take significant effort, this is not one.

              Studios literally already tune their games for a specific difficulty firstly usually, and tune up or down from there.

              You are just imagining that magically one difficulty means higher quality difficulty.

              The game is only “just better” with difficulty options if you have implicitly accepted the idea that you should be able to complete any game you buy. If you don’t feel that way about, say, books you purchase, please investigate that feeling.

              This is such an absurd prick opinion that makes no fucking sense whatsoever.

              Who in the fuck buys any media they don’t intend on being able to finish. What???

              You think people are buying books they think they’ll want to stop reading half way? Movies they’ll want to walk out of?

              How did you get so deluded you even thought you were making a cogent argument here.

              Jesus Christ.

          • audaxdreik@pawb.social
            link
            fedilink
            English
            arrow-up
            5
            arrow-down
            5
            ·
            13 hours ago

            We can have both in the same game; isn’t that just better?

            This is the crux of the problem right here: it assumes that adding in difficulty adjustments is zero cost for the dev and can be done without affecting the overall game feel and I insist that that is a wildly incorrect assumption. This isn’t about other people playing the game on “easy mode” reducing my enjoyment of the game, it’s about adjusting the perfect balance and vision of the game reducing the enjoyment for everyone overall.

            Difficulty can be, but is not always a discrete series of elements that can just be adjusted on sliders. Difficulty is a derivative attribute of other gameplay elements that give rise to it. Adjusting the difficulty as a derivative element can negatively flow backwards into poor adjustments to the game design if not done properly. Adjustments to the game design that allow for easier control and flow into the derivative attribute of difficulty may undermine the overall vision? Does that make sense?

            Given an old school game like Ninja Gaiden on the NES it’s easy to think of how difficulty modes could be implemented by simply adjusting damage values, hit point values, life count, etc. But something like Dark Souls derives its difficulty from item balance, level architecture, encounter design, world puzzles. Rebalancing all of that for one or several difficulty modes is non-trivial! Furthermore, anyone who has played any of the Soulslikes can tell you that no playthrough is the same. One build may breeze through an area because they have specific strengths while other builds may struggle. How do you balance around all builds on multiple axes of gameplay elements?

            A lot of people agree that Dark Souls is perfect (or near so) as it is and exactly the kind of thing we want while another group of people says, “I hate this thing and it’s not to my liking but by changing it I could maybe hate it a little less.” Think of it like the audio of a song being too loud and rather than properly adjust the overall range to preserve the entire tune you simply clip the highs and lows. It’s not a good song anymore … for anyone.

            Gamers have a hard time properly articulating their critiques and I absolutely abhor the “git gud” mentality, but taken in the most positive light I can, I believe what most of them really mean isn’t just simply practice or skill up. It’s to learn to meet the game where it’s at. And if you still don’t like it, it’s not a game for you.

            • Credibly_Human@lemmy.world
              link
              fedilink
              English
              arrow-up
              4
              arrow-down
              2
              ·
              edit-2
              9 hours ago

              and I insist that that is a wildly incorrect assumption.

              Based on nothing but your gatekeeping feelings.

              Gamers have a hard time properly articulating their critiques and I absolutely abhor the “git gud” mentality,

              No you don’t, thats literally just one of the excuses you use here for your gatekeeping.

              . And if you still don’t like it, it’s not a game for you.

              They are absolutely allowed to criticize a game that you believe isnt for them. They’re allowed to review it poorly if they’ve bought it, and they’re allowed to shit on it for not being to their liking just as you’re allowed to praise it.

              • audaxdreik@pawb.social
                link
                fedilink
                English
                arrow-up
                1
                arrow-down
                3
                ·
                9 hours ago

                Based on nothing but your gatekeeping feelings.

                Based on the detailed arguments of the entire post you just replied to without responding to any of those points.

                No you don’t, thats literally just one of the excuses you use here for your gatekeeping.

                This is not gatekeeping. It is explaining why I like the game as it is and implore others to experience and enjoy the game where it wants you to be.

                They are absolutely allowed to criticize a game that you believe isnt for them.

                For fuck’s sake, yes! Everyone is allowed to criticize but everyone in this thread is trying to “fix” the game and demand the developers do things to cater to them that they have directly stated they do not or have no intention of doing and somehow we’re the selfish ones here?!

                Look, I can review a Barbie game, but I’m going to hate it because I’m am must in no way the intended audience. Should the developer cater to my sensibilities until it becomes a game I want to play? The intended audience of any specific Souslike game or other difficult game is a lot blurrier because it could be anyone from any demographic.

                If you think the game is bad, say the game is BAD. Say YOU hate it! Don’t make arguments about how the game should be when other people love it the way it is. Sit with your opinion and recognize it for what it is. Your opinion.

                • Credibly_Human@lemmy.world
                  link
                  fedilink
                  English
                  arrow-up
                  4
                  arrow-down
                  1
                  ·
                  9 hours ago

                  Based on the detailed arguments of the entire post you just replied to without responding to any of those points.

                  They were not detailed arguments at all. You just “feel” like game difficulty has to be this magic thing that can’t possibly have settings without compromising your dream experience. You have no evidence for this. You just want it to be true to justify the gatekeeping.

                  This is not gatekeeping. It is explaining why I like the game as it is and implore others to experience and enjoy the game where it wants you to be.

                  Using fancy verbal diarrhea to say exactly the same thing is not convincing.

                  You are absolutely gatekeeping as you want games not to have options because you think people should play the game how you want to play games.

                  For fuck’s sake, yes! Everyone is allowed to criticize but everyone in this thread is trying to “fix” the game and demand the developers do things to cater to them that they have directly stated they do not or have no intention of doing and somehow we’re the selfish ones here?!

                  You absolutely are the selfish ones here. I mean look at that ridiculously bad faith summary of the comments here.

                  People are 100% reasonable and right to complain about games doing things they don’t like here, on a forum for discussing games.

                  They aren’t at all unreasonable for doing so. This specific excerpt from you is such nonsensical double speak, where you start by saying yes people can criticize, but finish by calling people selfish for not liking aspects you like.

                  Im sure youll try to weasel around that being what you’ve done, but thats what it is.

                  Look, I can review a Barbie game, but I’m going to hate it because I’m am must in no way the intended audience.

                  This is a bs weasel though, because many of the people are the intended audiences. These arent crazy mismatches, these are developers being stubborn and stuck up in bougie, high artsy, self important ways that a great deal of their playerbases don’t appreciate.

                  From what you’re suggesting, you basically think all the games you like should get about half the sales numbers they are getting because anyone who doesn’t like any noteworthy aspect of the game clearly just isnt the intended audience and shouldn’t have bought it.

                  Its a silly, childish black and white view solely there so you can continue to be angry at people for being critical about the aspects of a game you gatekeep around.

                  Don’t make arguments about how the game should be when other people love it the way it is.

                  Why? This is you pretending to be for open conversation but not at all being… This is the gatekeepy bullshit I am talking about.

                  Adding difficulty options does not cheapen the game, it widens its appeal and makes games far more fun for a larger amount of people without subtracting from the experience for others.

                  For instance, lets say you have a game that has painful backtracking that a large number of people complain about. Who does it harm to have a setting to skip the painful backtracking? Fucking nobody.

                  You can’t argue even for a second that this ruins the experience for those that say they do like the painful backtracking as this by no means would take away from their experiences, yet you would argue that people shouldn’t complain or ask that developers include that because you want to gatekeep experiences.

                  Sit with your opinion and recognize it for what it is. Your opinion.

                  This is a bullshit way of you insisting your (shitty) opinion is objective (where you think people shouldn’t complain about things you like) while pretending people stating their opinions are somehow doing exactly what you’re actually doing.

                  Insufferable.

      • Krudler@lemmy.world
        link
        fedilink
        English
        arrow-up
        12
        arrow-down
        10
        ·
        1 day ago

        Straight up answer which yes, will sound confrontational, but it is made in a blustery manner to drive home the point: People who want games tuned to what they need in terms of difficulty are the same kind that go to a Vietnamese restaurant and complain that spaghetti or chicken nuggies aren’t on the menu. “Why would you deprive a paying customer food they’re willing to pay for??”

        That’s what it comes down to. The game wasn’t made for you to unwind. It was made with intentional choices made for other people to play and feel the experience of surmounting challenge.

        • SpaceNoodle@lemmy.world
          link
          fedilink
          English
          arrow-up
          10
          arrow-down
          9
          ·
          1 day ago

          Does the Vietnamese restaurant make the food more difficult to eat for certain customers?

          Are the video game companies paying me to “play” their games?

          • Soggy@lemmy.world
            link
            fedilink
            English
            arrow-up
            5
            arrow-down
            7
            ·
            19 hours ago

            “I’m allergic to wheat and they don’t carry gluten-free bread for the banh mi!”

            Yeah bud, the world be like that sometimes. Eat somewhere else.

          • Amnesigenic@lemmy.ml
            link
            fedilink
            English
            arrow-up
            2
            arrow-down
            4
            ·
            19 hours ago

            If anything there is spicy then yes, definitely more difficult for some people to eat, and obviously they have spicy shit it’s a vietnamese restaurant. Restaurants don’t pay you to eat their food, but they also don’t take requests beyond relatively minor variations on their pre-selected menu. Quit expecting the world to revolve around you, put some effort into finding the developers that are doing what you want and patronize them instead of complaining about the existence of games that are not made for you.

              • Amnesigenic@lemmy.ml
                link
                fedilink
                English
                arrow-up
                3
                arrow-down
                5
                ·
                19 hours ago

                And if you order something spicy then you get something spicy, yes, and if you complain that the restaurant serves things that are spicier than you enjoy you will be politely asked to leave. If you don’t like Dark Souls then don’t purchase and consume goddamned Dark Souls, simple as.

    • Glifted@lemmy.world
      link
      fedilink
      English
      arrow-up
      14
      arrow-down
      3
      ·
      1 day ago

      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
        link
        fedilink
        English
        arrow-up
        8
        ·
        22 hours ago

        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.

      • Honytawk@lemmy.zip
        link
        fedilink
        English
        arrow-up
        8
        arrow-down
        3
        ·
        21 hours ago

        I don’t think it would have hit the same way.

        You don’t know, because there was no option. That is the point we are trying to make.

        • Guitarfun@lemmy.world
          link
          fedilink
          English
          arrow-up
          2
          arrow-down
          1
          ·
          edit-2
          15 hours ago

          With mods it’s an option and it definitely wouldn’t have hit the same way. The whole point of souls games is overcoming challenges with practice. Too many people avoid challenging themselves and it’s a real problem I’ve seen in many people. That’s why you see people who waste away at the same job and same level for years instead of taking chances and risks and pushing themselves to try something new. I’ve known people with budding talent in things like music that gave up because they weren’t instantly the best at it. Not everything in life will be easy, or instant, or convenient. Too many people either forget that or don’t realize it. Some things take hard work and practice and they are extremely rewarding when you put in the work.

          Would you complain that a rubiks cube is too hard or a crossword puzzle or anything else that’s designed to challenge you?

      • Datz
        link
        fedilink
        English
        arrow-up
        6
        ·
        1 day ago

        Doing Fire Emblem soft Ironmans (not reloading when a unit permadies) made me love the series even more, it went from “ughhhh do I really have to move on without this guy? This sucks, what if I’m underpowered later” to “I lost 40 people and died for the first time at the penultimate map, this is a beautiful, sorrowful story”.

        I now let a unit or two die even when playing for the first time, because it basically adds your own personal death scenes to the story. I will always pay respects to wolf boy who died to make that one final push happen, or respect the axe bro who went through his Kratos arc with a dead wife, kid and second dead wife.

        • prole@lemmy.blahaj.zone
          link
          fedilink
          English
          arrow-up
          3
          ·
          edit-2
          7 hours ago

          Playing Final Fantasy Tactics as a kid basically made me refuse to allow any units to ever permadie because it took so much goddamn time to level them up and develop the jobs, and the thought of having to hire a new unit at level 1 to replace them is enough to drive a child insane.

          To this day, I just can’t deal with it.

          • Datz
            link
            fedilink
            English
            arrow-up
            1
            ·
            7 hours ago

            Some of the newer FE games suck at that too, Three Houses in particular apparently.

            Older games give you very good prepromotes in the midgame, and the 3DS games have the child recruits (it makes sense I swear) scale up to current story progress and scale off stats/skills of parents.

      • foodandart@lemmy.zip
        link
        fedilink
        English
        arrow-up
        1
        ·
        edit-2
        1 day ago

        Oh, can totally relate to winning that final battle or overcoming that boss in a fight.

        My best favorite was in Horizon: Zero Dawn when I worked out how to take down a Thunderjaw with just the bow and arrow. I’m too easily visually overwhelmed by fast motion and end up just mashing buttons in melee fights, so the long, tactical takedowns are the cat’s pyjamas for me.

        (I’ve been told that I would love Skyrm based on my play style. Will have to check that out at some point.)

        Right now I’m on an ultra hard playthrough using just the Banuk Powershot Adept bow, (which is a mean weapon) and if done in the right order, you can disassemble the machines you’re hunting, get all the parts off, kill it then make fat bank picking up the pieces.

    • Cethin@lemmy.zip
      link
      fedilink
      English
      arrow-up
      8
      arrow-down
      11
      ·
      21 hours ago

      The Souls games are easy. They’re just easy in a way that makes you a part of the game/world. You don’t just click a button in the menu. You earn it by paying attention. The point is, every player comes out satisfied of having accomplished something. Either they directly defeated a challenge through brute force or they looked around and founds it’s weakness, or got stronger to overcome it. It makes it earned.

      Sure, story games the story is maintained with an easier difficulty and that’s fine. However, games where the act of playing forms the story are made worse by this. I’m all for difficulty modes in games where it makes sense, but a lot of people would turn down the difficulty in a Souls game and end up with a boring experience, because they didn’t actually try to meet it at its level.

      Just like paintings, there’s a place for slop that just looks pretty and things that engage you. If you go into a museum and complain that an artist challenged you, that’s on you, not them.

      • RabbitMix@lemmy.blahaj.zone
        link
        fedilink
        English
        arrow-up
        2
        ·
        12 hours ago

        whatever part of your brain that’s supposed to make you feel satisfied or accomplished when you beat a hard game isn’t present for me, the only thing I got out of finishing dark souls was relief that that annoying game was over and I could finally get my friend to shut the fuck up and stop telling me I just didn’t like it because I hadn’t finished it.

  • IninewCrow@lemmy.ca
    link
    fedilink
    English
    arrow-up
    61
    ·
    1 day ago

    God: … I’ll make a game … random spawns … one life … no instructions … no directions … open world … play as you want

    • ColeSloth@discuss.tchncs.de
      link
      fedilink
      English
      arrow-up
      3
      ·
      1 day ago

      If you’ve never gotten it yet, get “Shattered Pixel Dungeon” on your phone. Completely free game. Most of what you speak of, and you’ll feel like you’ve really pulled some shit off after you beat it the first time.

      If you beat it the first time.

      My first win was around attempt number 45.

      • socsa@piefed.social
        link
        fedilink
        English
        arrow-up
        2
        ·
        1 day ago

        SPD is proof that I’m just bad at vidya. I’ve gotten to floor 10 once. There’s clearly come meta I am missing, but I’ve read strategy guides so I’m just kind of lost at this point.

        • ColeSloth@discuss.tchncs.de
          link
          fedilink
          English
          arrow-up
          1
          ·
          21 hours ago

          It’s just fucking hard. All the random builds and bad guys. The best hint is to use small walls to your advantage and to sometimes run away and avoid creatures. After you die and die and die you start to learn how all the baddies move around. You can eventually get good. It took me 45 attempts to get my first win, but I had 10 more wins by attempt 70. I was hooked on that game hard for a while.