I recently noticed the accessibility settings in Brotato, which are a great example of this. In addition to the normal difficulty setting, in accessibility they give you access to sliders for enemy health/damage/speed and some toggles for other visual and difficulty features.
The only option I use is being able to restart a wave after a death rather than losing the whole run, and it’s kept me occasionally playing the game and enjoying what the devs have created.
It’s one of the reasons I got my grandparents to transition from consoles to PC. I knew how to fiddle with PC games to make things easier on them.
Still, oftentimes I would end up sending an email of thanks to a dev of some sort, usually along the lines of “I know this isn’t your target audience, but thank you so much for putting in native controller support/UI scaling/story mode/etc in, being able to get this working for my grandparents is a big joy in their lives.”
My grandparents were the ones who taught me how to play games! It skipped a generation - my mother was never a gamer, but she remembers them always having the latest consoles when she was growing up in the 70s and 80s. I grew up on my grandparents’ laps, watching them pass the PS1 controller back and forth on a dozen different genres. Shooters and horror for my grandfather, puzzles and platformers for my grandmother, and RPGs for both.
My grandparents were poor, so they were always trading in their games down at Gamestop, and then kicking themselves when they had a hankering for it again. And god, having an original copy of Final Fantasy Tactics too scratched to play, and then finding out the only place you could get it in the mid-2000s was on Ebay for 100$? When I learned how emulators and less than legal rom acquisition worked, they were delighted to suddenly have every game they ever traded away back in their hands.
But another problem was that they just couldn’t keep up with modern console gaming. The 360 was the last console they got, and most games were just… not friendly enough for them, especially since their reflexes were in decline (not that grandpa’s were ever great, as he himself would have been first to admit; he was a perpetual cheater with DOOM and Duke Nukem). Being able to transfer them over to PC gaming entirely, and difficulty adjustments as an increasingly standard feature of RPGs in the early 2010s, went a long way towards letting them play modern games again.
My grandfather passed away earlier this year. It’s been weird without him on call every weekend. Miss him terribly.
That’s really awesome. I’m very sorry your grandfather is gone, but at least you have all of those great memories! My dad was a film historian, so I think I feel the same way about classic movies like it sounds like you do about games and how they’re so much a part of not just me, but my family history. Similarly, there are so many times where I see a movie I hadn’t seen before but he would have or just learned a fact about a movie he wouldn’t have known and would have loved to have heard that I think about how great it would be to talk to him about it and miss him. He’s been gone since 2016 but I still think about him a lot. The hurt gets less but it never goes away.
Yep, I’ve been trying my best to also say thank you to devs that go out of their way when they don’t have to. (And also to musicians since I mainly listen to metal and 99.9% of those guys don’t get the recognition they deserve)
For mechanically difficult games, definitely agree. Celeste is an example I usually bring up - it’s a platformer that can get pretty tough at times, especially in the after-story optional levels. But it also has one of the most flexible and useful accessibility modes I’ve ever seen. It allows you to adjust basically every aspect of the game a player might struggle with (game speed, additional jumps, timed mechanics, you name it). And the game itself is very good as well.
It also has a different sort of difficulty. It’s all in bite size chunks, and you can try again immediately. It never feels punishing in the way Souls games do.
Honestly… I disagree. What is accessibility? Every souls game has been beaten with dance pads, rock band drum kits and guitars. They’re also frequently beaten by people with serious disabilities using specialized controllers. Input speed is not an issue here, Souls has always been about carefully choosing your moves to manage the end lag and stamina cost of your actions. It’s about making the right move, not about moving quickly or pressing a lot of buttons at once.
IMHO, accessibility is frequently cited as an excuse for lower difficulties here, when in reality the difficulty isn’t a serious part of the barrier for disabled players. It could use better accessibility options, like configurable colourblind modes, audio indicators, more configurable text size, some kind of clear colour indicators on attacks for low vision, but difficulty? No.
There are also lots of good reasons not to add explicit difficulty options, which is y’know, why From Soft haven’t done it yet.
That’s a fair argument then, but… this is literally what accessibility means, whether or not you can “access” the thing.
If someone isn’t willing to invest the time or frustration into Souls, then fair enough, but that’s a matter of priorities/convenience, not a matter of accessibility.
Also, frankly, the difficulty of Souls for regular people is insanely overblown. Stuff like “Prepare to Die” is just a marketing gimmick, and the games have become substantially easier and more flexible over time. Like in Elden Ring, where you can leave bosses for later, and can frequently just bypass them entirely, experiment with an insane variety of builds, use effective ways to grind ridiculous amounts of souls, and just generally become ridiculously powerful. They’ve done essentially everything but creating an explicit “easy mode” to make the game playable for as many people as possible. If you want an easy mode, basically every souls game has builds or guides that function as that easy mode.
Difficulty counts as an access barrier. You always have to consider that there are people who, for whatever reason, have a skill capacity that is lower than required for the game in question. And for those people the game will be inaccessible.
Time is also an accessibility factor. If a person with a disability or lower skill has to grind and extend the playtime for 3-4x what a normal player would have, that’s not inaccessible but it’s less accessible comparatively. Especially if that kills the fun.
That being said obviously these things can be tweaked within reason and the problem can’t be solved for every player unfortunately. And they don’t need to be. Some games can just be too hard for some players.
The ultimate point for me just seems to be that the community needs to be listened to. You shouldn’t ever be in the positions as a dev where you are telling disabled or low skill gamers to get good or no dice. If a large portion of people are saying “I’d love to enjoy the art you’ve made, but I can’t. My disability/inability is stopping me” then I’d change my approach.
I think there is a balance that can be struck, grinding is one of the balances and you’re right there are ways to make those games easier that way. But the other people are also right, the games need to be hard sometimes. I just want people to stop being dismissive of people who want to enjoy the same entertainment and art but can’t just because of difficulty.
Apologies in advance for the essay lol, Souls is one of my favourite franchises, and I’ve spent a lot of time thinking and talking about these games.
You always have to consider that there are people who, for whatever reason, have a skill capacity that is lower than required for the game in question.
I don’t think Souls requires any amount of skill beyond just… basic understanding of how to control a 3D character. They even tutorialize that, actually. Everyone starts somewhere, I personally got thrashed immediately after the tutorial in Dark Souls 1, and it took me hours to beat the first proper boss, with many deaths to regular enemies. Like any good video game, Souls teaches you the skills you need progressively, and gets gradually harder and asks more of the player over time. It’s not like just starting Guitar Hero on the highest difficulty, the game is balanced for anyone.
Time is also an accessibility factor.
I don’t actually think these games require an excessive time investment. Howlongtobeat puts Dark Souls Remastered’s Main Story at 30 hours. Even if you’re somehow spending 4x that time, that still only puts it at 120 hours, which isn’t unreasonable, lots of games have runtimes around that length.
I also take issue with the idea that you can consistently take 3-4x longer than most. In reality, you only get seriously walled a handful of times learning the game, and surpassing those tough challenges teaches you how to play. For example, in Sekiro, I got walled for hours on one of the games earliest minibosses, but once I got a solid enough grasp on the game to beat him, I wasn’t seriously walled like that again for several hours of gameplay. Getting stuck just means there are lessons you’re learning, and you tend to remember what you struggled hard to learn.
The ultimate point for me just seems to be that the community needs to be listened to.
A key part of developing anything for millions of people is that you have to learn what feedback to take and how to implement it properly. From Soft absolutely has listened to their community. First of all, there’s a vocal community that doesn’t want difficulties, which is what this whole post is joking about. I’d argue From Soft have done a phenomenal job of listening to their audience, and catering to the niche of people that want a tough, unyielding experience is how they’ve slowly built themselves into the multi-GotY juggernaut they are now.
But second of all, they’ve put a ton of effort into introducing ways to make the game easier. In Sekiro, if you’re hard stuck on a boss, tough luck, that game is mostly linear, and has key story moments that leave you no alternatives but to “git gud”. In Elden Ring, you can go elsewhere to learn the game more against a different boss, level up, and come back. In most cases, you don’t even need to come back. You can also explore different builds, respec your character, try a different weapon or spell or summon, summon a friend in multiplayer, go find more equipment, anything.
And personally, I really preferred Sekiro, it’s my favourite game they’ve ever made. I got stuck for hours on every key boss, and that game absolutely wiped the floor with me. It has barely any buildcraft, you truly do just have to “git gud”. And the purity of that experience really speaks to me and what I want out of a game. There’s no “questioning if I’m doing it wrong”, I just need to get in there and learn the required skills head on.
Ultimately, I’m really just tired of being villainized (not that your comment is doing that, to be clear) for wanting some games to pursue a single well-crafted and balanced hard experience that challenges me to push myself, when basically everything else on the market is pursuing the widest audience possible, with aggressive hints telling you how to do puzzles before you can even think, and several difficulty options that make things incredibly easy, at the cost of the harder difficulties usually being poorly balanced and uneven. I’m not going around saying every Mario game needs to be a Kaizo, with no way to tone it down, but it feels like many are coming to my favourite games and telling me they’re bad for being what I love.
Especially when I feel like From Soft is hitting that balance you’re talking about, and giving the player lots of options, but some people will seemingly just never be satisfied until they can choose “Easy” from the start screen. I don’t feel like me or From Soft is being dismissive when there are an abundance of accommodations and options to make things easier, you just need to actually engage with the game to use them.
I don’t think Souls requires any amount of skill beyond just… basic understanding of how to control a 3D character.
That’s obviously not true. Try playing an FPS with a mouse and keyboard vs controller and you’ll see understanding how to do something theoretically is less than half the battle. Say someone is missing arms so plays with their feet, it is far far more difficult to get a higher level of precision, and some people just won’t be able to no matter the amount of practice. People have a peak of reaction time no matter the amount of practice, and its different for different people. People have a peak of ability to move with precision no matter the amount of practice(see dyspraxia). People have shakes that cannot be controlled no matter the amount of practice.
I also take issue with the idea that you can consistently take 3-4x longer than most. In reality, you only get seriously walled a handful of times learning the game, and surpassing those tough challenges teaches you how to play. For example, in Sekiro, I got walled for hours on one of the games earliest minibosses, but once I got a solid enough grasp on the game to beat him, I wasn’t seriously walled like that again for several hours of gameplay. Getting stuck just means there are lessons you’re learning, and you tend to remember what you struggled hard to learn.
Ignoring that that experience just isn’t fun for a lot of people, you’re using your own experience of your own ability.
Ultimately, I’m really just tired of being villainized (not that your comment is doing that, to be clear) for wanting some games to pursue a single well-crafted and balanced hard experience that challenges me to push myself,
… It doesn’t detract from your experience at all to add an optional mode for quick save or other similar features.
Accessibility is literally how this thread started. I also disagree that the game requires a high degree of precision. Dark Souls originally came out with only 8-directional rolling, which you could do on a D-Pad, Fight Stick, or any other accessible controller. There’s no FPS-style aiming or anything, and again, you can find challenge runs of people beating the game while wearing oven mitts and other such shenanigans. The series main difficulty is in making the right decisions with the committed attack animations, end lag, and stagger mechanics, not quick reactions or precise inputs, although I’ll absolutely grant that the combat has become faster over time. Not that you can’t conquer the game with good buildcraft anyway, check out an “all hit run” for ways to beat Elden Ring while literally not dodging any attacks.
Ignoring that that experience just isn’t fun for a lot of people, you’re using your own experience of your own ability.
Sure, but skills and muscle memory are skills and muscle memory. Unless you’re referring to learning disabilities, people improve at things with practice, and time spent practicing the combat will make you better at the combat.
… It doesn’t detract from your experience at all to add an optional mode for quick save or other similar features.
I’ve also replied to that in this thread. But I’ll also add that something like a quick save is very different from adding a new scaled difficulty option, and Souls already implements a wealth of options to make the game easier. Adding another option in that same vein is a separate conversation from adding an Easy Mode.
P.S. I don’t mean to be snarky by linking my own comments. It’s understandable that you wouldn’t constantly be re-reading every comment I’ve made on this thread before replying, but I am getting a bit fatigued after debating this all day with Lemmy, and don’t feel a need to re-hash the same arguments here.
I see where you’re coming from, but when a game’s message is that meaning and purpose is born through hard work and struggling against impossible odds then that message is kinda undercut by a button that turns the struggle off, even if it’s there for a good reason.
I would say that the number of games where that message is core and is reliably reinforced through the gameplay is small.
Getting Over It, for example, would not need an ‘easy mode’, but the vast majority of games should be accessible to as wide an audience as possible - not by compromising the devs’ vision, but by simply allowing players the tools to handle the game at their own pace.
Granted, but I’d argue that dark souls and Elden ring, the typical subjects of this debate, are exactly that. There’s no way to add an easy mode without compromising the dev’s vision. And based on fromsoft’s reticence to add an easy mode, I think they agree.
There’s no way to add an easy mode without compromising the dev’s vision.
It would be as easy as putting a slider to reduce damage taken/increase damage inflicted.
If people want to go experience they can play the og game.
Take Celeste for example. Celeste is a game meant to be hard, beating Celeste is supposed to be a trial for the player, it’s their mountain to conquer.
And yet, Celeste gives so many accessibility options you can trivialize the game. The people that need it get to play the game and the people that don’t need it, play the game as intended.
That’s not to say that Dark Souls should have an easy mode. Just saying that it could, easily, have one. They don’t because they’d rather maintain the image of being a hardcore™ game than help people with less time/skill/capabilities play the game.
I agree. It’s a good think FromSoft doesn’t make difficult games. They make challenging games. Their games can be trivialize by meeting it on its own terms. If you pay attention to what things are weak to, it’s often pretty easy. Also, you always have the option to level up and improve your situation. Outside of secondary content, everything is easy, but it wants to challenge you to see if you’re paying attention. The issue is this is abnormal for modern games, so it’s seen by some as being hard. Modern gamers expect to have their hands held, which I don’t think developers should always oblige if it weakens the intended experience.
All difficult games should have an easy mode for accessibility.
Signed, a Dark Souls enjoyer.
I recently noticed the accessibility settings in Brotato, which are a great example of this. In addition to the normal difficulty setting, in accessibility they give you access to sliders for enemy health/damage/speed and some toggles for other visual and difficulty features.
The only option I use is being able to restart a wave after a death rather than losing the whole run, and it’s kept me occasionally playing the game and enjoying what the devs have created.
Sucks for console users. On PC there are trainers.
It’s one of the reasons I got my grandparents to transition from consoles to PC. I knew how to fiddle with PC games to make things easier on them.
Still, oftentimes I would end up sending an email of thanks to a dev of some sort, usually along the lines of “I know this isn’t your target audience, but thank you so much for putting in native controller support/UI scaling/story mode/etc in, being able to get this working for my grandparents is a big joy in their lives.”
The most unexpected sentence I expect I’ll run into today.
My grandparents were the ones who taught me how to play games! It skipped a generation - my mother was never a gamer, but she remembers them always having the latest consoles when she was growing up in the 70s and 80s. I grew up on my grandparents’ laps, watching them pass the PS1 controller back and forth on a dozen different genres. Shooters and horror for my grandfather, puzzles and platformers for my grandmother, and RPGs for both.
My grandparents were poor, so they were always trading in their games down at Gamestop, and then kicking themselves when they had a hankering for it again. And god, having an original copy of Final Fantasy Tactics too scratched to play, and then finding out the only place you could get it in the mid-2000s was on Ebay for 100$? When I learned how emulators and less than legal rom acquisition worked, they were delighted to suddenly have every game they ever traded away back in their hands.
But another problem was that they just couldn’t keep up with modern console gaming. The 360 was the last console they got, and most games were just… not friendly enough for them, especially since their reflexes were in decline (not that grandpa’s were ever great, as he himself would have been first to admit; he was a perpetual cheater with DOOM and Duke Nukem). Being able to transfer them over to PC gaming entirely, and difficulty adjustments as an increasingly standard feature of RPGs in the early 2010s, went a long way towards letting them play modern games again.
My grandfather passed away earlier this year. It’s been weird without him on call every weekend. Miss him terribly.
That’s really awesome. I’m very sorry your grandfather is gone, but at least you have all of those great memories! My dad was a film historian, so I think I feel the same way about classic movies like it sounds like you do about games and how they’re so much a part of not just me, but my family history. Similarly, there are so many times where I see a movie I hadn’t seen before but he would have or just learned a fact about a movie he wouldn’t have known and would have loved to have heard that I think about how great it would be to talk to him about it and miss him. He’s been gone since 2016 but I still think about him a lot. The hurt gets less but it never goes away.
Yep, I’ve been trying my best to also say thank you to devs that go out of their way when they don’t have to. (And also to musicians since I mainly listen to metal and 99.9% of those guys don’t get the recognition they deserve)
For mechanically difficult games, definitely agree. Celeste is an example I usually bring up - it’s a platformer that can get pretty tough at times, especially in the after-story optional levels. But it also has one of the most flexible and useful accessibility modes I’ve ever seen. It allows you to adjust basically every aspect of the game a player might struggle with (game speed, additional jumps, timed mechanics, you name it). And the game itself is very good as well.
It also has a different sort of difficulty. It’s all in bite size chunks, and you can try again immediately. It never feels punishing in the way Souls games do.
Honestly… I disagree. What is accessibility? Every souls game has been beaten with dance pads, rock band drum kits and guitars. They’re also frequently beaten by people with serious disabilities using specialized controllers. Input speed is not an issue here, Souls has always been about carefully choosing your moves to manage the end lag and stamina cost of your actions. It’s about making the right move, not about moving quickly or pressing a lot of buttons at once.
IMHO, accessibility is frequently cited as an excuse for lower difficulties here, when in reality the difficulty isn’t a serious part of the barrier for disabled players. It could use better accessibility options, like configurable colourblind modes, audio indicators, more configurable text size, some kind of clear colour indicators on attacks for low vision, but difficulty? No.
There are also lots of good reasons not to add explicit difficulty options, which is y’know, why From Soft haven’t done it yet.
Accessibility isn’t just a case of ‘accessible to the handicapped’, man.
That’s a fair argument then, but… this is literally what accessibility means, whether or not you can “access” the thing.
If someone isn’t willing to invest the time or frustration into Souls, then fair enough, but that’s a matter of priorities/convenience, not a matter of accessibility.
Also, frankly, the difficulty of Souls for regular people is insanely overblown. Stuff like “Prepare to Die” is just a marketing gimmick, and the games have become substantially easier and more flexible over time. Like in Elden Ring, where you can leave bosses for later, and can frequently just bypass them entirely, experiment with an insane variety of builds, use effective ways to grind ridiculous amounts of souls, and just generally become ridiculously powerful. They’ve done essentially everything but creating an explicit “easy mode” to make the game playable for as many people as possible. If you want an easy mode, basically every souls game has builds or guides that function as that easy mode.
Difficulty counts as an access barrier. You always have to consider that there are people who, for whatever reason, have a skill capacity that is lower than required for the game in question. And for those people the game will be inaccessible.
Time is also an accessibility factor. If a person with a disability or lower skill has to grind and extend the playtime for 3-4x what a normal player would have, that’s not inaccessible but it’s less accessible comparatively. Especially if that kills the fun.
That being said obviously these things can be tweaked within reason and the problem can’t be solved for every player unfortunately. And they don’t need to be. Some games can just be too hard for some players.
The ultimate point for me just seems to be that the community needs to be listened to. You shouldn’t ever be in the positions as a dev where you are telling disabled or low skill gamers to get good or no dice. If a large portion of people are saying “I’d love to enjoy the art you’ve made, but I can’t. My disability/inability is stopping me” then I’d change my approach.
I think there is a balance that can be struck, grinding is one of the balances and you’re right there are ways to make those games easier that way. But the other people are also right, the games need to be hard sometimes. I just want people to stop being dismissive of people who want to enjoy the same entertainment and art but can’t just because of difficulty.
Apologies in advance for the essay lol, Souls is one of my favourite franchises, and I’ve spent a lot of time thinking and talking about these games.
I don’t think Souls requires any amount of skill beyond just… basic understanding of how to control a 3D character. They even tutorialize that, actually. Everyone starts somewhere, I personally got thrashed immediately after the tutorial in Dark Souls 1, and it took me hours to beat the first proper boss, with many deaths to regular enemies. Like any good video game, Souls teaches you the skills you need progressively, and gets gradually harder and asks more of the player over time. It’s not like just starting Guitar Hero on the highest difficulty, the game is balanced for anyone.
I don’t actually think these games require an excessive time investment. Howlongtobeat puts Dark Souls Remastered’s Main Story at 30 hours. Even if you’re somehow spending 4x that time, that still only puts it at 120 hours, which isn’t unreasonable, lots of games have runtimes around that length.
I also take issue with the idea that you can consistently take 3-4x longer than most. In reality, you only get seriously walled a handful of times learning the game, and surpassing those tough challenges teaches you how to play. For example, in Sekiro, I got walled for hours on one of the games earliest minibosses, but once I got a solid enough grasp on the game to beat him, I wasn’t seriously walled like that again for several hours of gameplay. Getting stuck just means there are lessons you’re learning, and you tend to remember what you struggled hard to learn.
A key part of developing anything for millions of people is that you have to learn what feedback to take and how to implement it properly. From Soft absolutely has listened to their community. First of all, there’s a vocal community that doesn’t want difficulties, which is what this whole post is joking about. I’d argue From Soft have done a phenomenal job of listening to their audience, and catering to the niche of people that want a tough, unyielding experience is how they’ve slowly built themselves into the multi-GotY juggernaut they are now.
But second of all, they’ve put a ton of effort into introducing ways to make the game easier. In Sekiro, if you’re hard stuck on a boss, tough luck, that game is mostly linear, and has key story moments that leave you no alternatives but to “git gud”. In Elden Ring, you can go elsewhere to learn the game more against a different boss, level up, and come back. In most cases, you don’t even need to come back. You can also explore different builds, respec your character, try a different weapon or spell or summon, summon a friend in multiplayer, go find more equipment, anything.
And personally, I really preferred Sekiro, it’s my favourite game they’ve ever made. I got stuck for hours on every key boss, and that game absolutely wiped the floor with me. It has barely any buildcraft, you truly do just have to “git gud”. And the purity of that experience really speaks to me and what I want out of a game. There’s no “questioning if I’m doing it wrong”, I just need to get in there and learn the required skills head on.
Ultimately, I’m really just tired of being villainized (not that your comment is doing that, to be clear) for wanting some games to pursue a single well-crafted and balanced hard experience that challenges me to push myself, when basically everything else on the market is pursuing the widest audience possible, with aggressive hints telling you how to do puzzles before you can even think, and several difficulty options that make things incredibly easy, at the cost of the harder difficulties usually being poorly balanced and uneven. I’m not going around saying every Mario game needs to be a Kaizo, with no way to tone it down, but it feels like many are coming to my favourite games and telling me they’re bad for being what I love.
Especially when I feel like From Soft is hitting that balance you’re talking about, and giving the player lots of options, but some people will seemingly just never be satisfied until they can choose “Easy” from the start screen. I don’t feel like me or From Soft is being dismissive when there are an abundance of accommodations and options to make things easier, you just need to actually engage with the game to use them.
That’s obviously not true. Try playing an FPS with a mouse and keyboard vs controller and you’ll see understanding how to do something theoretically is less than half the battle. Say someone is missing arms so plays with their feet, it is far far more difficult to get a higher level of precision, and some people just won’t be able to no matter the amount of practice. People have a peak of reaction time no matter the amount of practice, and its different for different people. People have a peak of ability to move with precision no matter the amount of practice(see dyspraxia). People have shakes that cannot be controlled no matter the amount of practice.
Ignoring that that experience just isn’t fun for a lot of people, you’re using your own experience of your own ability.
… It doesn’t detract from your experience at all to add an optional mode for quick save or other similar features.
Accessibility is literally how this thread started. I also disagree that the game requires a high degree of precision. Dark Souls originally came out with only 8-directional rolling, which you could do on a D-Pad, Fight Stick, or any other accessible controller. There’s no FPS-style aiming or anything, and again, you can find challenge runs of people beating the game while wearing oven mitts and other such shenanigans. The series main difficulty is in making the right decisions with the committed attack animations, end lag, and stagger mechanics, not quick reactions or precise inputs, although I’ll absolutely grant that the combat has become faster over time. Not that you can’t conquer the game with good buildcraft anyway, check out an “all hit run” for ways to beat Elden Ring while literally not dodging any attacks.
Sure, but skills and muscle memory are skills and muscle memory. Unless you’re referring to learning disabilities, people improve at things with practice, and time spent practicing the combat will make you better at the combat.
I’ve also replied to that in this thread. But I’ll also add that something like a quick save is very different from adding a new scaled difficulty option, and Souls already implements a wealth of options to make the game easier. Adding another option in that same vein is a separate conversation from adding an Easy Mode.
P.S. I don’t mean to be snarky by linking my own comments. It’s understandable that you wouldn’t constantly be re-reading every comment I’ve made on this thread before replying, but I am getting a bit fatigued after debating this all day with Lemmy, and don’t feel a need to re-hash the same arguments here.
I see where you’re coming from, but when a game’s message is that meaning and purpose is born through hard work and struggling against impossible odds then that message is kinda undercut by a button that turns the struggle off, even if it’s there for a good reason.
I would say that the number of games where that message is core and is reliably reinforced through the gameplay is small.
Getting Over It, for example, would not need an ‘easy mode’, but the vast majority of games should be accessible to as wide an audience as possible - not by compromising the devs’ vision, but by simply allowing players the tools to handle the game at their own pace.
Granted, but I’d argue that dark souls and Elden ring, the typical subjects of this debate, are exactly that. There’s no way to add an easy mode without compromising the dev’s vision. And based on fromsoft’s reticence to add an easy mode, I think they agree.
It would be as easy as putting a slider to reduce damage taken/increase damage inflicted.
If people want to go experience they can play the og game.
Take Celeste for example. Celeste is a game meant to be hard, beating Celeste is supposed to be a trial for the player, it’s their mountain to conquer.
And yet, Celeste gives so many accessibility options you can trivialize the game. The people that need it get to play the game and the people that don’t need it, play the game as intended.
That’s not to say that Dark Souls should have an easy mode. Just saying that it could, easily, have one. They don’t because they’d rather maintain the image of being a hardcore™ game than help people with less time/skill/capabilities play the game.
I agree. It’s a good think FromSoft doesn’t make difficult games. They make challenging games. Their games can be trivialize by meeting it on its own terms. If you pay attention to what things are weak to, it’s often pretty easy. Also, you always have the option to level up and improve your situation. Outside of secondary content, everything is easy, but it wants to challenge you to see if you’re paying attention. The issue is this is abnormal for modern games, so it’s seen by some as being hard. Modern gamers expect to have their hands held, which I don’t think developers should always oblige if it weakens the intended experience.