this post was submitted on 06 Nov 2025
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[–] foodandart@lemmy.zip 190 points 1 week ago (38 children)

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

[–] SpaceNoodle@lemmy.world 155 points 1 week ago* (last edited 1 week ago) (77 children)

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

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

[–] NoneOfUrBusiness@fedia.io 37 points 1 week ago (9 children)

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

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[–] Melonpoly@lemmy.world 32 points 1 week ago* (last edited 1 week ago) (20 children)

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

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[–] jjjalljs@ttrpg.network 20 points 1 week ago (3 children)

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

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

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

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

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

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

[–] oxideseven@lemmy.ca 14 points 1 week ago* (last edited 1 week ago) (6 children)

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

This is no different than inclusivity.

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

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

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

Gate keeping sucks. Let everyone in.

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[–] paultimate14@lemmy.world 16 points 1 week ago (1 children)

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

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[–] audaxdreik@pawb.social 13 points 1 week ago (4 children)

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

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

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

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

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

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

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[–] Venator@lemmy.nz 27 points 1 week ago

Also Kojima:

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

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

[–] LwL@lemmy.world 13 points 1 week 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.

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[–] ininewcrow@lemmy.ca 68 points 1 week ago (8 children)

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

[–] sepiroth154@feddit.nl 48 points 1 week ago (1 children)

And your game difficulty is RNG.

[–] ininewcrow@lemmy.ca 27 points 1 week ago (1 children)

... and you happen to spawn during a period when a game wide PVP session is happening

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[–] flux@lemmy.world 55 points 1 week ago (17 children)

The director should have reasons for the difficulty of the game. Celeste is a Perfect example. It's hard but it lets you learn and allows you to try again easily even if what you are doing is hard. Hard games that punish you and make you walk for 20-30 mins just so you can learn a few new moves the boss does can be incredibly frustrating. Many people who play these games eventually look at videos online to help after multiple tries because just "getting there" is extremely time consuming. A lot of games have normalized looking things up and that is disappointing as someone who would rather figure it out on my own. But wasting 30 mins to be killed in 2-3 hits from multiple stage bosses is not enjoyable IMHO.

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[–] cafuneandchill@lemmy.world 48 points 1 week ago (2 children)

And then there's Yoko Taro, who instead opts for the emotional difficulty in his games

[–] SomethingBurger@jlai.lu 18 points 1 week ago (1 children)

And then there's Electronic Arts, who instead opts for technical difficulties.

[–] whimsy@lemmy.zip 12 points 1 week ago

Or financial difficulties

[–] ShaggySnacks@lemmy.myserv.one 44 points 1 week ago (4 children)

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.

[–] The_Picard_Maneuver@piefed.world 22 points 1 week ago (3 children)

You don't know how hard you're selling me on this game.

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[–] NotASharkInAManSuit@lemmy.world 39 points 1 week ago* (last edited 1 week ago) (15 children)

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.

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[–] Rusty@lemmy.ca 31 points 1 week ago (1 children)

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 25 points 1 week ago* (last edited 1 week ago) (2 children)

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

[–] HereIAm@lemmy.world 21 points 1 week ago (1 children)

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.

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[–] bjoern_tantau@swg-empire.de 29 points 1 week ago (2 children)

And then there is Expedition 33 which added the story mode so that Jennifer English could play it.

[–] Datz@szmer.info 15 points 1 week ago (11 children)

And some people STILL can't beat it without parries.

Granted, I'm in Act 2 (Expert), and I think the ludicrous level factor into damage is to blame. The fact every other (mini)boss you fight is overlevelled, and just a few levels seem to be a 2-3x damage difference, is so stupid, I imagine someone running into 3 in a row and just giving up.

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[–] ArgumentativeMonotheist@lemmy.world 26 points 1 week ago (4 children)

I don't think I've played a game with fairer difficulty options than Halo: CE. On the lowest difficulty, even your grandma with arthritis can beat it, and on the hardest it's an actual challenge without making enemies infallibly accurate bullet sponges. But if you can't do it that way, do it Michael Zaki's way.

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[–] SocialMediaRefugee@lemmy.world 25 points 1 week ago (1 children)

I like to relax when I play. My days of stressing out over games ended when I had stress in real life.

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[–] Klear@quokk.au 22 points 1 week ago (1 children)

I had read some posts on Usenet back then with some players saying UV wasn't as tough as they hoped it would be. (...) I thought "Oh really? Ok then. You're all dead." (...) It wasn't meant to be fair, or even finishable. I can't even get past E1M3 in nightmare. Any level with backtracking would be almost impossible.

- John Romero

[–] hopesdead@startrek.website 14 points 1 week ago (1 children)

There is a secret level in Doom II described in the biography Masters of Doom by David Kushner. It was made as a prank, where the boss had the face of one of the Johns and moved at 200% faster speed than the player. I’m not sure if this made it into the retail or shareware versions they shipped.

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[–] Stalinwolf@lemmy.ca 16 points 1 week ago* (last edited 1 week 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."

[–] DupaCycki@lemmy.world 16 points 1 week ago (3 children)

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.

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[–] inclementimmigrant@lemmy.world 16 points 1 week ago (3 children)

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.

[–] tiramichu@sh.itjust.works 16 points 1 week ago* (last edited 1 week ago)

That's just having actual accessibility and difficulty settings, but with extra steps.

I appreciate the ability to mod games, but decent difficulty options really should be first-class citizens that the developers have put some thought into. Accessibility is important.

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[–] moakley@lemmy.world 16 points 1 week ago (12 children)

I'm all for easy difficulty options in games, but I'm never, ever going to use them. I just can't motivate myself to play if I'm not accomplishing something.

[–] paultimate14@lemmy.world 43 points 1 week ago (15 children)

Do you feel like you're accomplishing something by playing a difficult game?

Personally I do not, and that's fine. I play games to take a break from accomplishing things.

[–] Karjalan@lemmy.world 13 points 1 week ago

This is the thing, everyone is different. What is difficult for some, will be easy for others, and it will even flip for the same people on different games.

The best option is having a wide array of difficulty options. In stone games I get bored of it's too easy, in others I get bored of it's too hard.

I tend to err on 'normal' to 'slightly more difficult than normal'. But some games I don't want difficulty at all because I'm there for the ride.

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[–] SocialMediaRefugee@lemmy.world 15 points 1 week ago (3 children)

All game devs should be forced to play their own games all the way through.

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[–] theorangeninja@sopuli.xyz 14 points 1 week ago (1 children)

And what are the games they talk about?

[–] The_Picard_Maneuver@piefed.world 45 points 1 week ago (1 children)

Kojima is talking about Death Stranding. Miyazaki is talking about one of the Dark Souls games. Itagaki is known for the early 2000s Ninja Gaidens and Dead or Alive, so I'm pretty sure this would have been in reference to Ninja Gaiden.

[–] SatansMaggotyCumFart@piefed.world 21 points 1 week ago (1 children)

I like the Dead or Alive where they play beach volleyball and their lady bits jiggle.

[–] The_Picard_Maneuver@piefed.world 34 points 1 week ago (2 children)

Well, you can thank Itagaki for that.

[–] LyD@lemmy.ca 17 points 1 week ago (1 children)
[–] Deconceptualist@leminal.space 16 points 1 week ago* (last edited 1 week ago)

Oh damn, he just died a couple weeks ago. Age 58. That's sad, I hadn't heard until now.

https://en.wikipedia.org/wiki/Tomonobu_Itagaki

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[–] arc99@lemmy.world 12 points 1 week ago

Some poor bastard actually buys a Kojima game to watch the cut scenes.

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