🐱 The Case for Launching an Easy Mode for Difficult Games

CatParty


Video games should be playable by people of all experience levels and skill sets. This shouldn’t be a controversial statement. Yet, it often is. For years, gamer culture—the toxic parts of it, at least—insisted on gatekeeping, on maintaining that games be difficult and complex to restrict “filthy casuals” from entering the fray. But as casual players have grown in numbers, it’s become harder for gamers, and game companies, to ignore them.
It’s understandable that studios want to appeal to a certain type of player—especially when the developers and writers at those studios are creating the kind of game they themselves want to enjoy. But it does the industry a huge disservice to assume that everyone wants to play one way. Now that casual gamers are just as prominent as the “hardcore” segment, it’s time for games that address the play styles of both groups. No one expects any one person to just play first-person shooters, or just RPGs. So why should we expect everyone to play on the same difficulty level? The key is to value gamers equally and not arbitrarily decide that one is better than another. And as some games have shown recently, it is possible to satisfy many audiences.
Why, then, don’t developers do this all the time? The problem is that there has often been a (false) perception that it is “better” to play strenuous video games, that players have to earn their progress in the story. Easy modes, then, are “cheats” that dilute the experience and exclusivity of defeating very hard games.
If you’re looking for a real-world example of this divide, look no further than Dark Souls, a title known for its extreme difficulty. Back in 2012 its creator, Hidetaka Miyazaki, made the grave mistake of mentioning that he thought it should have an easy mode; the backlash was stunning in its scope and ferocity. The studio later attributed his remarks to a “mistranslation,” possibly to avoid enraging the game’s insular fan base.
But accessibility, in all its forms, is important, if not outright necessary. Making games that appeal to audiences that play at different levels means a wider fanbase. More devotees means more copies sold; more copies sold means more money for the development of new games. It’s a win-win. That’s not to say that the intention of the studio or developer doesn’t matter if they want to create a very difficult game—just that it’s one piece of a larger puzzle.
Additionally, “easy mode” is often a misnomer. As a person who is a devotee of customizing settings to make a game easier, I’m all for simplifying combat and turning down enemy damage. But I still want a challenge. Easy mode doesn’t necessarily mean removing every obstacle so gamers can sail through—it just means adding in extra options to tweak the difficulty. The games that do this most artfully, in my opinion, are the ones that allow you to adjust individual settings—do you want immortality, or would you rather inflict more damage on enemies? And often, this doesn’t help you with puzzles. There’s still plenty of challenge to be had.
How, then, can you cater to an audience that wants things to be as hard as possible for their own enjoyment, while also acknowledging that appealing to a wider range of casual gamers is good for many, many different reasons? How does a studio respect its own intentions and art while also creating something playable by people of varying skill levels?
There is a blueprint for this. It’s called Control.
Originally published by Remedy Entertainment in 2019, Control was well known for being incrediblydifficult. Multiple people told me, “Well, it’s very hard, but it’s so worth it because the story is so good.” I believed them. The trouble was, no matter how amazing the story was, I knew it wouldn’t be worth it because it would be too frustrating. If the difficulty isn’t just a challenge to keep things interesting, but instead an unsurmountable obstacle (as it is for many of us with poor hand/eye coordination as well as for people with disabilities), then it’s not a game worth playing.
Then, in late 2020, Control added an Assist Mode, allowing players to fully customize the difficulty to their taste and ability level. It massively opened up the playing field, letting people create the game experience they wanted. And because Control is full of puzzles and other components, it still presented challenges even when players made it blissfully easy combat-wise.
After all, adding an easy mode to a game isn’t just an automatic switch. It takes time, effort, and work to do effectively. I’d much rather have it applied well, with settings that make sense for the gameplay and story. That’s crucial, because not every game should have the same kind of easy mode. Hades, a popular Nintendo Switch game that’s also known for being tough, levels down the difficulty as you play if you’re dying a lot. Others let you dial down the enemy damage or increase your longevity. The crucial thing is that each game has an easy mode that suits it, while also ensuring that people who preordered and booted up the game on day one can experience it as its creators intended.
Remedy Entertainment’s strategy is a smart one: Keeping the game difficult for a year or so after release ensures that everyone who wants to elbow their way through this game, barely hanging on by a thread, can do so. It also creates anticipation. By the time the publisher announced Assist Mode, I was already interested in playing Control, since so many people had told me how excellent it was. It wasn’t the kind of game I would’ve bought at launch, but when Assist Mode was announced, it felt like a whole new launch day was coming—one aimed entirely at players like me.
 
There's a secret cheat for all games to get to the end rather quickly. The code for journalists is up, up, down, down, left, right, left, right, B, A Shove a gun in your mouth and pull the trigger in front of your parents.
 
This is a joke right?
You of all people should know better than that.. :P


Can we go back to arguing what constitutes as "artificial difficulty" instead of demanding that we gut and lobotomize games for the sake of the lowest common denominator?
I'd bet a thousand dollars that even if Dark Souls announced they had an easy mode all the people crying for it will pat themselves on the back for making it "more inclusive" and then never play the damn thing because it's "not their kind of game anyway".

And then they'll circle back to it in a year and bemoan how "we made a little progress, but, it's STILL too oppressive/hard/white..... it needs another dumb-down and the people who played it need financial compensation..."

It's NEVER enough.
 
Dark Souls is always the de facto game that is brought up when it comes to wanting an easy mode. Could you imagine how boring and bereft of enjoyment Dark Souls et al would be if it wasn’t gruelingly difficult?
Funny thing is, as you can tell from watching people who're good play through it... the difficulty isn't even in execution. Souls games don't really have frame-perfect requirements. Especially by 3, the dodge is so completely broken and the shields are so completely powerful, the game is basically a puzzle game - figure out what you have to do to beat a certain bonfire run or a boss. This is of course impossible for impatient and unobservant speds. Sekiro is actually harder in the sense that timing is involved and you don't have a 'lol zillion iframes' move.

Most of the people wanting all games to have an easy mode are just fomo faggots that the hobby would be better without, and I've never once seen an argument that really made the case otherwise. It's shitty english majors who hate video games and want to be able to finish a game in a weekend without needing to actually figure out its tricks and master it, so they can spend the rest of the week farting around and trying to write shitty, self-indulgent novels - lord knows they aren't working on their fucking prose or writing chops.
 
Should just admit you want easy games to be part of whatever social discourse comes from its popularity without any meaningful investment.
But that'd take self reflection and journos of any stripe cannot manage that.
 
Another faggot whining because they're too braindead to figure out a controller imagine my shock
Back in the days of x-play with adam sessler game journo's would actually play the damn game with at least an at par level of gamer competence. Seems like the modern game journo wants it to be so so accessible even a toddler can play it and win so they do not need to actually learn how to play the game so they can belt out review after review in minimal amounts of time. Generally they get first hands on playing the game so they can write a review pre-release so there is no footage of the game except their own experience.

Just because your parents tell you that you can be anything you want to be does not mean you should be. In short Game journo's are being lazy and would rather be spoon fed the jist of the game instead of taking the time to learn it and write a well thought out review.
 
Back in the days of x-play with adam sessler game journo's would actually play the damn game with at least an at par level of gamer competence. Seems like the modern game journo wants it to be so so accessible even a toddler can play it and win so they do not need to actually learn how to play the game so they can belt out review after review in minimal amounts of time. Generally they get first hands on playing the game so they can write a review pre-release so there is no footage of the game except their own experience.

Just because your parents tell you that you can be anything you want to be does not mean you should be.

as we've discovered in past years, the current crop of game journos are there because they can suck and fuck, not much else lol
I guess the author of this piece must give a really good blowie
 
While I'm all for accessibility in gaming, git gud.
I can't wait for the day a shitposter makes a super popular indie game and it has an easy mode with a name like "Game journalist" that literally does nothing but roll the credits.
90's FPS games named the easy difficulty stuff like "Can I play, daddy?" MGS5 had a chicken hat if you set it to easy. Some retro style FPS games still do the easy mode mockery.
 
as we've discovered in past years, the current crop of game journos are there because they can suck and fuck, not much else lol
I guess the author of this piece must give a really good blowie
I'ts sad when people like DSP is the bar set in terms of competent reviews and reception to a new game and these journo's do worse then him to the point of bitching about it.
 
I don't like overly difficult games, as they don't fit my idea of fun... so I don't fucking buy them, and I don't fucking play them. Jesus is that so hard
Unironically for game journos, yes. They don't want those icky, bro-chud gamers to *gasp* actually have a choice in the games they play! Game journos want gamers to be just as miserable as them, so they argue for shit like this that no sane gamer would ever want. No choice = only their propaganda, and that's exactly why they do games journalism - to spread their propaganda; nothing more, nothing less.
 
There were many Cuphead videos posted ITT but this is still the best one imo
 
Back in the days of x-play with adam sessler game journo's would actually play the damn game with at least an at par level of gamer competence. Seems like the modern game journo wants it to be so so accessible even a toddler can play it and win so they do not need to actually learn how to play the game so they can belt out review after review in minimal amounts of time. Generally they get first hands on playing the game so they can write a review pre-release so there is no footage of the game except their own experience.

Just because your parents tell you that you can be anything you want to be does not mean you should be. In short Game journo's are being lazy and would rather be spoon fed the jist of the game instead of taking the time to learn it and write a well thought out review.
as we've discovered in past years, the current crop of game journos are there because they can suck and fuck, not much else lol
I guess the author of this piece must give a really good blowie
Unironically for game journos, yes. They don't want those icky, bro-chud gamers to *gasp* actually have a choice in the games they play! Game journos want gamers to be just as miserable as them, so they argue for shit like this that no sane gamer would ever want. No choice = only their propaganda, and that's exactly why they do games journalism - to spread their propaganda; nothing more, nothing less.
Game journos don't like games, period. They only get jobs in the field because they think it's the first rung to becoming a NYT columnist. Same with anyone at Vice, Buzzfeed, or the Daily Beast.
 
Remember the games that didn't actually let you continue beyond a certain point on easy?
games twisted-metal-2-easy-mode-stop-sign.jpg
 
While I'm all for accessibility in gaming, git gud.

90's FPS games named the easy difficulty stuff like "Can I play, daddy?" MGS5 had a chicken hat if you set it to easy. Some retro style FPS games still do the easy mode mockery.
I mean, there are some games that even lock out the good/complete ending of the game unless you play it on a certain difficulty.
But i would definetly be behind games that throw a little mockery your way if you decide to go Babby's mode
 
Imagine this shit was in other forms of media: "We should have authors break the scene and inform the reader about the symbolism and agenda in the scene so we won't gatekeep retards blah blah blah evil white men".
I mean, people actually do want that. It's why modern storytelling is often so horrible. Evil people need to look evil, sound evil, smell evil, and under no circumstances should they ever show any depth. If they are evil, they are only evil. Nothing else, ever.

As far as I'm concerned, one dimensional characters like that are the exact same thing as being told how to feel about everything being written at any given moment. It's very safe, very sanitized, and at no point do you ever have to worry about thinking for yourself. You'll be told what to think. It's easy mode for passive fiction.
 
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