🐱 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.
 
This is a joke right?
I find it surprising that someone as well informed as you missed this, but yeah it's real. Dean Takahashi is a shitty writer for VentureBeat and famously got stuck on the whole tutorial level for 26 minutes, which kickstarted the entire drama around Cuphead being too hard and the game therefore being inaccessible/hates the handicapped/all games should be skippable movies narrative that's been going for a few years.

Dean admittedly isn't primarily a games journalist, he normally wrote about cars and tech in general. In fact the assignment to review Cuphead and his shitty 26 minute video of shame was done as a troll by his co-workers/supervisors who knew he was shit at hard games and heard this was a hard game, but had visuals that would lure him in. But Dean's also a faggot that shills for Zoe Quinn so fuck him, he deserves all the hate he got.

The clip of failing the air dash for 2+ minutes is commonly paired with footage of a pigeon solving a basic puzzle, and the pigeon finishes first LMAO


I recently started playing Sunless Sea, a punishing seafaring merchant game that regularly kills you on a randomized ocean with a lack of funds, fuel, food and sanity. You start every "life" with a medal and the game is intended to be played with autosave happening after every minor event, and if you try to scumsave out of a bad situation it deletes the medal from your inventory. I'm proud to say I never did and finally beat a game after six generations(and 40ish hours) of descendants.

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Oh, here's the author, 3 articles on Wired to her credit:
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Strange that twitter wants to point out that this literal nobody is followed by Obama and Nintendo!
 
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I find it surprising that someone as well informed as you missed this, but yeah it's real. Dean Takahashi is a shitty writer for VentureBeat and famously got stuck on the whole tutorial level for 26 minutes, which kickstarted the entire drama around Cuphead being too hard and the game therefore being inaccessible/hates the handicapped/all games should be skippable movies narrative that's been going for a few years.

Dean admittedly isn't primarily a games journalist, he normally wrote about cars and tech in general. In fact the assignment to review Cuphead and his shitty 26 minute video of shame was done as a troll by his co-workers/supervisors who knew he was shit at hard games and heard this was a hard game, but had visuals that would lure him in. But Dean's also a faggot that shills for Zoe Quinn so fuck him, he deserves all the hate he got.

The clip of failing the air dash for 2+ minutes is commonly paired with footage of a pigeon solving a basic puzzle, and the pigeon finishes first LMAO

https://youtube.com/watch?v=OOjXaAZHEQE
I recently started playing Sunless Sea, a punishing seafaring merchant game that regularly kills you on a randomized ocean with a lack of funds, fuel, food and sanity. You start every "life" with a medal and the game is intended to be played with autosave happening after every minor event, and if you try to scumsave out of a bad situation it deletes the medal from your inventory. I'm proud to say I never did and finally beat a game after six generations(and 40ish hours) of descendants.

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Lmao that’s amazing. Totally missed it
 
Only takeaway I got is: people thought Control was hard?
I bought it on sale but haven't played it yet, however in trying to weigh the purchase I stumbled onto a thread on /v/ discussing it and apparently when it first came out on consoles the bosses were too hard and needed to be literally cheesed to beat. Sounded tolerable so I clicked "buy" because it's a FPS about being a female psychic gunslinger learning about the totally-not SCP Foundation having a bunch of weird shit locked up in downtown NYC in a building bigger on the inside than it is on the outside. AND IT'S BREAKING LOOSE AHHHHH I'M GOING INSANE. And in the DLC you somehow become the leader of the not-SCP.
 
I'm never going to be good enough to play games on hard that I don't love enough to pour the time into.
Just watch youtube vids or whatever if you care about the story.
Otherwise it being hard IS the experience, ya know.
Like megaman 2 isn't the same if it's easy... different game
 
Stuff like that only confirms the obvious, these "journalists" arent really gamers and simply got into the subject of gaming because its popular and most likely to "make money". They either have no interest or/and suck at it so they must force the devs to cater to their wishes or else they will give them bad reviews.

Christ and then they wonder why no one likes them. Does anyone remember the 7.8/10 for Ruby and Sapphire remakes? "Too much water"...even tho the region is suppose to have a lot of water and you can find ways around the encounter rates...its almost like they didnt bother actually playing it much
 
I'm not that into video games, but I played Donkey Kong Country: Tropical Freeze, and people were complaining that it was too difficult, so they created a much easier Funky Kong mode in the Nintendo Switch port of the game. Even though the game was really frustrating and hard at times, it made finally getting through it all the more satisfying.

Just don't play a game if you don't want to invest the energy in beating it.
 
No. Stop sucking tranny dick and drinking bathwater all day and try practicing instead faggot.

Fucking git gud.
 
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.
YA is very popular among women who are not young adults and the genre is policed by adult women as shown in many threads on this forum. It's probably only in the last ten years that I have met women that have that very simplistic thinking that they shouldn't have, they're smarter than that, but no, evil character is a bad character even if they drive the story. I don't understand.
 
Just call it woke mode where none of the enemies attack and the player just goes around and assaults "bad guys"

Better yet just make the playable character another NPC so the player can just sit back and do nothing and watch the game be played for them, but they still get all the credit and trophies and "great job!" flashy lights and sound fx
 
I recently started playing Sunless Sea, a punishing seafaring merchant game that regularly kills you on a randomized ocean with a lack of funds, fuel, food and sanity. You start every "life" with a medal and the game is intended to be played with autosave happening after every minor event, and if you try to scumsave out of a bad situation it deletes the medal from your inventory. I'm proud to say I never did and finally beat a game after six generations(and 40ish hours) of descendants.
Damn, it's been quite long since i played it, but it was terribly fun. Same with Sunless skies, where wandering into the wrong place or doing an apparently inocuous thing can have terrible consequences like having your ship infested, have a ghost haunt you or losing part of your cargo for a delivery.

But let's take another really hard game: Kenshi. And this is a game in which if you want to get somethign done and become stronger, you have to get your ass beaten a lot of times. And it's not the end of the world if that happens. In fact, the game usually rewards you. Even when you get enslaved it's not the absolute end since you can always escape. You will be terribly fucked, but you can still come out of that situation on top if you persist and know how to survive. Mastering the game is a matter of trial and error when you will obviously lose several characters. Knowing when to pick your fights, knowing how to level up, knowing where to go and how to make money.
 
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.
Besides being terrible at playing games, there's the added factor that it's a race among journos to be the first to publish a review for that sweet sweet ad revenue. So their argument is really about making their job easier while using people with disabilities as shields.
 
Do the God Of War thing.

Die once? "Oh that sucks, get back in there."
Die again? "Oh that sucks, but you can do this."
Die a third time? "Okay fine, we're offering you Easy Mode now."
 
Do the God Of War thing.

Die once? "Oh that sucks, get back in there."
Die again? "Oh that sucks, but you can do this."
Die a third time? "Okay fine, we're offering you Easy Mode now."
Devil May Cry 3 and Spec ops: The Line also did this. For me it was fun to see DSP die 3 times against Cerberus and get the "Easy mode is now playable" pop up appear.
 
Video games should be playable by people of all experience levels and skill sets.
LOL Git gud, scrub.
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.
If Dark Souls is 'extreme' difficulty for you, then you need to fuck off back to Dora the Explorer or some visual novelerinos. All Dark Souls requires is patience, pattern recognition, and timing.
 
lmao @ calling Dork Souls hard tho, that's funny shit right there

make that faggot play IVAN or IWBTG or Syobon Action for a month straight, see how long it takes them to call a suicide hotline
 
I'm a turbo nerd with a genuine NES in my home. I recently managed to get that grumpy old system active and beat the original Castlevania. (Three times because I accidentally reset the console on the New Game +)

They don't fucking make things like that anymore. That game would kick the shit out of you malevolently. A journo would cry and claim it isn't diverse enough and that it's too hard, but that game is a fucking masterpiece.
 
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I do wish more games had sliders for customising difficulty, so many games have poor balance.
Like, I want to play Hard Mode Nocturne but the grind for money in that is bs and this is a game where enemies can steal money from you.
Or P5R has Merciless as the highest difficulty, but I dont want the inflated exp of Merciless, so let me fine tune it to how i want it.
I can make dull parts more bearable while not keeping parts of the challenge I want
 
This is a joke right?
I'm late as fuck and Haramburger already explained the video, but in order to defend Dean Takahashi, VentureBeat edited the description of their Cuphead tutorial and linked to a video of Dean playing Assassin's Creed Origins to show, and I quote, "In addition to Gamescom, he recorded this Assassin's Creed Origins gameplay that is completely competent."

This is what they considered "completely competent gameplay":
 
I would love to play Nioh on easy just for the hell of it tbh.

How challenging is Dark Souls and Seikiro though? Are they the most difficult games this generation? I ask only because they seem to be the standard for a lot of frustration and rage quit
 
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