🐱 The Case for Launching an Easy Mode for Difficult Games

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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.
 
Bring back cheat codes I say. If they want to subvert the intended experience then at least let them acknowledge it in themselves. Also silly stuff like Big Head mode.
 
So you're saying that if there's no easy mode, all the libtards and games journalists will leave games alone?

Bring back cheat codes I say. If they want to subvert the intended experience then at least let them acknowledge it in themselves. Also silly stuff like Big Head mode.
They exist, they're called Hex Editors, the most popular one for consoles is called Save Wizard.
 
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
 
people found control hard? Im legitimately curious about what they found hard with the game. i do think difficulty settings should still be a supported standard for the industry, but i also see the value in playing a game "the intended way" Pathologic 2 being a perfect example where the intended way is supposed to be hard with a lotta game overs to allow proper empathy with the setting and characters.
 
Easy mode for hard games already exists. It’s called Twitch and/or YouTube. If you can’t be assed to learn to play a game, maybe you can be assed to watch someone who puts the effort in.

... but probably not.
Agreed. I suck donkey dong at FPS, and if the game really is too hard for me and I’m still invested in the characters/plot/design/etc., I’m happy to watch a good play through.

I think most difficult situations in games are meant to help nurture skills like problem-solving and hand/eye coordination, and help you be a better gamer overall. What’s the fun in playing a nerfed-ass quicktime game through the whole title?
 
I play pretty much every game on easy, unless it's made better by harder difficulties, which almost no games are (Halo, MGS, that's the complete list). Games are a relaxing way to burn some daylight and unwind, why would ever I want to waste my own time trying when not trying is far more rewarding? If it's something like Spelunky which is interesting but essentially a randomized broken level maker, I cheat, audaciously and loudly. Imagine the fucking idiot that spent any time at all playing a Bethesda game without console commands lol. Cheating is what everyone should do instead of fucking writing about how this one game is euuuugh too hard to wittle baby meee. Cheat, like an adult.
 
Bring back cheat codes I say. If they want to subvert the intended experience then at least let them acknowledge it in themselves. Also silly stuff like Big Head mode.
Cheat engines on PC unfortunately ruined the idea of bringing back traditional cheat codes onto consoles.

Not that I’m against PC users, though.
 
so im looking at this more and more and now im wondering, what are their thoughts for multiplayer games where the difficulty comes not from the game itself but the other people in it. like does he just want aim bots given to shitty Apex players and extra i frames for fighting games with shitty players?
 
Agreed. I suck donkey dong at FPS, and if the game really is too hard for me and I’m still invested in the characters/plot/design/etc., I’m happy to watch a good play through.

I think most difficult situations in games are meant to help nurture skills like problem-solving and hand/eye coordination, and help you be a better gamer overall. What’s the fun in playing a nerfed-ass quicktime game through the whole title?
I’m a huge faggot wherein I love /watching/ no commentary runs of horror games, but I cannot play them. It’s more of a patience thing for me. I remember trying to play Amnesia: The Dark Descent and couldn’t get into it. Several years later, found a decent no commentary YouTube channel that played through the game; they even kept the lore up on the screen for you to mostly read through, had to pause on some parts.

The state of gaming is odd. Everyone wants every game to be inclusive and cater to every group of people. We end up with laughable, fragmented amalgamations bereft of value, like Cyberpunk 2077. There are other avenues to enjoying games. A development team shouldn’t be forced to cater to people who don’t actually want to play a game.

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? Part of the appeal of those games is being able to complete it and tell your friends that you beat it. I can’t beat any of the Souls games - fuck it, too hard for me. If you could just spam R1 without a care in the world, no one, including these faggot games journalists, would care about these games.
 
What the fuck is the point of this article? Most games already have difficulty option you can adjust, and the ones that don't have are either so simple they don't need one or their selling point is their difficulty, like in Stoneshard. Besides, majority of modern games are so fucking easy that you simply have to play them at the hardest difficulty anyway to get any kind of challenge out of them.
 
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