Personally, I gave up at the first fight in Bloodborne (I have 40 min of gameplay). Never touched a souls game ever again.
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For real, I've got shit to do. Old-school boss fights requiring a ridiculous degree of flawless repetition was an expression of hardware limitations at the time, not a fun feature to get nostalgic about. People can spend their time as they wish, but for my money the artificially ramped-up difficulty for its own sake is a cancer on game design, not something to develop a sense of elitism about.
Souls have pretty hard bosses... but mostly, they are just optional content. Main story isn't that difficult in my experience.
It's not that I don't appreciate a challenge. I used to love difficult games. I grew up in the NES era when difficulty was the only thing that kept games from being completed in 30 minutes.
But life moves on and we get busy. If I get 2-3 hours in a week to game it's a miracle. I am not going to spend that time grinding a boss for hours.
But other difficult games may be fine. Specifically, rogelikes. Slay the Spire and Dead Cells are games that can be very difficult, but the games are designed to be taken on in short chunks with an entire run taking under an hour, whereas Souls-Like games expect a lot more time commitment.
I really enjoyed the Respawn Jedi games. They're Souls-likes with difficulty sliders that should appease anyone.
I play both of these and loved em. I also poured 50 hours into beating cuphead. Difficulty isn't a problem if the depth of the game is a pool instead of a sea.
Both are perfectly acceptable philosophies, but many Souls players need to learn that losing at a game for 150 hours is not what other people find fun.
The difficulty slider is intrinsic to the system and the world. The whole point is that you have to make it easier by engaging with it on its own terms, rather than by forcing a change upon the world to make it suit you. This is never made explicit; the creator just wants you to either dig deep or bounce off it because struggle is the whole point or something, which is why we have to talk about it forever. Blah
Most of us get that, but non souls player must also understand that dark souls on easy mode is just a bad game. There are no big cinematics, the story is scarce, there are only a few npcs. Those are games that puts you on your toes, you must be wary at all times, and learn to master the game bit by bit. It's not for everyone, or everytime (I think everyone can play souls game but they need to be in the right mindset) but they are my favorite games. But yeah gatekeepers suck
You're making the game on easy sound pretty good to me.
I've been playing video games since the 1970s. Now I'm just a poor old man. My legs are grey. My ears are gnarled. My eyes are old and bent.
These days I mostly play video games for the story and to relax so I usually play on easy. And I'm ok with that.
Kojima:
We added Very Easy Mode
Also Kojima:
Get good or wear the chicken hat
Celeste did it perfectly imho with their Assist Mode. Just add those difficulty options in for accessibility, with a statement that it is not how the developers intend for it to be played, but still to use it freely if need be.
"Celeste is intended to be a challenging and rewarding experience. If the default game proves inaccessible to you, we hope that you can still find that experience with Assist Mode."
It is 2026. Gamers should be able to enjoy any game they want at any difficulty they want without judgement, as long as it does not affect anyone else.
Exactly. I love Souls games but I think having an option somewhere for people that need it wouldn't ruin the intended experience. Especially if there's a disclaimer before you choose it.
I'm not mad they don't have it or anything. But like, shouldn't there be a way to play if you literally can't otherwise?
Difficulty settings are accessibility settings and anyone who disagrees can kiss my ass.
As long as the setting accommodates everyone, including people who want a difficult game
Yeah that's the point at least in my eyes. I don't see why it has to be one way or the other. You have absolutely nothing to lose and everything to gain from difficulty accessibility options. If someone sees difficulty as some sort of status symbol... Well, don't project that onto me.
I'm not paying for a game that doesn't allow changing difficulty if I want/need. I work two jobs and have to do most home cleaning and maintenance. I used to game competitively back in the early 2000s, but I don't have time for that shit nor gatekeeping.
All art should have difficulty sliders. I want to listen to avant-garde jazz but I think it should be in 4/4 time signature and they should play the most melodic notes. And I think art house movies should have a version where the script is rewritten so the characters explain the allegories and symbolism of the movie while I'm watching. And I think opera should have someone reading what is being sung because I find it hard to follow along with the singing
Making a game hard for the sake of making it hard is a cheap way to increase difficulty.
The challenge shouldn't come from enemies being damage sponges or the AI having superhuman reaction times. It should come from player skill.
Balatro is one of the best examples of this. The game naturally gets easier as the player learns its systems and gains experience through playing.
Destiny 2 also had excellent skill progression. Say what you want about the game as a whole, but the core gunplay and the mechanics of its three classes rewarded players for improving their own abilities.
Even games like Madden and NBA 2K have, to a lesser extent, systems that reward player skill rather than simply inflating difficulty.
Many older games were made extremely difficult because they were relatively short. The increased difficulty extended playtime and made players feel they were getting more value for the price. That's one of the reasons games like Ninja Gaiden on the NES earned their reputation for being brutally hard.
As for Soulslike games, they're simply not my cup of tea. I fully acknowledge that they're well-made games, and if you enjoy them, that's great. They're intentionally designed to be challenging. While the original Dark Souls was developed under a tight schedule and has some rough edges, its high level of difficulty was a deliberate design choice rather than the result of bugs or glitches.
Making enemies soak up more damage and deal more damage is lazy difficulty. Giving enemies more tools to use against the player is the better way to handle game difficulty IMO
I think Terraria has a really good approach to this.
Your first playthrough is on "normal" mode. Boss fights aren't about skill, you don't have to be on your toes constantly, etc. — except, that doesn't matter. Because your first playthrough is hopefully blind and without the wiki, meaning you'll have really bad, inefficient gear, and most of the challenge will come from finding and understanding good gear and how the world works before you can even find and beat bosses. Normal mode on your first playthrough has its own kind of challenge.
After that you will know how to progress and want more challenge and excitement for your second playthrough. Enter "expert" mode. New loot, new super powerful cool accessories, everything is way harder, even basic mobs hit twice as hard. Now everything is about staying on your toes, showing your skills in boss fights, meticulously crafting plans — but you're rewarded for it by a new experience and what feels like a new, more exciting Terraria. If you get tired of expert mode (I'm gonna say 200–300 hours of playtime later), there's the ridiculous "hard" mode. And "hardcore." Endless possibilities.
But everyone is given a chance with normal mode, which is really extremely easy. Everyone gets a chance to get to know the game. But you are rewarded with the full game, in a sense, for playing the proper difficulty.
"...to first face that challenge and to overcome it in some way that suits them as a player."
Honestly when that player is me, this is just going to mean playing a different game. I'm old and busy, I really don't have the time or energy for hard games.
There’s a lot of “you made your art wrong” in here. If you don’t have legs, you’re not going to be able to play soccer. You can make your own no-leg soccer if you want, but I’m just going to make an “ew” face at you if you say that soccer needs to change for you. Try arm wrestling!
The best argument against games (or any software) that don’t work for you is that you often can’t get refunds, and that’s a valid concern, but it has nothing to do with the content itself.
Me, having beaten the game on the highest difficulty level, going back to play it on easy mode in the next playthrough: sometimes I just want to relax while I utterly massacre some bad guys.
Tbh dark souls 2 has extra hard difficulty setting
Just join the covenant at the tree in Majula
It increases enemy dmg by 50%
Reduces your dmg by 20%
Prevents summoning (but you can still be invaded)
I had to double check that Tomonobu wasn't responsible for steel battalion. (A game that deleted your save if you didn't press the eject button in time)
The first philosophy is why so many modern AAA games are complete crap. Why not just have FMV of the actors doing the scene and have the audience press X to continue to the next scene?
Match the type of a game, sheesh.
Bethesda like open world? Gimmie difficulty levels - nothing will change with them except that people will be able to tailor the experience more.
Narrative and/or choice heavy game? Leave difficulty choice off to let the original vision of the author speak for itself - havimg parts too easy or hard due to watered down or pumped up difficulty can ruin the story.
Arcade/Dark Souls games? I...don't really see reasons for difficulty settings here except for harder than baselines ones? Like new game +. In these games, learning patterns and gettimg good is the game, there is no way around it.
All in all - not every game is for everyone, we have genres for a reason. Having difficulty tailored for arcades in open world exploration game makes no sense just as much as having watered down difficulty levels in narrative heavy games.
A lot of people in this thread don't seem to have gotten the subtle meme post in this image. Itagaki was the dude who made the Modern Ninja Gaiden titles and the Dead or Alive franchise. The dude was always a massive troll to both the media and players but was very dedicated to the vision he had for the games he wanted to make. He also had a very close friendship/rivalry with Katsuhiro Harada, the main dev for the Tekken franchise starting at Tekken 3 and recently cutting ties with Namco to found a new company that is, unfortunately, owned by SNK. Itagaki sadly passed away last year and a lot of old school devs mourned for his loss, but probably none harder than Harada given just how long they had been actual irl friends.