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Additionally, I strongly suggest reading this thread:
https://steamcommunity.com/discussions/forum/10/135507548120407092/
Its not about modern gaming its about what the developer of the game decides to do. There was a few NES and SNES games that was very hard. Look up a game called Battletoads and some of the TMNT games from back then too.
Posting here about how hard games are will do nothing. Why? Because Valve doesn't tell other game makers how to make their games and other game makers aren't coming here to see what people want to see in their games.
Lots of games have difficulty levels. Lots of games don't. If a game doesn't and you find it too hard, then go complain to the developer of that game to include a difficulty level.
Some developers are working on game systems that will adjust the difficulty of the game on the fly depending on how good or bad you are doing. I'm not sure I like this unless you can turn that feature off in the game and just leave it on a specific difficulty.
Ideally when you balance a game, something like the Dark Souls in this case, you thinking ahead , maybe the sword kills in 5 hits, a spear might kill in 3, and you have to keep in mind how the player makes progress through the game, you don't want to keep lowering the difficulty until the scaling does not work.
Also, what is a lower difficulty for you may not be low enough for someone else. So the options that game provides should make some sense in terms of scaling and how numbers interact together.
I don't think you are wrong to ask for it, but the developer is also not obligated to change things about the game.
Also this argument where low difficulty creates more engagement can be false, the last time I checked the Soul games have been doing really well despite being generally some of the harder games, at least in the mainstream. If anything, they would lose players because players might not feel like the game offers the equal level of challenge, everyone is in the same boat.
It makes no sense to me why devs would exclude certain players. They don't have to make the game easier, they just have to add different difficulty levels and make sure the easy ones are really easy.... just as they make sure the difficult ones are really difficult.
Some game genres are predicated on their insane difficulty. See the entire "Bullet Hell" Genre. Or The Roguelike Genre. Or the SOuls-Like Genre. THe dev can choose to cater to newbies, to cater to the average or cater to the hardcore. If you try to please all 3 at once. You're not gonna really please anyone.
Well, you would be correct if facts backed this assumption but they don't. Many games with 3 (or more) difficulty levels have received universal acclaim, which means they pleased a lot of people. Examples are many, let me know if you need some.
These devs know exactly who their player base is and for the most part do a great job of catering to it. The best thing to do with difficult games if you insist on playing them but refuse to learn the mechanics (lets be honest most of them are easy with some patience and study) is to look into what easy mode mods are available and trainers/cheat engine.
On the contrary, an easier mode doesn't take anything away from a game, it only adds something. Those who want the hardcore experience can still have it, there's no reason to lose interest in the game.
And that's a shame, because sometimes people wish they had a harder mode. GTA IV and V, for example, are games that I like but I find them too easy. Replaying them on a harder difficulty would be interesting.
At the end of the day not every game has to appeal to you.
I'd personally love for every game to have an 'easy mode'. My reaction times aren't what they used to. I no longer have that many time available to 'git gud' at games... and all that jazz. But I understand when a developer says 'I don't think it'll fit for my game' and sticks to his guns.
Accessibility is a totally different subject and it's something devs should put more effort into. Mind it doesn't necessarily have to do with altering game difficulty. A game not allowing you to fully remap their controls has an accessibility problem, but not a difficulty one. Likewise for not adding visual clues to sounds, colorblind friendly modes, FoV sliders or being able to disable motion blur or head bobbing are all Accessibility features that don't mess with the game difficutly at all.
I don't think even the people who defend difficulty in their games are against the games being accessible to people.
Maybe what makes the game great for you isn't what makes it great for others. You'd be surprising about what people can find fun in games.
If Dark Souls was easy I'd still engage with the game because what attracts me to it isn't the challenge, but the art design and the tons of lore built in the game.
I've played Payday2 for hundreds of hours never touching the harder difficulty levels because what I find fun about the game is to chill out mowing enemies like a breeze as if I was John Wick on steroids.
There's many ways a game can be 'great' for people. Difficulty and challenge are only one of them.
For the most part it's the same both sides of the road. Games usually don't change that much in that regard.
Few games built around challenge change to add easier modes. Likewise few games built around 'casual' difficulties change to add challenge and harder modes.
Then there's all the ones in the middle with varying degrees of difficulty.
The challenging games usually don't want the 'casuals' getting it easy and the casual players don't want the tryhards bossing around. Both sides are comfortable in their niche and devs know it.
^Pretty much this. In general I'm all for difficulty options even though I tend to find them lacklustre. But if a developer wants to develop a game around a certain audience (in this case those who look for difficulty) I don't think there's anything inherently wrong with that.
I personally don't find artificial difficulty very compelling. That being scaling AI resources up or down (HP, damage, actual resources etc depending on genre) or scaling player resources down based on the difficulty chosen. That's all that difficulty options tend to do in a lot of game's.
I appreciate games that add in new mechanics and/or boss attack patterns etc. with difficulty increases, but that's a different design paradigm then balancing everything around 'normal' which is imo what most studio's are really doing.