This is where I'm at. There is a performative aspect to the way video games are "consumed" (or any game, really) that is unlike other more passive forms of media consumption, and quite inseparable from the medium in my opinion. Kind of like buying sheet music rather than an album, to add another dubious analogy to the pile.That said playing a games is more like playing music, I would argue, than listening to it.
I was being sarcastic.
In Tetris nothing else changes than the difficulty when you progress the levels. No new game mechanics, no new areas, no story progression. Someone who is asking for easy mode isn't missing out on their desired experience if they don't get to play on the hardest difficulty. Though in Tetris Effect there's beginner difficulty setting for the Journey mode. Did you mean that version of Tetris?
They might miss out on some sales, but they might entice other people to buy their games based on that same reputation.Let's just put it this way.
There are games I do not buy as they have a reputation for being hard and I just don't have the time to "git gud".
Developers are missing out on sales.
Agreed. There should be no barriers to completing a game, especially if it's story-driven.
Dark Souls should have an easy mode.
I love whenever people bring this up as if it's something the devs haven't thought about before deciding on a target audience.Let's just put it this way.
There are games I do not buy as they have a reputation for being hard and I just don't have the time to "git gud".
Developers are missing out on sales.
I love whenever people bring this up as if it's something the devs haven't thought about before deciding on a target audience.
Like, I can imagine an intern bursting into Miyazaki's office at From Software.
"Miyazaki-san, I've been informed that Dark Souls would sell more if you included an easy mode."
"Wait what? How come nobody told me? Oh my god that's so much money we missed out on. I'm such an idiot."
Someone playing DS on easy does not bother me. If there was an easy mode, cool.I know this is a touchy subject among many of you, but please let me ask. How does someone playing Dark Souls on easy (as an example) take away anything from you who beat it as intended by the developer? I get that some of you feel like it takes away from your feeling of accomplishment (it doesn't). Don't we want anyone to experience our favorite games if they want? It seems like some arguments are "but they'll lose out on the intended experience". So what? As long as it doesn't affect your play through why do some of you feel so slighted anytime this gets brought up? It honestly seems like gate keeping.
Someone playing DS on easy does not bother me. If there was an easy mode, cool.
There isn't, though, and that's also cool.
Some people, though, think an easy mode would hurt their experience because they would be tempted to use it, and likely would. They feel they'd miss out on the rush after overcoming a challenge because they'd just lower the difficulty after having trouble.
That viewpoint is just as valid as the idea that the game needs an easy mode put forth by other people. Neither stance has merit over the other. Everyone wants what's best for them, and it's not my place to put people down who don't want thing to support people who do want thing.
In the end, it's up to the developer. If they want to include one, great! If they don't, also great! If they make a decision I don't like, I'll vote with my wallet. Not every product is for me, not every product can be for everyone. That's cool.
It doesn't seem like you're legitimately asking why someone might disagree about the inclusion of an easy mode, though, since you immediately tried to shit on that position while asking your question (which is a pretty shitty and stupid way to invite discussion).
Link
An interesting column. This paragraph especially caught my attention:
Give me a very easy mod if already posted.
"People are projecting their standpoint onto a larger group to carry more weight"So you think an easy mode is too tempting for you to not use? You said "some people" and that usually means people are projecting their standpoint onto a larger group to carry more weight. And yes, it was a shitty way to start a conversation. More of a rant really as I find it utterly ridiculous that posters on this forum get up in arms if their feeling of superiority over a fucking video game gets called into question via an easy mode.
"People are projecting their standpoint onto a larger group to carry more weight"
"By the way if you're against a particular game having an easy mode it's just gatekeeping and elitism, nothing else, no other reason is valid, that's literally it."
No, I don't. I think an easy mode would be OK, if the devs wanted to include one.you think an easy mode is too tempting for you to not use? You said "some people" and that usually means people are projecting their standpoint onto a larger group to carry more weight.
I love whenever people bring this up as if it's something the devs haven't thought about before deciding on a target audience.
Like, I can imagine an intern bursting into Miyazaki's office at From Software.
"Miyazaki-san, I've been informed that Dark Souls would sell more if you included an easy mode."
"Wait what? How come nobody told me? Oh my god that's so much money we missed out on. I'm such an idiot."
Tell that to every single PvP game out there, especially competitive ones. As for singleplayer games, how hard a golem hits you vs how hard a doll hits you does count as "artistic vision".And to be honest, I don't really see "Monster X has 10x more HP" as really an "artistic vision". I'm a games programmer by profession. That shit is just numbers.
Sure. But games are so far divorced from reality that difficulty balancing is still essentially arbitrary. The machine only sums up numbers the way it does because the team tried a bunch of permutations and settled on one that felt good to them. If the developers and playtesters had been more or less skilled than they were, the game would probably have turned out differently. Two designers that set out to build a difficult game where you struggle at every step would end up with very different end products if one was highly skilled and the other was much less so, even though the golem would probably hit harder than the doll in both of them.Tell that to every single PvP game out there, especially competitive ones. As for singleplayer games, how hard a golem hits you vs how hard a doll hits you does count as "artistic vision".
I'm in a similar boat. My non-gamer parents picked up a PS4 a couple of years ago, which has gotten me thinking about accessibility in games (in several senses of the word) from a different perspective. While they are unlikely to ever get into hardcore combat games like Sekiro, they still have a hard time with a lot of other games that they would like to play (TLoU included). They're slowly becoming more adroit with it, but it's not like this is their primary hobby and they're not going to waste a lot of time struggling with something that is just too frustrating. They'll just take it back to the store, a response that apparently makes some people giddy with delight, but which to me is unfortunate. I've been playing games for thirty years; how many years of practice should I tell them they need before we can enjoy the same games?100%, Ive completed and Plat'd games like Sekiro and BB, so i can speak from both sides of the spectrum.
But my gf wants to play TLOU... Easy mode is just too hard for her, I dont understand why there isnt a very easy mode. Just make it accessible to everyone nintendo style, it really doesn't hurt anyone.
I handed over my Switch to my dad, turned on Odyssey and Assist mode, he was having a blast for the whole flight, its as simple as that, he was struggling to play before I turned on assist mode. Its just different skill levels, you just have to pick whats right for yourself.
Tell that to every single PvP game out there, especially competitive ones. As for singleplayer games, how hard a golem hits you vs how hard a doll hits you does count as "artistic vision".
Game mechanics deliver an emotional experience - saying that there is nothing artful to mechanics is cutting them and the medium of video games in general very short.I tend to differentiate between artistic vision and mechanics. A lot of game devs do.
Why is that a problem, though? As long as I get the harder difficulty that I want, why should I be bothered how it plays on the lowest level?Games should be accessible but there's a limit to how much you can assist the player without diluting the "game" aspect to homeopathic levels. And at that point still calling it a "game" is pretty awkward.
You're reading me wrong. I don't care if a "super easy mode" exist for myself, but rather for those who might play it.Why is that a problem, though? As long as I get the harder difficulty that I want, why should I be bothered how it plays on the lowest level?
Game developers can do what they want vis a vis difficulty settings.
And if I disagree with what they want, I'll use Cheat Engine / Trainers to rewrite the matrix as I see fit.
I agree that different genres present different accessibility challenges, and that actually implementing these sorts of options does come down to practicality and questions of design. It's never gonna be perfect. But, when it comes to how to make the experience satisfying to the player, nothing is universal. If a player finds the game too trivial and unengaging on a lower difficulty or with certain options enabled, I trust that they'll change it to be more to their liking. If they do enjoy playing the game that way, who am I to question it?Is one of those a options an interesting game to play to begin with? If not, then what's the point of providing a difficulty mode where your inputs basically don't matter as an actual monkey could complete the game by inputting random keystrokes? Is it really satisfying for the player? What's the correct balancing there?
I'm all for easy modes. But if the easier modes mean random inputs would still allow to "beat" the game, then it's not a game anymore by most basic "game" definitions. It's all I'm getting at. And at that point, the software should be honest and just provide a "movie mode" so that people could enjoy the story, see cool explosions, and whatever else the game could provide in a """normal""" playthrough (notice the ton of quotes).
I fine the difficult must stay the same because of "artistic vision" utter BS.
If the difficult is part of your artist vision then the game need to be able to adjust the difficulty to capability of the player so that all player experience the level of difficult that the artist envisioned them experiencing regardless of their natural ability to play the game.
After all players that find the game too easy are being denied the artistic vision just as much as players that find the game too hard.
To be clear, I'm not against having interactivity in what I call "movie mode". Like e.g. if the game provides some nice vistas, it's cool if you have options about which one you want to gaze at.If you mean a mode that is literally automated and hands-off, why?