this post was submitted on 08 Sep 2025
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[–] Auth@lemmy.world 4 points 1 day ago (3 children)

I dont think there is any conversation to be had about an easy mode or boss runbacks. Any time this small dev team spends on an easy mode is time wasted IMO.

If its to hard you can play another game. I see this the same as people demanding a complex movie be changed to be easier to understand. Its just a dumb complaint and im sick of seeing these people flood every comment section of every slightly challenging game.

[–] NigelFrobisher@aussie.zone 3 points 1 day ago

They’re saying your taste in games isn’t valid and shouldn’t be catered for. Instead, theirs should be in every case.

[–] thatKamGuy@sh.itjust.works 3 points 1 day ago

I’m ok with there being a conversation on this topic, even if the arguments devolve to ‘waaah’ vs. ‘git gud’.

Ultimately though, I agree that a small dev team shouldn’t have to focus on a game-mode outside their vision - and any such demand for an easy-mode or other additions can and should be left up to mod makers.

It’s a single-player game, so in the end how the individual user wants to play is how they should be able to play.

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[–] majken@lemmy.world 3 points 1 day ago* (last edited 22 hours ago) (27 children)

A high difficulty is not inherently good game design. Making a game more approachable through lower difficulty settings with additional checkpoints doesn't make it worse for people who like a challenge. It just makes it enjoyable to more people.

Claiming it's down to "artistic vision" just feels dishonest. You could claim Studio Ghibli movies should never be dubbed or subbed. You just have to learn Japanese to enjoy them, just don't watch them if that's not for you... but why? How is it a bad thing if more people can enjoy something?

Cup Head is a great example. It's a fantastic game with an art style that younger kids love. But it's too difficult for most kids, which doesn't make the game better, it just locks them out from a game they'd otherwise love.

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[–] lmorchard@lemmy.sdf.org 2 points 1 hour ago* (last edited 1 hour ago)

There are mods and cheats for this game already—and they even run on Linux. I turn 50 next month: though I'm still playing, I don't have as much time for gaming as I used to and my reflexes aren't what they were. I haven't entirely removed the challenge with mods, but I feel no shame in tweaking this game to go easier on me and chew up less of my time as punishment for failure. I wish they had these as accessibility options built-in, but I'm fine with hacking it.

Anybody telling me I should "git gud" can pound sand: I'm already good at a bunch of things that get me a paycheck. I play games so I can relax and be terrible at something for fun. I'm certainly not playing for bragging rights.

[–] cerebralhawks@lemmy.dbzer0.com 2 points 2 days ago (6 children)

I don't mind difficult games. I recognise that they exist as a kind of pushback against mobile games and casual games that have risen in popularity. I don't mind that they exist. Likewise, I strongly believe that gaming is for everybody, but not every game has to be for everybody.

I think it's perfectly fine, though, to ask the question: if the game — any hard game, to include the Dark Souls game and its spinoffs (e.g. Elden Ring) and knockoffs (e.g. Breath of the Wild) — had an easy mode, where virtually anyone could win it eventually, would that truly make the game less fun for people who like hard games? What if the game were hard by default, and easy mode cost $5 extra? That way, you would never be presented with the option, but those who want it can get it for a slight upcharge. (Maybe less on a $20 game, I'm thinking the $5 would be for a $70 game.) Case in point: Final Fantasy XV was never hard. But for 49¢, you could buy a "DLC"/"mod" that made gas cost half — 5 gil instead of 10 for any fill-up — and also made hotels (which give a big XP buff) half price. So one early-game strategy was equipping a ring that would not pay out experience when you camp, and saving your XP (which is normally paid out every time you sleep) until you could afford a room at the XP-doubling Galden Quay resort hotel, gaining you several levels by then. With the DLC/mod, you could afford it much sooner, and you could actually do it a few times, setting you up for later parts of the game. It wasn't an easy mode, but it did soften the grind a bit, and it wasn't presented as an option in the game. You kinda had to know about it and go look for it.

I actually think there's something to that. Making a game and selling parts of it never really goes down well with players. But most players can't beat hard games. So what if instead of new games being $70 or $80, they were $50 or $60 still, but people who want help can buy things that will make the game easier. Let those players subsidize the ones who are good enough to beat it without them, incentivising them to get better. Ideally, to get better at that game so they uninstall the helpers, beat it without them, then when the next one comes out, they're ready.

I don't hate hard games. But I'm not going to pay for them. If they make their money off people who have that much time on their hands, that's fine. It's a sound business decision. But I also think a game can't say "we wish we made more money" while intentionally excluding players who maybe have full-time jobs, families, or other valid reasons to not learn the perfect button combinations and ultra-precise timing some of these games require. I think if they could find a way to include those players while not putting off their base, they'd have a winning solution on their hands. And no, we're not gonna quit our jobs or neglect our families to "git gud" like we live with our parents and are half our age.

[–] mohab@piefed.social 3 points 2 days ago (2 children)

I don't mind difficult games. I recognise that they exist as a kind of pushback against mobile games and casual games that have risen in popularity

You got that backwards: difficult games are as old as arcades. If anything, casual games exist as pushback against difficult games, not the other way around.

[–] Coelacanth@feddit.nu 2 points 2 days ago

Yes indeed, when arcade games were the norm devs specifically designed for absurd difficulty ramp ups and cheap deaths to finagle another quarter out of you.

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