No Easy Mode, No Sale?

How much does game difficulty influence your decision to buy?

  • I only like it hard

    Votes: 29 13.5%
  • Give me options or I’m out

    Votes: 54 25.1%
  • Just let me vibe on story mode

    Votes: 16 7.4%
  • Whatever the devs want, I'm down

    Votes: 116 54.0%

  • Total voters
    215
the more options you have, the less faith I have you balanced anything, since those options are usually some lazy ass sliders to make enemies more/less spongy or extending timing windows etc. - trash
Yeah, that shit is annoying.
I generally set the games to Hard (or even more, depending), and unfortunately sometimes all that does is pump up some damage & health numbers. Which usually doesn't make a game harder at all, just lengthier and more annoying.
Strategy games like Civ or most RTSs come to mind, where the AI is just flatout bad at the game on any difficulty, but on the harder ones the AI is given boosts and cheats to fake difficulty. Hate that stuff.

Games with truly interesting and different difficulties are far and few between. Baldur's Gate 3 (and Larian's previous game) come to mind, where higher difficulty modes actually give enemies different moves, change encounters, etc.
 
Amazing how it looks lile no one knows anymore how to really balance challenge ona videogame anymore... and the fact that some bubbles (like GAF) have some difficulty zealots dont help anything on this matter.
Actually the so-called difficulty zealots are the ones being reasonable here.

And if anything devs are way better at balancing challenge than they ever have been. Rarely is a modern game outright unfair and broken like so many old NES and even 16-bit games.
 
Sadly yes. Eldern Ring became popular because a lot of streamers and word of mouth back then called it very accesible with its overpowered summons that pretty much broke any boss. Every casual wanted to say "I beat ER". If From Software went back to being pure hardcore like Sekiro, I can guarantee you despite many sales, a lot will complain about its high difficulty curve, which now puts them in a very precarious position.
 
I'm down with whatever the devs want. If a game doesn't have difficulty options, I imagine the devs didn't find a way to scale the difficulty without compromising their vision or didn't have the expertise to do so. In either case, I'm glad they didn't settle with a suboptimal solution just to try to reach the largest audience possible. But I wish they'd always have the expertise to do so, and the difficulty to be instrumental to their vision for enjoyment reasons and not just to cater to presumptuous people.

That said, I tend to prefer high difficulty games. I find it rewarding to push through a difficult challenge. Even in games with leveling systems, if given the option, I choose to keep enemy level scaling on, so they're always around my level and don't become an after thought (provided the combat is fun and it doesn't turn into a chore).

I do empathize with people who have trouble with difficulty or dislike the tension of it, though. Wanting to enjoy all the other aspects of a game but the difficulty gets in the way; it must be frustrating.
 
Dont care, only play single player so its never a deciding factor for me. Theres always an option to make mods or use cheat engine to make games easier or harder if one feels like it, but it can save time so its very welcome, especially in games with boring or bad gameplay.
 
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I much prefer having a single official difficulty than having to guess at the beginning if "Normal" is actually super easy and I should choose Hard if I want anything remotely challenging.

People talk about Elden Ring but I don't know anyone who couldn't beat the main game (optional content and DLC are a different story of course) and beating it feels really satisfying instead of just lowering the difficulty for the last bosses.

Once you have selectable difficulty and you can switch at any time, it is way too tempting to just lower the difficulty when there is any challenge instead of pushing through.
 
I don't think the devs of Thief nor Perfect Dark were compromising their visions when adding more mission objectives.
Difficulty modes are part of the vision - both their existence and lack.

Either way is fine, really, the only thing that's wrong is gamers who think everyone should cater to them and their desires instead of just not playing a game that doesn't cater to them.
 
Cronos isnt even that hard unless you've got chodes for thumbs.

But otherwise options are always good of course. But if the difficulty options boil down to "Hard is enemies being tankier" then I just stick to normal, thats not difficulty that's tedious.
 
90% of the time I just stick to Normal, but overall I don't care if a game has options or not. The best for some titles is fully customizable like how Sniper Elite games allow.
 
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Either way is fine, really, the only thing that's wrong is gamers who think everyone should cater to them and their desires instead of just not playing a game that doesn't cater to them.
the office agree GIF by EditingAndLayout
 
Since I primarily play on PC I use Wemod/CheatEngine to make a single player game as easy as I want if the base game doesn't have difficulty modifiers.
 
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Bullshit.
You don't get to determine the vision, the developers do.

And if the developers say "you must be this tall to ride", then you must be this tall to ride.

Games don't need to be for everyone. That includes genres as well as difficulties.

Ding ding ding. Ultimately it is the devs choice either way. If they design their game around a certain level of skill, that's fine. If they design it to have difficulty options to accommodate a wider audience, or multiple playthroughs, whatever - that's also fine.

Regardless of genre.

Personally, I prefer when difficulty options make the stakes equal - eg enemies become more lethal but you are also more lethal to them (Metro series does this well on Ranger) rather than just buffing the enemies or debuffing the player.
 
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I want exactly what the devs envision. Their perfect balance is ideal.

I would, however, like it more if it leaned towards a bit more challenging/tactical.
 
Nah, I can beat hard games. I used to get stressed playing hard games, and would delay playing them because of it, but now I'm whatever about it. I recently beat Khazan on the hardest difficulty without summons, for example, and didn't even break a sweat (I raged a few times though, lol).
 
I'm ok with whatever the devs want. I think a more rigid experience with a single difficulty or a more flexible one with difficulty options are both valid approaches.
 
Hard is fine but frustrating isn't the same as difficult.

Mario Wonder's last level is hard, the last part of that level is frustrating. It goes from tricky platforming to balloon bouncing while invisible. They are not the same thing.
 
I'm currently playing Hell is Us, a game that has no quest indicators, no maps, and the game doesn't hold the player's hand at all. And I want to say, damn how I missed it, I get a lot of pleasure from the game, it's an amazing game. I've never been interested in the difficulty of games, if I liked the game I always finished it. For me, the difficulty of the game doesn't matter, I want to see how the game developer wanted players to see their game and their idea. If a game has a choice of difficulty, then the standard difficulty level is exactly how the game creators wanted players to see their product.

P.S - I'm a bit old, and maybe times have changed, but I can't remember conversations like this in my childhood: "Contra Hardcorp, Battletoads, Castlevania, Batman and Robin (Genesis) and others - very difficult, need to add option to choose the difficulty". No, we just sat down and went through it. Everything has changed.
 
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It's kind of strange for me in the sense that I'm so used to games nowadays being "hand holdy" that when I get a game that doesn't do it it's actually a surprise. However there are times where I'd say to myself why isn't this game telling me where I need to go because I'm so used to it.

I might get hate for this next part but when it comes to the souls games like Elden ring they are difficult but in a different way because I grew up with the Commodore 64 and the Nintendo and it's significantly more harder because when it came to certain Commodore 64 games when you died you had to rewind the tape and start all over. Games on the Super Nintendo didn't have auto saving or even games on the original Nintendo didn't have infinite lives once you died and ran out of leaves tough shit. When it comes to elden ring I can just load up where I last was so anyway they're just different types of difficulties if you get what I'm trying to say here
 
I'm between two answers

I want to just play story difficulty.......... BUT if a dev wants to make a hard game that's up to them I likely won't play it but do what you want there is obviously a market for it, it just doesn't include me and that's ok
 
Difficulty modes are part of the vision - both their existence and lack.

Either way is fine, really, the only thing that's wrong is gamers who think everyone should cater to them and their desires instead of just not playing a game that doesn't cater to them.
"Wrong", lol.

Good thing mods exist so more of those "wrong" players can enjoy some games without needing a high level of masochism.
 
I prefer the devs designing what they feel is best. If it has options cool if not cool.

What I don't like is doom the dark ages trend of a developer not knowing how to balance even basic gameplay functions and turning it all to sliders for the player. They are lost in tuning their own product and expect the player to change the parry window? Dude you've lost the plot.
 
Devs should be able to release the game they want without compromises.
That being said, I still fail to see how adding difficulty sliders could compromise the vision of a game. Hell, they can tune the whole thing for one shot deaths, and let the players season to taste with sliders.
Even from just a financial standpoint it costs nothing and may add significant sales numbers.
 
I want to play games at the intended difficulty so i prefer the developers to tweak it for me.

If there's an option i always pick normal as i believe it's closer to what the devs feel like is the intended one.
 
"Wrong", lol.

Good thing mods exist so more of those "wrong" players can enjoy some games without needing a high level of masochism.
Do you sometimes think before you write?

Who the hell said modding is wrong, or people who use mods would be wrong? How could you possibly get that from what I wrote? Modding is literally "you do you".
It is (usually) the best way to play games due to being the closest to each player's preferences - but in contrast to people demanding the devs cater to them, modding has nothing to do with entitlement.
It's just people doing with the software on their machines whatever they want.

Except that is how clever devs do:

immortals-fenyx-rising-difficulty-selection-details.png
Okay, nevermind, you actually DO NOT think before you write.

Both having options and not having options is a valid vision for developers. Fromsoft wants their game to be "you have to be this tall to ride" and their audience enjoys the exclusivity of the "club", while other devs want their games to be "for everyone" (who like the given type of game, anyway).
Neither variant is right or wrong, it's simply a dev preference.
The point is, the devs (not entitled brats gamers) determine what their vision is.

And if a dev says that difficulty options go against their vision, then that is the case.
 
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Really depends on whether or not a game is story-driven.

If so, I prefer options, if not I don't really care.

The only series I skip is souls, but the issue isn't even difficulty. I bought Demon's Souls (and the Remake), Dark Souls and Bloodborne because they're difficult, I just never beat them and ultimately tuned out of the Souls?games because I lack the focus and patience.
 
I don't really count From's Souls series into the equation because they have summons to mitigate the difficulty level.
Which I think will s a brilliant design choice.
 
Do you sometimes think before you write?

Who the hell said modding is wrong? How could you possibly get that from what I wrote? Modding is literally "you do you".
It is (usually) the best way to play games due to being the closest to each player's preferences - but in contrast to people demanding the devs cater to them, modding has nothing to do with entitlement.
It's just people doing with the software on their machines whatever they want.


Okay, nevermind, you actually DO NOT think before you write.

Both having options and not having options is a valid vision for developers. Fromsoft wants their game to be "you have to be this tall to ride" and their audience enjoys the exclusivity of the "club", while other devs want their games to be "for everyone" (who like the given type of game, anyway).
Neither variant is right or wrong, it's simply a dev preference.
The point is, the devs (not entitled brats gamers) determine what their vision is - not you.
Where did I said that you said "modding" is wrong?? Need a drawing?? You said gamers are wrong. 🤦‍♂️

FromSoft giving a intended normal difficult + a easier difficult doesn't change the intended normal difficult in ANY WAY. The same as they giving a optional summon in Elden Ring that makes it a "walk in the park" changes nothing for those who don't want to use it.

PS: Lol at the "exclusivity of the CLUB". This explains everything. You think you are "special" because you are one of those in the "club" that can finish a game while others less skilled can't finish it. 🤦‍♂️
 
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I won't even try Silksong because I know it would frustrate the shit out of me. But last week I bought Prince of Persia: The Lost Crown, which is very similar, and that has some cool options for people like me with a low tolerance for super difficult sections in games.

Boss annoying you? Nerf his damage, fuck him up, then turn it back to normal.
Don't want to retrace your steps through a tough platforming section? Activate a portal and warp past it.

Perfect.
 
Bullshit.
You don't get to determine the vision, the developers do.

And if the developers say "you must be this tall to ride", then you must be this tall to ride.

Games don't need to be for everyone. That includes genres as well as difficulties.
So how come when a developer, like id Software, adds options to adjust the difficulty of a game - their vision - people freak out and cry about them 'ruining the experience'?

Are you saying gamers get to determine the developer's vision? Can't have it both ways.

What's the harm in a game having a default mode - The difficulty as the developers intended the game to be played.
But also have options for tuning it up or down depending on if you want more or less challenge. How does that negatively affect anything?
 
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The idea that a difficulty level can be poorly designed and hurts the game is hardly new or just my opinion, it's super common.
The idea that a single difficulty level can be poorly designed and hurts the games is hardly new or just my option, it's super common.
 
Devs don't always get it right, but they're closest to the vision of what the game is and how it should play. While the defacto goal of any business (i.e., a video game company) is to sell a product and make $$$, some are willing to make less by risking to sell a product that doesn't appeal to larger audiences (i.e., very hard game).

Additionally, difficulty is a subjective thing and the meaning can change from one game to another - there is no game industry standard values for easy, normal, and hard difficulties.

#TeamDevs
 
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The idea that a single difficulty level can be poorly designed and hurts the games is hardly new or just my option, it's super common.
Then criticize the game for being bad.

Sekiro and Dark Souls are not bad, the opposite in fact, people just don't want to overcome the challenge and play AC tier slop for dozens of hours instead. And they want to turn these games into AC tier slop.
 
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