Streamlining of games isn't anything new and it's been happening year over year since the beginning. Many of these changes are a result of devs learning from previous game design "mistakes", some are a result of hardware evolving and previous limitations being gone (saves). Most of them have been for the better, but it feels like we've long reached a point where convenience and "quality of life" is prioritized over meaningful game design choices.
This thread is obviously brought on by Silksong, but it isn't even about "hard" games. The bar feels like it's been lowered across the industry, even things that were already easy are getting easier. The platforming genre has always been one of my favourites and I absolutely adore modern takes like Odyssey, Bananza and Astrobot but my love for them is diminished by them being effectively devoid of challenges. "But these are games for kids" - so were Super Mario 64, Donkey Kong Country, Crash Bandicoot, etc. And that's not to say that any of those games were hard, but they all had some level of challenge to them that no longer seems to exist. In fact, games in the 80s and 90s pretty much exclusively targetted kids and while there were some that were easier than others, it wasn't some expected standard.
And it's not even strictly about difficulty, there's a bunch of people that are too impatient to deal with any perceived inconvenience or friction in a game. "Why can't I save anywhere", "How come there's no map", "Why do my weapons break", etc. This isn't to say that you can't dislike these things, but deliberate design choices are being categorized by some as "bad design" or "not respecting my time" because it isn't convenient to them. The recent "corpse run" discussion is a good example - "why do I have to spend 45 seconds running back to the boss after I die", I'm sorry, I didn't realize this was a boss rush game? Do you not think the devs considered the full section when they placed the bench? They want the player to survive both that section and the boss to progress.
We've had entire genres become a shell of their former self because of streamlining and introduction of "Quality of Life" features. World of Warcraft slowly introduced so many of these features that it's barely recognizable as an MMO in many ways. It started with small things like "We'll introduce summon stones at the front of an instance", "Introduce Dual-Spec", "Reduce the cooldown on hearthstones", etc. Nowadays it's snowballed to the point where there's practically zero friction in the game whatsoever and the WORLD (you know, the main character of the game itself) is practically uninhabited because you can do everything from the comfort of a capital city.
I believe that friction has a place in the medium. The games that I look back fondly on are games that had friction that resulted in creating those memeories for me. Many games have reached a point of being such a passive experience of going through the motions that they're simply not memorable at all, pretty much every AAA game nowadays can be played on autopilot, following a map marker or arrow to your next destination and mashing some buttons when you get there.
Anyway, that's my rant. Make games hard again, they'll be better off.
It's similar to gamers who hate multiplats, but love walled garden games on their plastic box. They get pissed gamers on other platforms around the world play it too.Buddy, they're making the game easier for themselves, not for anyone else... Are they affecting your experience because they downloaded a mod in own their computers?
What's extra funny is that these people don't seem to realize that every game on PC has a high chance of some kind of lower difficulty mod already, including Silksong. It didn't make the game worse, didn't make the discourse worse, didn't do anything. There are people that actually believe it will affect them. They don't even seem to realize it already is here and didn't affect them.It's similar to gamers who hate multiplats, but love walled garden games on their plastic box. They get pissed gamers on other platforms around the world play it too.
Difficulty levels can be another hot topic. Some gamers want Souls games hard (insert any game known to be hard) because they want a sense of accomplishment and bragging rights they beat the game. If another gamer enjoys the game the way they like to play, they lose confidence and bragging rights because a guy playing on Easy or Normal beat the game too.
At that point, they got no bragging rights left except perhaps the game has bonus achievements or trophies for beating the game on Hard or Expert.
Who died and made you emperor of what the point of games is? Not everyone wants their gaming to be like a second job. Some people do want to enjoy the experience. God knows most of them have so much cinema these days that you already spend half your time watching them regardless of how you play.The whole point of a game is to overcome a challenge for the reward. All these people complaining about difficulty - it's like they don't even want it to be a game, just an "experience". Why not just watch a movie or read a book or something?
Sure, I get it - gamers are getting older, we've got less free time… but there are literally tons of games out there, including plenty you can beat with one hand while sipping coffee. You don't have to play everything.Gamers are getting older. Older people have less gaming time but spend the most money. It's not hard to have difficulty options.
Gotta meet your customers where they are. BF6 is just realizing that with their spec requirements after seen a ton of PC gamers playing the game at minimum settings.
The problem is that this really affect the creative process, and I think a lot of people really underestimate this.It's not hard to have difficulty options.
Lmao, dude read the room, in 2025 people who chopped off their dicks are on top of the discrimination pyramid and get all the privileges and attentions.If you really want a good challenge, try keeping your dick in your gf/wife's mouth while calling her by her best friend's name.
Then try sticking your dick in a dude and call him "Sir".Lmao, dude read the room, in 2025 people who chopped off their dicks are on top of the discrimination pyramid and get all the privileges and attentions.
Get some trt treatment to enhance your toxic masculinity if you really wanna up the challenge![]()
Yeah, why?? It is not a boss rush game but it is a "waste time running back to the boss" game. Should I be happy about this because???"why do I have to spend 45 seconds running back to the boss after I die", I'm sorry, I didn't realize this was a boss rush game? Do you not think the devs considered the full section when they placed the bench? They want the player to survive both that section and the boss to progress.
That makes perfect sense.I'm in the middle ground here mostly as I always start with Normal and then move up to hard but I avoid very hard and easy difficulties in most games. I don't agree that all games should be hard as games are meant to be enjoyable. Difficulty modes should always exist. Most people would prefer things not too hard and not too easy but for the few that really loves super hard games than they could pick the hardest mode and easy for those that wants a super relaxed time.
The problem is that this really affect the creative process, and I think a lot of people really underestimate this.
I'm not asking for games to be particularly hardcore, but I really prefer when games don't have any difficulty option, just one single difficulty. It's always the best thing. The director can create a really specific vision, experience, and everyone will live the same intended experience.
Difficulty options most of the time really feel artificial, and you stand there on the difficulty selection screen, not sure which one will offer you the best experience.
Sure, I get it - gamers are getting older, we've got less free time… but there are literally tons of games out there, including plenty you can beat with one hand while sipping coffee. You don't have to play everything.
If a game is too hard for me, I either adapt or I just move on to something else - I don't go writing essays on forums about how it "needs an easy mode."
And honestly, with roguelikes and soulslikes, difficulty isn't just "more HP on enemies" or "less damage taken." It's the whole design philosophy - risk/reward, progression balance, that feeling of finally overcoming a challenge. Slapping an easy mode on top would completely break what the game is supposed to be.
this 1000%Gamers are getting older. Older people have less gaming time but spend the most money. It's not hard to have difficulty options.
Gotta meet your customers where they are. BF6 is just realizing that with their spec requirements after seen a ton of PC gamers playing the game at minimum settings.
Lol, "dev entitlement"? Come on. It's not entitlement, it's making the game they actually want to make. Not every game has to be for everyone.Dev entitlement and ego isn't a good sales strategy. You can have difficulty sliders in any game.
Sure not everyone needs to play everything. Just don't bitch when you get your team laid off cause of your CrEaTiVe PrOcEsS
this 1000% as wellLower difficulty doesn't necessarily mean zero challenge. Bottom line here is know what you are buying before you buy it. Doesn't make sense to complain about a game being too hard when the game is widely known for being hard. Either way, nothing wrong with games varying in difficulty. Not every game is for everybody.
Lol, "dev entitlement"? Come on. It's not entitlement, it's making the game they actually want to make. Not every game has to be for everyone.
Difficulty sliders sound easy on paper, but in some games they literally break the design. Soulslikes and roguelikes are built around their difficulty - risk/reward, tension, that "finally did it!" moment.
And layoffs? Dude, that happens even when games sell millions. Elden Ring sold over 30 million copies, has no easy mode, and FromSoftware literally built their brand around challenging games - so yeah, that "CrEaTiVe PrOcEsS" thing seems to work.![]()
Yeah. All games should have only a "ultra nightmare" difficulty. That would be great. Just git gud, right??? /sbut I really prefer when games don't have any difficulty option, just one single difficulty.
Exactly.OP, i feel u completely, but u forgetting about 1 thing, skill difference even among hardcore gamers is crazy big
What if their "vision" was actually that they enjoy trolling gamers, seeing them suffer, and watching them bending like pretzels to justify and handwave away even the most obnoxious design decision that would be piled on from every direction if it was in pretty much any other game?Difficulty settings suck and it's one of the things that makes games like HK and Souls great - they have a vision for what a game is and execute on it
people get really upset with a game if it dares to inconvenience them in any major way for some reason. Taking someone out of their comfort state by saying that they might need to run back to the boss sometimes, or that they lost all their lives and have to go back to the beginning, or having a really hard boss- it makes some people here really upset even when they claim to be "enthusiast" gamers.it's not even strictly about difficulty, there's a bunch of people that are too impatient to deal with any perceived inconvenience or friction in a game. "Why can't I save anywhere", "How come there's no map", "Why do my weapons break", etc. This isn't to say that you can't dislike these things, but deliberate design choices are being categorized by some as "bad design" or "not respecting my time" because it isn't convenient to them. The recent "corpse run" discussion is a good example - "why do I have to spend 45 seconds running back to the boss after I die", I'm sorry, I didn't realize this was a boss rush game? Do you not think the devs considered the full section when they placed the bench? They want the player to survive both that section and the boss to progress.
There seems to be a disconnect between normal people and dedicated gamers. The latter always fail to realize the significance of the gap between the two. What we consider "easy" most non-gamers or even casuals will think to be very hard. The key here is to understand the differences.
With that knowledge, there's no way the industry can afford to make all or most games harder, because that would alienate a very large majority of consumers needed to keep the gaming industry afloat.
The only option would be to include difficulty settings and let each individual decide for themselves how much or little of a challenge they want.This may be true in the example of the extremes like Hollow Knight and Souls.
I don't think it's true for the vast majority of games though. Super Mario Odyssey and Astobot as examples are plenty easy. "Normal people" beat Super Mario 64 just fine, it wasn't "hard" it just had some element of challenge that is no longer present in the franchise.
Nah, it's not that simple. Sliders mess with the whole balance - enemy placement, attack patterns, risk/reward loops… all tuned for a specific challenge.Sliders for How hard or soft enemies hit and How much or little health is taken can be put in any game. That doesn't stop anyone from making the game they want.
The "but you won't get the intended feeling" argument is put on the customer. For them to deal with.
Monster hunter wilds?Games should be more complex, not just 'hard' for no reason.
When was the last time a game came out with complex mechanics or combat systems? I can't even think of one.
Ng+1 and onward is literally just stat boosts to enemies in souls games.Difficulty settings suck and it's one of the things that makes games like HK and Souls great - they have a vision for what a game is and execute on it, the difficulty is in the mechanics and not made up stats. Most implementations of difficulty options are just related to giving enemies more health or giving you less resources. You also can't really do difficulty options for a lot of genres - platformers for example (unless you have a dev willing to go through the trouble of designing multiple versions of every world).