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.
Lower HP or damage and suddenly fights feel like a wet noodle, and the game stops being what it was meant to be.
That's a misunderstanding of what these games are and why people love them. Challenge, no hand-holding, and overcoming your own limits are the core. Sliders erase that identity.
Elden Ring sold over 30 million copies without an easy mode (and the DLC cranked the challenge even higher). FromSoftware has stuck to a consistent vision for years – hard but rewarding games, and that's exactly why they're so respected.
Except it's actually very in line with games of similar length.And it would sell more with difficulty options. What's the completion percentage like? In line with other games? No? So less people see your whole artistic vision. Got it.
That's absolute what "I" said.That's absolutely not what I said.
I even said in my message that it doesn't necessarily needs to be balanced toward the ultra hard part of the scale.
I just say I prefer when there is one properly balanced, well thought out difficulty, rather than letting the player pick between 5 difficulties with lame sliders.
This !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.
I never made it to the second Act, but the map vendor appears in the starting town, are you able to get the maps from her there?Lastly the current section of silksong I am in I have been unable to find a map, a checkpoint or quick travel spot. I start in the bile, work through the mist for 15 minutes, then through the organ to fight a boss. We are talking 20 minutes of your time for a boss attempt without any checkpoint I can find yet.
Yes games being challenging is rewarding.
Games intentionally pissing players off isn't how you do it. Silksong is the wrong way to do this.
Many of the old games were only 20 minutes long. The challenge was learning them. Modern games are generally design for people to complete and experience the whole thing.Old games didn't have telemetry and stat tracking. They just didn't know or have any way of knowing how many people completed the games they bought or when they stopped playing. The fact is that many people just lack focus and are not humble at all when it comes working out what they are supposed to do when it isn't spelled out for them letter by letter.
Map vendor changes areas throughout the game. Currently not in either town, and she didn't offer maps for bile.I never made it to the second Act, but the map vendor appears in the starting town, are you able to get the maps from her there?
Many of the old games were only 20 minutes long. The challenge was learning them. Modern games are generally design for people to complete and experience the whole thing.
There's supposedly a bell that calls her to you in town. I didn't run into her not being in town though.Map vendor changes areas throughout the game. Currently not in either town, and she didn't offer maps for bile.
Luckily I found a checkpoint in organ thank god.
Hmmmm. Don't see any bells anywhere odd? I've done all board and side quests if it was tied to it.There's supposedly a bell that calls her to you in town. I didn't run into her not being in town though.
Agreed if you are someone that excels at repetitive mundane generic ass boring as fuck work. Basically flipping burgers for a livin'Dark Souls is only hard if you're an impatient button mashing fucko.
It strives to teach acceptance, self-control and resilience. Once you've gained enough zen, the game isn't so hard, and you can enjoy exploring the amazing interconnected world.
Most souls clones misunderstand that.
Try hitting the rings that leads up to the ledge she's on. Supposedly she moves to Bellhart after you clear that.Hmmmm. Don't see any bells anywhere odd? I've done all board and side quests if it was tied to it.
Why can't games just you know allow settings for those of us who are not nearly as good or manly as yourself, but want to enjoy the game world, and lore around it? Does it bother you that someone else can enjoy the game with easier settings than you? Does it hurt your pride or manhood? Im glad you enjoy hard games and it's what you like, but there are some of us who want to play and enjoy games as well just without having to dedicate 3 hours to a world boss or certain segment of the game. The developers clearly develop games for the sales and users to enjoy. If I drop your game and bad mouth it as an overly hard game for no reason how does that help with sales and your future projects?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.
Finally I'm being recognized as the LeBron of GAF that I am.Hall of fame post
In they 8-bit era, yeah, because of memory constraints, but after that it wasn't normal to have a game that short. If you still want to play games more like that you could play things like 1001 spikes.Many of the old games were only 20 minutes long. The challenge was learning them. Modern games are generally design for people to complete and experience the whole thing.
There can still be an objective part about what game is considered easy or hard for the average gamer.That's absolute what "I" said.
What is ultra hard for you may not be for others.
What is balanced for you may not be for others.
The world doesn't turn around you.
I disagree, because this isn't the way games work.There's nothing wrong with difficulty options. I never understood why people care so much about how somebody else plays a game. If you beat a game on hard or just a hard game, good for you, but it's not like you cured cancer or won an olympic medal. And it somebody else beat the game on a lower difficulty than you, it doesn't affect you at all.
This doesn't even mean I don't welcome a challenge, btw. I just don't care about the way other people play single player games.
Just play the game on its hardest settings and let the other people play as they like. Thank you.![]()
THANK YOU!!!! Why is this so hard for some people to understand?
Hey, if you made the best burger flipping game in existence, with various boss burgers and patty monsters, it could become a huge hit.Agreed if you are someone that excels at repetitive mundane generic ass boring as fuck work. Basically flipping burgers for a livin'
Yes dark souls is piss easy.
Just rinse and repeat![]()
It's slow, stupid and clunky.Dark Souls is only hard if you're an impatient button mashing fucko.
It strives to teach acceptance, self-control and resilience. Once you've gained enough zen, the game isn't so hard, and you can enjoy exploring the amazing interconnected world.
Most souls clones misunderstand that.
There is no challenge in SP games.No amount of story or graphics can match the satisfaction of progressing through a tightly balanced, challenging game.
Now I want to see someone beat Silksong on the Donkey Kong Bongs like they did with Dark Souls.Any game can have a hard mode. Be creative!
Hold the controller upside down, play with your feet, face away from the TV. The customizable difficulty options are endless!
This is the answer. More options for people to tailor the experience to their own tastes. I'm a fan of sliders for accessibility, where you can increase or decrease certain aspects of the game. 99% of the time I just roll with the set difficulty or normal, but there are times that I like to be able to tweak some options, especially if it's a game I've gone through before.Maybe would be awesome if devs would make more advanced difficulty adjustments for players to select
I don't understand why it's so hard for some people to understand that, uuugggghhhhI disagree, because this isn't the way games work.
If you take a game that was designed around an average / easy difficulty, and you select the hardest mode because you want challenge, it most of the time will be a tedious experience, because the game wasn't designed around that.
Simply increasing the damages you get or the damage you deal is most of the time really not a good option. If what the hard mode does is just making combats longer, it can make the experience boring, instead of it being a fun challenge.
When a game has a unique difficulty, it being an average difficulty or a hard one, everything will be designed properly around that, giving the player the proper tools for that difficulty.
There are exceptions of course, the best one to me being Kingdom Hearts which I mentioned earlier. In critical mode, everything is harder, but it's not just that, everything is rebalanced, you get access to a lot more available skills, it's faster, it plays differently, to the point of almost being another game. The game give the players all the proper tools needed for that new experience / difficulty, instead of just being the same game but with longer and more tedious progression.
Oh god brake lines, yeah what's the point of gaming when you're told what to do and when.I find the rewind to be fine and good for learning tracks. What killed racing enjoyment for me was brake lines. Thankfully, I can usually turn them off.