this post was submitted on 27 Nov 2024
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Maybe you haven't been convinced by a good enough argument. Maybe you just don't want to admit you are wrong. Or maybe the chaos is the objective, but what are you knowingly on the wrong side of?

In my case: I don't think any games are obliged to offer an easy mode. If developers want to tailor a specific experience, they don't have to dilute it with easier or harder modes that aren't actually interesting and/or anything more than poorly done numbers adjustments. BUT I also know that for the people that need and want them, it helps a LOT. But I can't really accept making the game worse so that some people get to play it. They wouldn't actually be playing the same game after all...

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[โ€“] MrJameGumb@lemmy.world 11 points 21 hours ago (1 children)

You know you don't have to play the easy mode right? You can just change the mode in the settings. Most games default to the standard version anyway.

[โ€“] lorty@lemmy.ml 2 points 20 hours ago (2 children)

Yes, but by that same argument if the experience doesn't work for you as it was intended, perhaps the game isnt for you.

Not that arguing this point is the question here anyway.

[โ€“] deo@lemmy.dbzer0.com 5 points 18 hours ago

But the developers put a story/easy mode in the game. That seems intentional to me. Maybe those games just aren't for you if the mere option of difficulty settings bothers you so much.

[โ€“] MrJameGumb@lemmy.world 7 points 20 hours ago (3 children)

Why wouldn't the developer want as many people as possible to buy the game though?

[โ€“] lorty@lemmy.ml 1 points 20 hours ago

From a purely financial view, they don't. There's a reason why games have become as handholdy as possible. And one of the reasons why the Souls series stood out was because it went in a different direction.

[โ€“] comfy@lemmy.ml -1 points 16 hours ago (1 children)

Why wouldnโ€™t the developer want as many people as possible to buy the game though?

I've never made art (incl. games) with the intention of having as many people view it as possible. Many developers make games as a hobby rather than for mere profit, and some try to draw a compromise in the middle.

I know this doesn't apply as much to major well-known games created by professional game development companies, but there are other incentives guiding development beyond maximizing purchases.

[โ€“] MrJameGumb@lemmy.world 2 points 16 hours ago

And how many boutique niche Indy games made solely for their artistic merit have you played that actually had an easy mode?

[โ€“] semperverus@lemmy.world -2 points 20 hours ago* (last edited 20 hours ago) (2 children)

Games used to be art and done for passion.

Having to include an "easy mode" in your game has powerful knock-on effects that change how normal and hard difficulties play too. Timings and quantities that would normally be finely tuned and hand-crafted suddenly need to be highly-variable and detract from the freedom of developing for just one difficulty.

[โ€“] m532@lemmygrad.ml 2 points 11 hours ago

How can you tell which mode was developed first and which one was tacked on?

In FE: Echoes SoV, for example, I'm pretty sure they developed easy mode first and hard mode got tacked on. But I only played hard mode. Did I play the game "wrong"?

[โ€“] SpaceNoodle@lemmy.world 3 points 19 hours ago (1 children)

That sounds like an entirely surmountable engineering problem.

It's not like games are being written in assembly any more.

[โ€“] semperverus@lemmy.world -1 points 18 hours ago (1 children)

It goes deeper than just simple engineering though. It affects tone and overarching game design. It is multiple extra dimensions that have to be considered across every aspect of the entire game. If it is done poorly, you get paper dolls on easy mode and damage sponges on hard and nothing of merit to compensate for these facts. The difficulty of the game goes from being genuine to artificial.

[โ€“] SpaceNoodle@lemmy.world 1 points 17 hours ago (1 children)

That's why you design for accessibility, and don't try to cram it in at the last moment. It's not actually difficult, it just requires engineering discipline.

There are also plenty of Dark Souls clones for people like you who demand nothing but punishment.

[โ€“] semperverus@lemmy.world 0 points 12 hours ago (1 children)

I don't need a game to be hard, I need it to be consistent and well thought-out. Animal Well for example is a rather easy game, but because it only has one difficulty, the developer was able to keep a very tight focus on the world and puzzle design. Everything is layered there, because they don't have to be containerized and sliced into pieces to account for adjustable difficulty settings.

[โ€“] SpaceNoodle@lemmy.world 2 points 11 hours ago

Or they could have thought it out even better and included difficulty settings.

They have every right to ignore accessibility, but it will always limit their audience.