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Forums - Gaming - Why do people get upset by OPTIONAL difficult assists?

(some) Video games are an art form. If the artist has a vision for his or her game that would be compromised by making the game easier or more difficult, it makes sense why they wouldn't give you the option to experience their productions the way you want. It doesn't have to make sense to you, just buy another game. You don't have to understand and it doesn't have to make sense. 



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DonFerrari said:
mjk45 said:
What ever happened to dynamic difficulty, I can't remember the particular games,but I remember playing games whose difficulty changed up or down depending on your performance most were done by simple things like helping you with aid like finding more health or better weapons /armour , with the best ones you never noticed the ramp up as you improved.
Not all games are suitable for dynamic difficulty and quite often gameplay dictates difficulty, my solution for certain games whose difficulty is part of their dna is you could have the definitive version with an easy mode in there that way the original still has its signature skill set , or you put in an easier mode and treat it like a training mode,without trophies.

Also games that progressed the difficult along with your learning curve making a very good experience.

For your sake I hope you have not played X-com (the original or the remake)



danasider said:
curl-6 said:

That may be how you want to enjoy the game, but others might enjoy it a different way, and that takes nothing away from you. For less skilled players, a slightly easier mode would still be challenging anyway, hence they'd still get the experience without being totally locked out. Existing players can keep playing it the way they always have, the devs make more sales and more money, new players get to enjoy it, it's literally a pure win with absolutely zero downside.

AngryLittleAlchemist is right, though. The creators never have tried to put a mode like this despite 5 games in the SoulsBorne series. They made the game a specific way, because its their interpretation of what the game should be and how it should be played. Adding a easy mode would not only dilute the experience that they put so much work into perfecting, it'd essentially suck the soul right out of the series for the gamers who only played that mode, because they'd essentially be playing a different game. I very much doubt From Software would want that despite there being a chance to cater to a broader audience.

Like AngryLittleAlchemist said, not every game is for everyone. This is the only major entertainment medium where consumers believe they are entitled to having the content creator cater to them. People reading a horror novel don't expect the author to make it less scary or the words shorter so that they can get through the book easier. People looking at a painting don't say "well, this should have yellow in it, because it's my favorite color and everyone else has their color in the painting. Giving the painting a broader appeal by including my favorite color shouldn't harm the integrity of the artist's vision."

If we don't like a movie, we don't by tickets. Same with books, and same with games. We show what we like by supporting the devs/publishers with our money. So if you don't like a game the way it's developer intended it to be, the answer is not to change the game. The answer is for you to move on and support the games you like.

On the other hand, if it's already in the game and the devs intended for it to be used in order to appeal to a mass audience. That's fine. But it's not the devs responsibility to make a game YOU enjoy.

Erm what? Movies are modified for tv all the time. Visual media is dubbed, has subtitle options, audio options. Directors bring out director's cuts, talk about the movie to explain things. You can pause, rewind, fast play, slow motion movies if desired, stuff you till can't do in video games. You can enjoy it  on the biggest screen in Dolby Atmos or watch it on your phone without sound at all.

Same for books. Translated or even made easier to read, hardcover, paperback, audio books, digital books, some come with a note from the author or a compendium piece explaining things.

Paintings are published in many forms to be seen by people, often enhanced in color and lighting or blown up. Nobody forces you to go to the Louvre to experience the painting as the painter intended.  Google Mona Lisa and see how many variations there are instantly available online! The original is a small dark painting for which you have to stand in line for to see for a few minutes. Ban all the copies cause you can see the original?

Many board games have different versions or alternate rules for beginners or to make the game faster. Tabletop RPGs are of course as flexible as the DM wants them to be while complex board games like 1830 and Civilization come with rule variations. Plus you can always alter them yourself.


Video games are the only major entertainment where accessibility options are still lacking. Saying if you can't keep up with the game pace you shouldn't play it is the same as if you can't run a full marathon don't run at all.

Why be against including more people from enjoying a game? The more can enjoy it, the bigger the budget and likelihood of a sequel will be. The bigger the budget the more likely devs can add expert modes, ng+ and other optional end game difficulty options for those that can't get enough.

Anyway Dark souls contradicts itself by adding easy options in the game that completely change the game balance. You just have to look in a wiki to access easy mode. Difficulty options are right there in the game, just obscured for your inconvenience.

Btw it's not real Dark souls if not played on a big screen telly in 30fps with drops to 10-15 in Blight town and last gen textures! :p (And yes, some say SotC remake is not authentic missing the limitations of the ps2 hardware....)

Last edited by SvennoJ - on 15 December 2018

SvennoJ said:

Erm what? Movies are modified for tv all the time. Visual media is dubbed, has subtitle options, audio options. Directors bring out director's cuts, talk about the movie to explain things. You can pause, rewind, fast play, slow motion movies if desired, stuff you till can't do in video games. You can enjoy it  on the biggest screen in Dolby Atmos or watch it on your phone without sound at all.

Same for books. Translated or even made easier to read, hardcover, paperback, audio books, digital books, some come with a note from the author or a compendium piece explaining things.

Paintings are published in many forms to be seen by people, often enhanced in color and lighting or blown up. Nobody forces you to go to the Louvre to experience the painting as the painter intended.  Google Mona Lisa and see how many variations there are instantly available online! The original is a small dark painting for which you have to stand in line for to see for a few minutes. Ban all the copies cause you can see the original?

Many board games have different versions or alternate rules for beginners or to make the game faster. Tabletop RPGs are of course as flexible as the DM wants them to be while complex board games like 1830 and Civilization come with rule variations. Plus you can always alter them yourself.


Video games are the only major entertainment where accessibility options are still lacking. Saying if you can't keep up with the game pace you shouldn't play it is the same as if you can't run a full marathon don't run at all.

Why be against including more people from enjoying a game? The more can enjoy it, the bigger the budget and likelihood of a sequel will be. The bigger the budget the more likely devs can add expert modes, ng+ and other optional end game difficulty options for those that can't get enough.

Anyway Dark souls contradicts itself by adding easy options in the game that completely change the game balance. You just have to look in a wiki to access easy mode. Difficulty options are right there in the game, just obscured for your inconvenience.

You don't seem to understand what I was saying. I am not talking about accessibility options being present or lacking in other mediums. I am talking about the actual body of art being changed for the sake appeasing more people.Two completely different things. Never once did I say those things you mentioned don't exist in the other mediums, so your response puzzles me.

There are all types of pictures, postcards and what not of the Mona Lisa, but those are other interpretations of the Mona Lisa. Davinci didn't go directly into his painting and put a smile on Mona Lisa's face, because some people were confused by her expression. That was the entire point of the painting.

Like I said, if the dev puts those options into the game I am all for it. Just like there are Director's Cuts, commentaries, language options in movies, having these accessibility options is great. But not every movie has all these things, and these things aren't things we're entitled to. If it enhances the experience, great. If it makes it worse by going against the original vision (which in SoulsBorne game's case, it certainly would), then it's probably best to accept you better off playing something else.



danasider said:

You don't seem to understand what I was saying. I am not talking about accessibility options being present or lacking in other mediums. I am talking about the actual body of art being changed for the sake appeasing more people.Two completely different things. Never once did I say those things you mentioned don't exist in the other mediums, so your response puzzles me.

There are all types of pictures, postcards and what not of the Mona Lisa, but those are other interpretations of the Mona Lisa. Davinci didn't go directly into his painting and put a smile on Mona Lisa's face, because some people were confused by her expression. That was the entire point of the painting.

Like I said, if the dev puts those options into the game I am all for it. Just like there are Director's Cuts, commentaries, language options in movies, having these accessibility options is great. But not every movie has all these things, and these things aren't things we're entitled to. If it enhances the experience, great. If it makes it worse by going against the original vision (which in SoulsBorne game's case, it certainly would), then it's probably best to accept you better off playing something else.

That's where I disagree with you, difficulty is a form of accessibility. The actual body is not changed by playing in 60fps on a hand-held? Why would it be changed with visible difficulty options? It's already in the game, master key + drake sword -> easy mode. The game can be played and enjoyed in many different ways. Actually the most disruptive thing in Dark Souls was summoning a co-op partner that practically one hit killed the boss I was struggling with. Was that the original vision? Anti climax.

Dark souls vision is that of figuring things out for yourself, An auto map would ruin it, quest markers would ruin it, qte prompts would ruin it, however extra health (or extra flasks), damage modifiers, speed modifiers will not ruin it. Nor would explaining how to jump for example. Going onto the web to find easy mode kinda ruins it as it's too easy to see spoilers. Dark souls already has a difficulty curve, all people ask is to have an option to lower the start point of the curve (which you can already do by accessing a wiki, it's in the game). Plus how would the game be ruined if you have an option to retry a boss fight right from where you entered instead of back to the last bonfire.



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SvennoJ said:
AngryLittleAlchemist said:
The Souls games are a terrible example of this. The quality of those games is largely reliant on the ability to have fun by getting over difficulty curves. If someone played a Souls game on easy not only would they miss the point of the game largely, but they would probably enjoy it less too. Not every game is for everyone - and one thing that sticks out about the example regarding the Souls games is that it's never a wish of the developers or the fanbase for there to be an easy mode, it's always the wish of people the game was never catering to to begin with. At least with the Nintendo games you gave as an example it is an actual want of the developers to provide player assist.

The other games you listed had no real outrage as to their player assist so I don't really know what you mean? I do know that people would mention how they didn't like using the mode, but then they just wouldn't use it. The most recent example of outrage might be Mario Kart 8 Deluxe, but that was because that game can be quite competitive and allowing an AI to help the player steer can potentially be frustrating for other players. Though, I've never seen anyone actually complain about it's use, just the theory around the idea, and so again on that end there wasn't a big outrage about it.

I totally disagree. There are other ways to reduce difficulty and give the player options. The game can still be fun at lower difficulty levels. It has higher difficulty levels as NG+ and you still enjoyed it the first time around on easy mode! Some people don't care for boss battles, let them skip them or turn the difficulty down temporarily. Some people just want to explore the world without getting killed all the time, let them. Some people don't care about grinding for upgrades. I skipped most of the story mission segments in RDR2 and enjoyed the game my way. Had it forced me to keep replaying the same corridor shoot out sequences over and over I would not have enjoyed it as much.

The use of assists is always a discussion point in racing games. From purists that want to lock everyone in cockpit view without any assists to those that simply want to have fun with a controller. GT Sport manages to have it all work very well together, still there are those that want to determine who can use what.

Games are there for your enjoyment. They are not a skill test. There is no prize at the end. You do not graduate game school. Let people enjoy games the way they want. I finished God of War on easy, which was damn hard for me against the final Valkyrie boss. Game of the year for me. Freely changing difficulty on the fly reduced any frustration and kept the game fun from beginning to end.

Thanks for the spoilers...



SvennoJ said:

That's where I disagree with you, difficulty is a form of accessibility. The actual body is not changed by playing in 60fps on a hand-held? Why would it be changed with visible difficulty options? It's already in the game, master key + drake sword -> easy mode. The game can be played and enjoyed in many different ways. Actually the most disruptive thing in Dark Souls was summoning a co-op partner that practically one hit killed the boss I was struggling with. Was that the original vision? Anti climax.

Dark souls vision is that of figuring things out for yourself, An auto map would ruin it, quest markers would ruin it, qte prompts would ruin it, however extra health (or extra flasks), damage modifiers, speed modifiers will not ruin it. Nor would explaining how to jump for example. Going onto the web to find easy mode kinda ruins it as it's too easy to see spoilers. Dark souls already has a difficulty curve, all people ask is to have an option to lower the start point of the curve (which you can already do by accessing a wiki, it's in the game). Plus how would the game be ruined if you have an option to retry a boss fight right from where you entered instead of back to the last bonfire.

You're definitely entitled to your opinion, but I agree that this is a point we disagree on.

Dark Souls (and Bloodborne/Demon Souls) is about figuring things out for yourself, sure. But that is just a small part of it's allure. The exploration of everything from the world to the gameplay systems is put on the gamer instead of the game as a means of getting you into the mindset that you have to play with a critical mind. You have to worry about death around every corner unlike other action games that arm the player with loads of hp and god like powers.

The higher threshhold of difficulty is just as defining of the vision as the "figure it yourself out" style of game play. These things are used to ramp up the adrenaline and make the player really pay attention to the game's environments, enemy patterns, etc.

Prepare to Die is the series slogan for a reason. The developers want you to face challenges, dig deep, and overcome them, even knowing full well you are going to face failure a lot before finding that success. And the payoff is unlike anything in other games. It's not only adrenaline pumped ride, but the payoff is relief and pride. I'm not saying I don't enjoy other action games, but I have enjoyed them a lot less after Bloodborne, because I don't get that feeling when fighting a boss. In fact, there are a lot of games I don't even die in at all or only a few times so any sense of significance to how you play is diminished. And with games, how to get through content is more important than what the content is, because gameplay is the most important defining feature of the medium. So is the level of immersion, another thing which would be severely affected by the change of flow due to giving player's relief.

So yeah, that sense of dread/adrenaline/relief and that payoff would be ruined since the risk and impact of dying would be lessened. Options aren't a terrible thing...unless it goes against the integrity of the developer's design and vision. Handicaps in a game like Dark Souls is exactly that, because how to get through the game is way more important than getting through the content. If it were played with those "accessibility options" (though I'd argue that is a loose term for basically completely changing the gameplay in a case like this), the player wouldn't even be playing the same game. But that's just my opinion.



danasider said:
curl-6 said:

That may be how you want to enjoy the game, but others might enjoy it a different way, and that takes nothing away from you. For less skilled players, a slightly easier mode would still be challenging anyway, hence they'd still get the experience without being totally locked out. Existing players can keep playing it the way they always have, the devs make more sales and more money, new players get to enjoy it, it's literally a pure win with absolutely zero downside.

AngryLittleAlchemist is right, though. The creators never have tried to put a mode like this despite 5 games in the SoulsBorne series. They made the game a specific way, because its their interpretation of what the game should be and how it should be played. Adding a easy mode would not only dilute the experience that they put so much work into perfecting, it'd essentially suck the soul right out of the series for the gamers who only played that mode, because they'd essentially be playing a different game. I very much doubt From Software would want that despite there being a chance to cater to a broader audience.

Like AngryLittleAlchemist said, not every game is for everyone. This is the only major entertainment medium where consumers believe they are entitled to having the content creator cater to them. People reading a horror novel don't expect the author to make it less scary or the words shorter so that they can get through the book easier. People looking at a painting don't say "well, this should have yellow in it, because it's my favorite color and everyone else has their color in the painting. Giving the painting a broader appeal by including my favorite color shouldn't harm the integrity of the artist's vision."

If we don't like a movie, we don't by tickets. Same with books, and same with games. We show what we like by supporting the devs/publishers with our money. So if you don't like a game the way it's developer intended it to be, the answer is not to change the game. The answer is for you to move on and support the games you like.

On the other hand, if it's already in the game and the devs intended for it to be used in order to appeal to a mass audience. That's fine. But it's not the devs responsibility to make a game YOU enjoy.

Sorry but that is BS. Movies, books, comics and series have it all the time, even more with SJW and "representation" demands. To the point when a midia cross happens it also change the public intended with the changes they do to the material.

Spindel said:
DonFerrari said:

Also games that progressed the difficult along with your learning curve making a very good experience.

For your sake I hope you have not played X-com (the original or the remake)

I haven't. Why?



duduspace11 "Well, since we are estimating costs, Pokemon Red/Blue did cost Nintendo about $50m to make back in 1996"

http://gamrconnect.vgchartz.com/post.php?id=8808363

Mr Puggsly: "Hehe, I said good profit. You said big profit. Frankly, not losing money is what I meant by good. Don't get hung up on semantics"

http://gamrconnect.vgchartz.com/post.php?id=9008994

Azzanation: "PS5 wouldn't sold out at launch without scalpers."

danasider said:
SvennoJ said:

That's where I disagree with you, difficulty is a form of accessibility. The actual body is not changed by playing in 60fps on a hand-held? Why would it be changed with visible difficulty options? It's already in the game, master key + drake sword -> easy mode. The game can be played and enjoyed in many different ways. Actually the most disruptive thing in Dark Souls was summoning a co-op partner that practically one hit killed the boss I was struggling with. Was that the original vision? Anti climax.

Dark souls vision is that of figuring things out for yourself, An auto map would ruin it, quest markers would ruin it, qte prompts would ruin it, however extra health (or extra flasks), damage modifiers, speed modifiers will not ruin it. Nor would explaining how to jump for example. Going onto the web to find easy mode kinda ruins it as it's too easy to see spoilers. Dark souls already has a difficulty curve, all people ask is to have an option to lower the start point of the curve (which you can already do by accessing a wiki, it's in the game). Plus how would the game be ruined if you have an option to retry a boss fight right from where you entered instead of back to the last bonfire.

You're definitely entitled to your opinion, but I agree that this is a point we disagree on.

Dark Souls (and Bloodborne/Demon Souls) is about figuring things out for yourself, sure. But that is just a small part of it's allure. The exploration of everything from the world to the gameplay systems is put on the gamer instead of the game as a means of getting you into the mindset that you have to play with a critical mind. You have to worry about death around every corner unlike other action games that arm the player with loads of hp and god like powers.

The higher threshhold of difficulty is just as defining of the vision as the "figure it yourself out" style of game play. These things are used to ramp up the adrenaline and make the player really pay attention to the game's environments, enemy patterns, etc.

Prepare to Die is the series slogan for a reason. The developers want you to face challenges, dig deep, and overcome them, even knowing full well you are going to face failure a lot before finding that success. And the payoff is unlike anything in other games. It's not only adrenaline pumped ride, but the payoff is relief and pride. I'm not saying I don't enjoy other action games, but I have enjoyed them a lot less after Bloodborne, because I don't get that feeling when fighting a boss. In fact, there are a lot of games I don't even die in at all or only a few times so any sense of significance to how you play is diminished. And with games, how to get through content is more important than what the content is, because gameplay is the most important defining feature of the medium. So is the level of immersion, another thing which would be severely affected by the change of flow due to giving player's relief.

So yeah, that sense of dread/adrenaline/relief and that payoff would be ruined since the risk and impact of dying would be lessened. Options aren't a terrible thing...unless it goes against the integrity of the developer's design and vision. Handicaps in a game like Dark Souls is exactly that, because how to get through the game is way more important than getting through the content. If it were played with those "accessibility options" (though I'd argue that is a loose term for basically completely changing the gameplay in a case like this), the player wouldn't even be playing the same game. But that's just my opinion.

I'll tell you that the only thing I felt from Souls and Bloodborne was utter boredom from the choir repeat of the same level until memorizing route, movements and timing. About 0 enjoyment and pride after clearing the boses. Even Nioh felt similar. Now GoW I felt pleasure in retrying several times some of the boses and clearing half the game on level 1 on Gime Fod of War. But if masochism is a form of pleasure for some, who am I to judge?



duduspace11 "Well, since we are estimating costs, Pokemon Red/Blue did cost Nintendo about $50m to make back in 1996"

http://gamrconnect.vgchartz.com/post.php?id=8808363

Mr Puggsly: "Hehe, I said good profit. You said big profit. Frankly, not losing money is what I meant by good. Don't get hung up on semantics"

http://gamrconnect.vgchartz.com/post.php?id=9008994

Azzanation: "PS5 wouldn't sold out at launch without scalpers."

danasider said:

You're definitely entitled to your opinion, but I agree that this is a point we disagree on.

Dark Souls (and Bloodborne/Demon Souls) is about figuring things out for yourself, sure. But that is just a small part of it's allure. The exploration of everything from the world to the gameplay systems is put on the gamer instead of the game as a means of getting you into the mindset that you have to play with a critical mind. You have to worry about death around every corner unlike other action games that arm the player with loads of hp and god like powers.

The higher threshhold of difficulty is just as defining of the vision as the "figure it yourself out" style of game play. These things are used to ramp up the adrenaline and make the player really pay attention to the game's environments, enemy patterns, etc.

Prepare to Die is the series slogan for a reason. The developers want you to face challenges, dig deep, and overcome them, even knowing full well you are going to face failure a lot before finding that success. And the payoff is unlike anything in other games. It's not only adrenaline pumped ride, but the payoff is relief and pride. I'm not saying I don't enjoy other action games, but I have enjoyed them a lot less after Bloodborne, because I don't get that feeling when fighting a boss. In fact, there are a lot of games I don't even die in at all or only a few times so any sense of significance to how you play is diminished. And with games, how to get through content is more important than what the content is, because gameplay is the most important defining feature of the medium. So is the level of immersion, another thing which would be severely affected by the change of flow due to giving player's relief.

So yeah, that sense of dread/adrenaline/relief and that payoff would be ruined since the risk and impact of dying would be lessened. Options aren't a terrible thing...unless it goes against the integrity of the developer's design and vision. Handicaps in a game like Dark Souls is exactly that, because how to get through the game is way more important than getting through the content. If it were played with those "accessibility options" (though I'd argue that is a loose term for basically completely changing the gameplay in a case like this), the player wouldn't even be playing the same game. But that's just my opinion.

Yet how do optional difficulty options ruin your sense of pride when playing at the highest or recommended difficulty level. Why would it bother you that other people can start at a lower difficulty. Personally I didn't feel and pride or sense of achievement getting past that ridiculous boss guarding the path to the under city. It was simply frustrating having to come back from firelink shrine every time, or the other bon fire later. I don't enjoy repeating the same action over and over just to get to where I left off before. It does not heighten my adrenaline, just my frustration level. Difficulty options can also mean more checkpoints.

I enjoyed exploring the world in Dark Souls, sparring with Tower knights, going places I wasn't really equipped for yet. I did not enjoy the bosses much at all. Yet I grinded the spider queen for a while in co-op to meet the level requirement for equipment I wanted to use to continue exploration.

Anyway what wa the developer's vision when it comes to dying a lot. Nobody knows, yet not everyone has the same skill level or understanding of game mechanics. 10 deaths, 100 deaths, 1000 deaths to get to the next bonfire? What is the optimal number of deaths to 'enjoy' the game as intended. It's all flexible, as in any rpg. They always depend on how much time you have to put into it. Is it sensible to say that if you don't have 60 hours to dedicate on a game that you should not buy it? Is there an optimal time you should spend on a game to appreciate it as intended? Some people will finish it much faster than others, who gets the intended experience? Flexible difficulty options are never a bad thing imo. Better yet if the game slightly adjusts the difficulty behind the scenes to serve each player the intended number of deaths and game length.