No one is asking devs to remove hard mode. They are asking them to include an easy mode for people who can’t deal with hard mode. People with physical or mental barriers, people who don’t have time, or really any reason.
This is no different than inclusivity.
YOU might not remember anything that wasn’t challenging but that doesn’t mean it’s like that for others. I remember everything from Skyrim. I love Skyrim. I had fun with it so I remember it.
I don’t remember much from Elden ring cus I never made it. I struggled at it and couldn’t her anywhere.
I can back years later and cheated on a bit more health and more health potions. It was challenging still but I could at least experience the rest of the game.
Elden ring opened the gate so wide that we got newcomers trashing on some gameplay features which have been a staples of those games since from software started making them. At some point gatekeeping ensure that you don’t alienate the players who played all your games and played a big part on your success. Cause the wider you want to open the gate and the more you have to move away from your vision. Imo not all games are meant for everyone and that’s fine.
I can back years later and cheated on a bit more health and more health potions. It was challenging still but I could at least experience the rest of the game.
See, here’s the thing about Elden Ring (especially compared to older FromSoft games imo), you can do this right in the game. A boss kicking your ass? Walk away, go somewhere else and come back when you’ve leveled up more, maybe gotten some extra flasks for healing or upgraded your armor and weapons. Does Elden Ring do it well enough? That’s up for debate and I have some complaints in that department myself (the final boss of the DLC before the nerf is the only time that I’ve ever put down the controller and decided that beating a FromSoft boss simply wasn’t worth the effort - especially after looking at the wiki and seeing one attack that needs a frame perfect dodge to avoid being hit and another where they straight up said “we don’t know how you’re supposed to dodge this attack”), but it is built right into the game.
But after at a certain point, accessibility comes at compromising design integrity. Every piece of media doesn’t have to cater to everyone. I don’t see people complaining about Andy Warhol gatekeeping because colorblind people can’t see all his paintings. Or that Ozzy Osbourne didn’t make enough country music songs. But with games, it’s a different story. People complain constantly about games not catering to everybody. Bennett Foddy made an entire game to talk about this. It’s called Getting Over It, and it’s considered one of the hardest games of all time. If you’ve never seen it, I highly suggest reading his monologue at least, as I think it’s very relevant to any conversation about game difficulty, especially Souls games which are the most frequent subject of this discussion.
This game is an homage to a free game that came out in 2002, titled ‘Sexy Hiking.’ The author of the game was Jazzuo, a mysterious Czech designer who was known at the time as the father of B-games. B-games are rough assemblages of found objects. Designers slap them together very quickly and freely, and they’re often too rough and unfriendly to gain much of a following. They’re built more for the joy of building them than as polished products.
In a certain way, Sexy Hiking is the perfect embodiment of a B-game. It’s built almost entirely out of found and recycled parts, and it’s one of the most unusual and unfriendly games of its time. In it, your task is simply to drag yourself up a mountain with a hammer. The act of climbing, in the digital world or in real life, has certain essential properties that give the game it’s flavor. No amount of forward progress is guaranteed; some cliffs are too sheer, or too slippery. And the player is constantly, unremittingly, in danger of falling and losing everything.
Anyway, when you start Sexy Hiking, you’re standing next to a dead tree, which blocks the way to the entire rest of the game. It might take you an hour to get over that tree. A lot of people never got past it. You prod and poke at it, exploring the limits of your reach and strength, trying to find a way up. And there’s a sense of truth in that lack of compromise. Most obstacles in videogames are fake; you can be completely confident in your ability to get through them, once you have the correct method or the correct equipment, or just by spending enough time. In that sense, every pixelated obstacle in Sexy Hiking is real.
The obstacles in Sexy Hiking are unyielding, and that makes the game uniquely frustrating. But I’m not sure Jazzuo intended to make a frustrating game - the frustration is just essential to the act of climbing, and it’s authentic to the process of building a game about climbing. A funny thing happened to me as I was building this mountain: I’d have an idea for a new obstacle, and I’d build it, test it, and it would usually turn out to be unreasonably hard. But I couldn’t bring myself to make it easier. It already felt like my inability to get past the new obstacle was my fault, as a player, rather than as the builder. Imaginary mountains build themselves from our efforts to climb them, and it’s our repeated attempts to reach the summit that turns those mountains into something real.
When you’re building a video game world, you’re building with ideas, and that can be like working with quick-set cement. You mold your ideas into a certain shape that can be played with, and in the process of playing with them, they begin to harden and set until they are immutable, like rock. At that point, you can’t change the world. Not without breaking it into pieces and starting fresh with new ideas.
One of the things people love about Souls games is the challenge of it - not difficulty, as difficulty for the sake of difficulty is bad design (see my complaints above), but the challenge of learning how a boss moves like you’d learn the rhythm to a dance or a song. You’ll get pushback because Souls games cater to a specific audience who crave that kind of struggle. The story, music, and world of FromSoft games are great, but these gamers feel that without the obstacles to overcome, the games would be missing a core component of what makes them great, and that by removing it you would cheapen the experience for yourself. Like wanting to play a city builder but you don’t want to have to place any roads. At that point, why not just watch a playthrough on YouTube?
For years now, people have been predicting that games would soon be made out of prefabricated objects, bought in a store and assembled into a world. And for the most part that hasn’t happened, because the objects in the store are trash. I don’t mean that they look bad or that they’re badly made, although a lot of them are - I mean that they’re trash in the way that food becomes trash as soon as you put it in a sink. Things are made to be consumed and used in a certain context, and once the moment is gone, they transform into garbage. In the context of technology, those moments pass by in seconds.
Over time, we’ve poured more and more refuse into this vast digital landfill that we call the internet. It now vastly outnumbers and outweighs the things that are fresh, untainted and unused. When everything around us is cultural trash, trash becomes the new medium, the lingua France of tue digital age. You could build culture out of trash, but only trash culture. B-games, B-movies, B-music, B-philosophy.
Maybe this is what digital culture is. A monstrous mountain of trash, the ash heap of creativity’s fountain. A landfill of everything we’ve ever thought of in it, grand, infinite, and unsorted.
…
Everything’s fresh for about six seconds, until some newer thing beckons and we hit refresh. And there’s years of persevering disappearing into the pile, out of style, out of sight.
In this context, it’s tempting to make friendly content that’s gentle, that lets you churn through it but not earn it. Why make something demanding, if it’s just gonna get piled up in the landfill, filed with the bland things?
When games were new, they wanted a lot from you. Daunting you, taunting you, resetting and delaying you. Players played stoically. Now everyone’s turned off by that. They want to burn through it quickly, a quick fix for the fickle, some tricks for the clicks of the feckless. But that’s not you, you’re an acrobat. You could swallow a baseball bat.
Now I know, most likely you are watching this on YouTube or Twitch while some dude with 10 million views does it for you. Like a baby bird being fed chewed up food. And that’s culture too.
But on the off chance that you are playing this, what I’m saying is trash is disposable, but it doesn’t have to be approachable. What’s the feeling like? Are you stressed? I guess you don’t hate it if you got this far. Feeling frustrated, it’s underrated.
An orange, a sweet juicy fruit locked inside a bitter peel. That’s not how I feel about a challenge. I only want the bitterness. Its coffee, its grapefruit, its licorice.
It feels like we’re closer now. Composer and climber, designer and user. You could have refused but you didn’t. There was something hidden in you that chose to continue.
It means a lot to me that you’ve come this far, endured this much, every wisecrack, every insensitivity, every setback you’ve forgiven me is a kingly gift that you’ve given me.
Have you ever thought about who you are in this? Are you the man in the pot, Diogenes? Are you his hand? Are you the top of his hammer? I think not - where your hand moves, the hammer may not follow, nor the man, nor the man’s hand. In this, you are his WILL. His intent. His embodied resolve in his uphill ascent.
Now, you’ve conquered the ice cliffs, the platforms, the church, the rectory, the living room, the factory, the playground, and the construction site, the granite rocks, and the lakeside. You’ve learned to hike. There’s no way left to go but up, and in a moment, I’ll shut up, but let me say, I’m glad you came.
I dedicate this game to you, the one who came this far, I give it to you with all my love.
“If you try to please audiences, uncritically accepting their tastes, it can only mean that you have no respect for them”
–Andrei Tarkovsky
I really don’t think that’s a productive use of “gatekeeping”.
Do you apply this to other mediums? There are books and movies that are difficult to follow, but no one demands that authors and publishers release a simpler edition. Video games seem to be an exception.
Accessibility like “let me remap the controls” or “give me subtitles” is a whole different beast from “let me be invulnerable”. Treating those as the same is strange to me.
I’m not particularly against difficulty options. I didn’t have the patience to finish Nine Sols without turning the difficulty down. I wouldnt have felt “gate kept” if I just had to put the game down without finishing it.
You’re saying some people shouldn’t get to play a game where difficulty options are an easy solution.
A book or a movie isn’t an equivalent comparison. Not too mention there ARE simplified versions of popular books or abridged versions and movie guides and so on anyway.
Almost all the time this is brought up it’s for single player games. Why do you care if I need a bit more health to get through it? How does that take anyone away from you? I assure you nothing will be lost by allowing people to play it with double the health, or without a arbitrary grinding mechanic that inflates the games length, or whatever really.
No one is asking for the subject matter to be dumbed down, or for the story to be shallow or transparent.
Why should someone not get to play through a game because they insisted their hand and can’t dodge anymore?
You’re saying some people shouldn’t get to play a game where difficulty options are an easy solution.
They can play it (assuming they have the money to buy the software and hardware, but that’s a whole other accessibility problem). There’s no guarantee they’ll be able to 100% it. I don’t think it’s axiomatic that everyone should be able to 100% every game.
You’re right that it doesn’t really matter in single player games. I did once have an argument on this topic where the other person said they should be able to change the rules in multiplayer to suit their desires. They wanted more forgiving dodge windows, just for them, unilaterally. That can fuck off.
A book or a movie isn’t an equivalent comparison.
Why not?
Not too mention there ARE simplified versions of popular books or abridged versions and movie guides and so on anyway.
There are let’s plays and wikis for games.
No one is asking for the subject matter to be dumbed down, or for the story to be shallow or transparent.
In some cases, they are. It’s cliché now, but part of the story of dark souls is often cited repeatedly struggling against an uncaring, dying, world until you persevere. If you rip that out and make all the creatures docile, I don’t know if I would call it “dumbed down” but it would certainly be a substantial change. Sometimes the medium is the message. But, often, you are correct that it is not really the case.
Why should someone not get to play through a game because they insisted their hand and can’t dodge anymore?
No one’s arguing against accessibility for controls. I’m not even against well done difficulty options. (The Bethesda style “we just give the enemies more health and damage” is a poorly done difficulty slider, in my view). I just think “I cannot hear so I need subtitles” and “I just want to win on the first try” don’t belong together.
Though, introspecting a little, I think what’s going on is maybe ableism or something like it. I don’t actually believe some of the people who say “this game is too hard. I want an easy mode” are disabled. I read them as just half-assing it. Like someone who wants to play pro soccer but doesn’t want to actually get in shape so run, so they want a smaller field. And, as you say, it doesn’t really matter what someone does in a single player game on their own time, but for some reason it irritates me when someone’s like “I’m just as disabled as that blind guy” when they’re perfectly capable, they just haven’t practiced. Something about “I’ve spent an hour on this task and I haven’t mastered it, I’m disabled” sits wrong with me.
No one is asking devs to remove hard mode. They are asking them to include an easy mode for people who can’t deal with hard mode. People with physical or mental barriers, people who don’t have time, or really any reason.
This is no different than inclusivity.
YOU might not remember anything that wasn’t challenging but that doesn’t mean it’s like that for others. I remember everything from Skyrim. I love Skyrim. I had fun with it so I remember it.
I don’t remember much from Elden ring cus I never made it. I struggled at it and couldn’t her anywhere.
I can back years later and cheated on a bit more health and more health potions. It was challenging still but I could at least experience the rest of the game.
Gate keeping sucks. Let everyone in.
Elden ring opened the gate so wide that we got newcomers trashing on some gameplay features which have been a staples of those games since from software started making them. At some point gatekeeping ensure that you don’t alienate the players who played all your games and played a big part on your success. Cause the wider you want to open the gate and the more you have to move away from your vision. Imo not all games are meant for everyone and that’s fine.
See, here’s the thing about Elden Ring (especially compared to older FromSoft games imo), you can do this right in the game. A boss kicking your ass? Walk away, go somewhere else and come back when you’ve leveled up more, maybe gotten some extra flasks for healing or upgraded your armor and weapons. Does Elden Ring do it well enough? That’s up for debate and I have some complaints in that department myself (the final boss of the DLC before the nerf is the only time that I’ve ever put down the controller and decided that beating a FromSoft boss simply wasn’t worth the effort - especially after looking at the wiki and seeing one attack that needs a frame perfect dodge to avoid being hit and another where they straight up said “we don’t know how you’re supposed to dodge this attack”), but it is built right into the game.
But after at a certain point, accessibility comes at compromising design integrity. Every piece of media doesn’t have to cater to everyone. I don’t see people complaining about Andy Warhol gatekeeping because colorblind people can’t see all his paintings. Or that Ozzy Osbourne didn’t make enough country music songs. But with games, it’s a different story. People complain constantly about games not catering to everybody. Bennett Foddy made an entire game to talk about this. It’s called Getting Over It, and it’s considered one of the hardest games of all time. If you’ve never seen it, I highly suggest reading his monologue at least, as I think it’s very relevant to any conversation about game difficulty, especially Souls games which are the most frequent subject of this discussion.
One of the things people love about Souls games is the challenge of it - not difficulty, as difficulty for the sake of difficulty is bad design (see my complaints above), but the challenge of learning how a boss moves like you’d learn the rhythm to a dance or a song. You’ll get pushback because Souls games cater to a specific audience who crave that kind of struggle. The story, music, and world of FromSoft games are great, but these gamers feel that without the obstacles to overcome, the games would be missing a core component of what makes them great, and that by removing it you would cheapen the experience for yourself. Like wanting to play a city builder but you don’t want to have to place any roads. At that point, why not just watch a playthrough on YouTube?
…
“If you try to please audiences, uncritically accepting their tastes, it can only mean that you have no respect for them” –Andrei Tarkovsky
I really don’t think that’s a productive use of “gatekeeping”.
Do you apply this to other mediums? There are books and movies that are difficult to follow, but no one demands that authors and publishers release a simpler edition. Video games seem to be an exception.
Accessibility like “let me remap the controls” or “give me subtitles” is a whole different beast from “let me be invulnerable”. Treating those as the same is strange to me.
I’m not particularly against difficulty options. I didn’t have the patience to finish Nine Sols without turning the difficulty down. I wouldnt have felt “gate kept” if I just had to put the game down without finishing it.
How is it not gatekeeping?
You’re saying some people shouldn’t get to play a game where difficulty options are an easy solution.
A book or a movie isn’t an equivalent comparison. Not too mention there ARE simplified versions of popular books or abridged versions and movie guides and so on anyway.
Almost all the time this is brought up it’s for single player games. Why do you care if I need a bit more health to get through it? How does that take anyone away from you? I assure you nothing will be lost by allowing people to play it with double the health, or without a arbitrary grinding mechanic that inflates the games length, or whatever really.
No one is asking for the subject matter to be dumbed down, or for the story to be shallow or transparent.
Why should someone not get to play through a game because they insisted their hand and can’t dodge anymore?
They can play it (assuming they have the money to buy the software and hardware, but that’s a whole other accessibility problem). There’s no guarantee they’ll be able to 100% it. I don’t think it’s axiomatic that everyone should be able to 100% every game.
You’re right that it doesn’t really matter in single player games. I did once have an argument on this topic where the other person said they should be able to change the rules in multiplayer to suit their desires. They wanted more forgiving dodge windows, just for them, unilaterally. That can fuck off.
Why not?
There are let’s plays and wikis for games.
In some cases, they are. It’s cliché now, but part of the story of dark souls is often cited repeatedly struggling against an uncaring, dying, world until you persevere. If you rip that out and make all the creatures docile, I don’t know if I would call it “dumbed down” but it would certainly be a substantial change. Sometimes the medium is the message. But, often, you are correct that it is not really the case.
No one’s arguing against accessibility for controls. I’m not even against well done difficulty options. (The Bethesda style “we just give the enemies more health and damage” is a poorly done difficulty slider, in my view). I just think “I cannot hear so I need subtitles” and “I just want to win on the first try” don’t belong together.
Though, introspecting a little, I think what’s going on is maybe ableism or something like it. I don’t actually believe some of the people who say “this game is too hard. I want an easy mode” are disabled. I read them as just half-assing it. Like someone who wants to play pro soccer but doesn’t want to actually get in shape so run, so they want a smaller field. And, as you say, it doesn’t really matter what someone does in a single player game on their own time, but for some reason it irritates me when someone’s like “I’m just as disabled as that blind guy” when they’re perfectly capable, they just haven’t practiced. Something about “I’ve spent an hour on this task and I haven’t mastered it, I’m disabled” sits wrong with me.