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by ssully 1568 days ago
Having a difficulty selection doesn't remove anything from the game. Those who want to play on easy can, while those who want the "standard" experience can stick with the regular difficulty.

When I play Doom (be it classic, or 2016/Eternal), at a minimum I play on Ultra Violence because I personally think that's how the game is meant to be played. Believe it or not, there are plenty of people that play those games on the lower difficulties and it doesn't impact my experience whatsoever.

3 comments

> Having a difficulty selection doesn't remove anything from the game.

I actually seriously disagree here. Especially with Souls games. Difficulty, whether it scales with your abilities or not, etc, is a pivotal, foundational component of game design that affects nearly everything else. And as the article points out, the point here is not the difficulty per say (something that is way too overemphasized with these games -- they're not that hard), but the emotional result of it. A "difficulty setting" is just far too basic a paradigm of thinking about something that is actually very complex and not easy to change while still retaining the game as something recognizable as itself.

I'm even against having tutorials in these games. Not because of some "hardcore" or "gatekeeper" thing, but because figuring it out (and the resulting lightbulb moment) is magic and rare in games nowadays, which are pathologically opposed to doing anything that isn't holding the player's hand for dear life. It's annoying and feels condescending, like a piece of software that doesn't allow you to do what you want. The Souls games respect the intelligence and ingenuity of the player, and that's one reason why I truly love them, and why Elden Ring's tutorial kinda irked me a little bit. There's a lot in this game that makes me feel like From is inching more towards all the trappings of standard AAA design -- pop-ups, tutorials, waypoints, etc. The beauty of Souls games is the brutalist, dropping you into the deep end, and letting you figure it out, and I really hope that the genre's popularity doesn't get rid of what makes fans love them.

Was Elden Ring's tutorial any different from what they've been doing? Except for being skippable, it felt basically like the DS1 tutorial.
Their other ones are very minimal. "R1 for fast attack." Etc. That's it. And they're delivered as messages, which simultaneously introduces you to the messaging system.

ER delivers them as very big popups that actually pause gameplay -- a first for the series, I think (pausing of any kind, I mean, besides cinematics). The fact that they're not delivered through the messaging system has I think led to some confusion for new players as to what the messages even are.

The popups also have more info, which I think can ironically be overwhelming for new players. Something as simple as "R1 for fast attack" allows players to discover the intricacies and nuances on their own through trial and error, whereas a big wall of text that takes them out of the game can feel like information overload after the 2nd or 3rd. I'm a pretty experienced player of the genre and even I was like "jesus, chill out" after the first few popups explaining new mechanics that are specific to ER (another problem -- there's a lot of new mechanics, so it really can feel overwhelming fast, and thus finding mastery and the pleasure it brings can be more difficult).

It's not a huge thing, but I definitely noticed it and was actually really struck by it. I found it very surprising, given the previous games' extreme minimalism in this regard.

It impacts your experience in the sense that development time was given to balancing different difficulties. Even if the Souls games had a 'no damage taken' mode, for example, there are multiple mechanics where you fall off a cliff and die, and these things would take development time to correct. And again, it would mess with the author's vision on what the ambiance of the games should be like; It's oppressive because it's supposed to be, and frankly people who don't get it and demand explicit difficulty settings don't really want to play Dark Souls at all.

You don't need to have explicit difficulty selection to make a game easier: as said multiple times in these threads, there are a bunch of ways From does it without recurring to it.

>It's oppressive because it's supposed to be, and frankly people who don't get it and demand explicit difficulty settings don't really want to play Dark Souls at all.

I 100% agree. I'm not really deep into the Souls games. My first game was Dark Souls 3 (after which, I went back to the original, and am still trying to setup and emulator for Demon's Souls).

What I find very compelling about these games' design is that the environment itself is very fair yet brutal. You don't run and jump across cliffs willy-nilly. You don't sprint into a dark room. A rickety bridge isn't something you carelessly waltz over. Everything is designed around patience and observance. Literally every trap in the game (with one exception) is telegraphed by the environment. You just have to look. Things being able to easily murder you is part of the experience. You don't level up in so much as get better at observing the game and learning mechanics. Stats do matter, sure, but even so your large healthbar isn't a guarantee of your survival. It allows you to make a few more mistakes at best.

I think people that want these games with a lower difficulty slider don't "get it". Virtually every other RPG pumps you full of stats and tells you that you're the chosen one. The leader, the one to rule them all. But you don't really earn it. Every level up makes you stronger while the world remains static, eventually culminating into you dominating based off of pure passive, mathematical advantage. Which I guess is fine for a medium that a lot of people use for escapism. But if that's what you want, then Miyazaki's games aren't for you. You have so many other games to choose from I don't understand why there's such a dreary emphasis on one of the few exceptions.

I haven't played Dark Souls, since I'm pretty sure it would be too difficult for me. But from reading what people value of the game, one way that might allow them to adjust difficulty without compromising the spirit is to slow the enemies down. Some of us don't have as good of reaction time and coordination as people who are good at video games, so even if I am carefully watching the game, and thinking about how to approach it, I often times can't execute on that. Games that mix reaction skill with problem solving (like people describe Dark Souls) are the worst because I can never tell for sure if I am approaching incorrectly, need to practice my timing more, or if the game has just hit my fundamental limits.

That said, I have no problem with some games not being made for me. I only state this because the article mentioned Miyazaki wanting to make his games more approachable. I'm curious as to what was done differently in in Elden Ring.

I agree with you in pretty much every case, except probably from games and games aiming for the same thing.

So much of the experience comes from the struggle to overcome overwhelming odds and an oppressive world. That’s thematically why the hollows exist in ds, it all builds toward its theme. Lowering the difficulty would disrupt this, those odds become a lot less daunting, the atmosphere is hurt, and the player dosent engage with the world in its themes in the same way.

A more under appreciated aspect is the bonds it creates within players. There is a shared experience between players, and the difficulty encourages players to engage in the subtle cooperation that inspired the series in the first place. Not to mention the summoning mechanics make the game much easier while pushing this cooperation and solidarity

In games that emphasize this, the difficulty is crucial to the expirences and engaging with it in the same way. I see it the same way as filmmakers or authors using unconventional techniques to push the viewer to engage with the themes in a deeper way