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by MisterBastahrd 1533 days ago
The funny thing is that games used to be FAR more punishing than they are today. Give an 8 year old (or hell, a 16 year old for that matter) Super Mario Bros. Watch their reaction when they get to World 1-3 or something and then lose all of their lives and realize that the game doesn't care, they have to start ALL the way from the beginning. Compare that to Elden Ring, which has difficult boss fights but otherwise isn't any harder than any level of one of those old games.
4 comments

I recall as a small child ordering Castlevania from the Sears catalog and having to wait many weeks for it to arrive. It would certainly be many more weeks before I would get any other game to play and there were a few other distractions.
>Compare that to Elden Ring, which has difficult boss fights but otherwise isn't any harder than any level of one of those old games.

I haven't played Elden, but for comparison's sake, I haven't had any trouble picking up SMB3 blind nor did I find any of the levels individually more difficult than most high rank monsters in Monster Hunter Rise. SMB1 definitely isn't a difficult game either bar a few specific levels, 8-3 being the most notorious.

The biggest thing I see people struggle with is patient, reactive and/or predictive gameplay. Any game with counter mechanics relying on tight windows showcases this: most people either fail to utilize them or simply don't bother. Let alone emergent counterplay. The other part, you can't just statstick your game through most older non-RPGs, where newer games provide you with many more methods to allow more failure.

Most early console games had a heritage from arcades, which made more money if it was difficult but teased the chance of progress. So higher difficulty was more profitable, then when ported to console or when the same game designer designed for console it inhereted some of that. It was also more niche to be a gamer then, and those who did leaned more hardcore.
Difficulty was also a way to make a game take long to finish without taking too much storage (and/or time to create levels and art assets).
I don't think Super Mario Bros was ever considered particularly difficult or punishing at the time. It was just designed for an audience that had less access to videogames. They'd rather repeat the same levels with the prospect of seeing a new one than breeze through the game they paid $25 for ($60 in today's money) in 2 hours.
It wasn't punishing for the time. That's not my point. My point is that being able to save games so that you don't have to replay hard content when you fail has made it so easy for the current generation of gamers that there are a lot who bemoan games that really aren't that hard comparatively. In Elden Ring, you only have to beat each boss once, and you have a save point right nearby to fight the boss without fighting almost anything else beforehand, so if you die, you're right back into it. In SMB, If you struggle on level 7-3 and then die on level 8-3, you start back at 1-1 and have to master them both again (provided you don't warp).