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Culture War Roundup for the week of April 1, 2024

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Against the extermination of hard games

In this post, I argue against the extermination of hard video games, that is games that are hard to beat, even on the easiest difficulty setting. Those who wish to exterminate these games usually do so by broadly advocating for the implementation of easy modes. I deal with two main arguments, the "narrow liberal" argument and the argument from accessibility. The narrow liberal argument simply asserts that the inclusion of an easy mode does not harm those who wish to play on a harder setting. I refute this by showcasing advantages of unique difficulty settings. The argument from accessibility states that accessibility concerns should trump concerns regarding the enjoyability of the game. I show why this doesn't make sense. Lastly, I take a broader perspective and end up with the metapolitical implications of applying a "narrow" or "broad" liberal worldview.


Whenever FromSoftware releases a new game, a deluge of articles pour down demanding for an easy mode to be implemented. While, ostensibly, these articles are about FromSoft games, most of their arguments apply to any game. Furthermore, in none of these articles is it argued to implement easy modes only in certain types of games. Therefore, in this article, I will argue against the notion that every game should have an easy mode. Of course, I am not the first to do so. Youtuber Ratatoskr has, in my opinion, the best arguments against implementing easy modes in every game and I will draw in part from his work. However, I believe that his videos still don’t sufficiently express just how utterly wrong, egoistic, and exclusionary those are, who aim to exterminate hard games by arguing in favor of easy modes in all games. With “hard games” I mean games that are difficult to finish even for a seasoned player on the easiest available difficulty. In particular, I focus on the subset of games that have a unique and hard level of difficulty.

All articles arguing in favor of easy modes base their thesis on one central argument, which I dub the “narrow liberal argument”.

The narrow liberal argument


Implementing an easy mode does not hurt those who still wish to play at a harder difficulty level because the harder difficulty levels are still available. Nobody is taking anything away from you when implementing an easy mode and there are absolutely no downsides to it.


If this argument was true, the discussion would be essentially over. Unfortunately, it is completely wrong and disrespectful.

Why is it wrong? Even a single, small benefit of a unique difficulty setting is enough to prove the narrow liberal argument wrong. Here are some benefits that a unique difficulty setting provides, and that an easy mode would undermine:

It provides a sense of meaning to your struggles. When beating a challenge in a game like Sekiro, the reward is that you are able to progress through the game. Overcoming the difficulty has meaning because if you didn’t overcome the challenge, you could not have moved on. Conversely, if there was an easy mode, beating the challenge on “normal” only means that you did not have to lower the difficulty in order to overcome the challenge. It, thus, lowers the meaningfulness of your victory.

It provides a sense of unity and comradery. In Dark Souls you can literally see other peoples’ struggles against the exact same challenges that you face. This engenders a feeling of comradery against a common foe, which would be weakened if you couldn’t be sure that they aren’t facing a lesser challenge.

It provides a sense of identity for the game. It is no coincidence that discussions about difficulty always pop up around the release of FromSoft games. The unique difficulty setting has helped to create the identity of FromSoft games as “hard games”. Think of other “hard games”. How many of them have an easy mode? Having a strong identity, in turn, makes it easier for people to understand whether a game caters to their tastes. Everyone knows what to expect from the next FromSoft game. In some cases, the difficulty is the entire point of the game. For example, I wanna be the guy, QWOP, and getting over it are specifically designed to frustrate the player.

It provides a sense of pride when beating the game. The fact that some people cannot beat the game but you can, is a potential source of pride. If you enable everyone to beat the game, it is gone.

It saves on development time spent on balancing the game, which can be used on other areas. If the developers care about properly balancing all difficulty levels, this time save can be significant. If they don’t, which seems to be the usual case, the idea of implementing multiple difficulties is flawed in the first place. In the usual case of “easy/normal/hard”, normal is easy but hard means bullet sponge enemies and difficulty spikes. In some cases, it even ruins the game economy. I started out playing “ELEX” on ultra difficulty as an archer but had to quickly realize that killing enemies wasn’t worth it because I simply couldn’t afford the arrows to kill their bloated health totals. Thus, the difficulty setting didn’t provide a challenge for skilled players, it turned the game into a broken, unbalanced mess. There is no way this would have happened, had the developers balanced the difficulty around skilled players from the start.

It allows developers to generate their intended atmosphere more accurately. Some parts of games are meant to be hard to create an oppressive atmosphere. Others are meant to be easy to create a cathartic feeling in players. If there are multiple difficulty levels, a player may increase the level when the game is “too easy” and decrease it when it is “too hard”, thus undermining the developers intended atmosphere.

It provides commitment to a challenge. Hard games are oftentimes not that enjoyable to play in the moment but they provide more satisfaction when you finally beat them:

image in article

However, humans are impatient creatures who are prone to depriving themselves of long-term satisfaction for short-term enjoyment, e.g. by lowering the difficulty below what it needs to be. If you only have one difficulty setting available in the first place, this is impossible.

It provides peace of mind. In the beginning of a game with difficulty settings, you need to choose a setting without really knowing which one will be best for you. Maybe “hard” is good, maybe enemies are just bullet sponges. Don’t ask me what to pick, I’m here to play the game, not to design it! During the game, you are always faced with the choice of lowering or increasing the difficulty. With a unique difficulty setting, you don’t have to think in the back of your head that you could always lower the difficulty when struggling against a difficult boss. You simply have to…

…git gud. git gud means that there are some challenges that don’t scale to your level and that can’t be side-stepped. It represents the struggle of man to overcome his own limitations against all odds. Failing to git gud means to fail the archetypical struggle of humanity. It doesn’t matter that it’s unfair, it doesn’t matter that others are more privileged than you are. This is your challenge and you need to conquer it. However, if there is an easy mode, you no longer have to git gud. No longer gitting gud means that we lose a part of humanity itself. If you do not instinctively get what I am alluding to, you lack an essential aspect of humanity, sorry. Games are one of the last areas where git gud still applies in the West (another is love) and it does so with relatively low stakes. In the words of one our time’s foremost philosophers Fetusberry ‘Ass Bastard’ Crunch...

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It provides a sense of pride when beating the game. The fact that some people cannot beat the game but you can, is a potential source of pride. If you enable everyone to beat the game, it is gone.

This is, to be blunt, a character flaw and not a good argument against difficulty settings. If your sense of pride in your own accomplishments depends on others not being able to do it, that reflects pretty poorly on you.

I find your other arguments flawed as well (though I don't want to go point by point because I find that kind of obnoxious). I think that the "it doesn't affect you" argument for lower difficulty settings is correct, and that your arguments don't really counter it.

If your sense of pride in your own accomplishments depends on others not being able to do it, that reflects pretty poorly on you.

Can you give me an example of something that you are proud of, that everyone else can also do? The only stuff I can think of would be a depressed person managing to get out of bed in the morning and cleaning their trash or something. But what about everyone else?

Pride doesn't, or at least needn't, depend on your position relative to other people. English is a widely spoken language that doesn't require any special intelligence to learn. I learned it effortlessly as a child. But someone who becomes fluent in English as an adult put in a lot of work and has something to be proud of. To someone who is learning to ski, getting down a black diamond run for the first time without falling is a major accomplishment worthy of pride. Someone who skis regularly might do ten black diamond runs in a day and think nothing of it.

Becoming fluent in another language as an adult is an achievement that not everyone can do though. On the other hand, nobody is proud of learning their mother language because it's expected. It seems to me that this supports my argument. I am not arguing that pride comes solely from comparison with others, just that if basically everyone can do something, it's hard to be proud of doing that thing.

If basically everyone can do something, it's hard to be proud of doing that thing.

But you can do that thing well, or badly, which I think is part of the point you want to make. Learning to read and speak fluently your native language is an achievement, even if you can get by perfectly well with a level that is ordinary speech.

What your position comes across as is demanding that everyone should speak at the level of a university degree in literature, or else they're just loser time-wasters, and moreover they are devaluing your achievement in attaining fluency. But if everyone can play and win in hard mode, then what is the achievement to be proud of there? You need the lower-level players to contrast yourself with, otherwise "I won on hard mode" becomes the same "so what, are you also boasting about being able to cook a frozen pizza?".

My point is that it's based on one's own situation, not others. You gave an example in your post of a depressed person doing basic tasks. Another example might be someone who had a stroke learning how to move their right index finger, something almost everyone can do. It is worthy of pride because it's an accomplishment for that person. By contrast, doing something that almost no one can do may not be worthy of pride. If Usain Bolt runs a race faster than 99% of the population could, he still may be quite disappointed with his time and feel no pride at all.