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Culture War Roundup for the week of April 1, 2024

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For your first two paragraphs, I agree challenge can be fun, but I strongly disagree that the challenge I would face would be diminished if other players could opt for an easy mode. That's the crux of the debate here. From your last paragraph I feel like we probably agree on this point. An easy mode would allow more people to experience the games if the difficulty would have otherwise precluded them, and it would smash the elitist snobbery surrounding the games to a good degree.

Yes, we agree that these games would be better with an Easy Mode - even moreso, my opinion is that all games would be strictly better with a Dev Mode where any and all cheats that developers use for debugging/testing their games can be toggled on and off at will, including the ability to hop into any place in the game at any time, and this should be unlocked from the very start. These are games, not exams; let me have my fun.

My point, though, is that, at least with Bloodborne, Sekiro, and Elden Ring, the high difficulty isn't arbitrary. The difficulty directly impacts the visceral thrill of playing and mastering these games. It's akin to the thrill of a boxing or MMA match, where no matter how well your favored fighter is doing, a single momentary error can mean getting KO'd. No matter how much you've mastered a boss and no matter how close you are to winning, knowing that you can lose it all from being careless for just a second makes the encounters much more fun and exciting. That the games tend to give you a ton of healing items but requires you to leave yourself vulnerable to use them plays into this high-volatility philosophy, since dying is often not about losing more HP than you have available to you (i.e. including healing items) but rather about making a bunch of mistakes in a row. This also means near-misses can happen fairly often, where you go down to 5% HP but then manage to find a healing opportunity to give you more slack for the rest of the fight, which you hopefully go on to win. There's something to be said about winning the World Series on a sweep, but there's greater thrill in winning in game 7 through a come-back walkoff.

I feel like we basically agree with each other.

You've mentioned "arbitrary" in both your comments so I assume you're reading into that word more than what I meant by it. I've never been opposed to players finding high difficulty enjoyable, I was opposed to them wanting to force that on others who may not want that if they'd also like to play the game, perhaps for other reasons like its lore or aesthetic.