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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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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.

I think the reason the "but u should git gud" thing tends to fall flat is because it's kind of missing the point a bit, or perhaps trying to answer the wrong question.

What is the point of difficulty? A lot of people forget that difficulty should be in service of fun, not simply an end in itself; otherwise game developers would just implement everything James Rolfe [rightfully] mocks and break sales records because of it.

But the point remains that I need to still continue to be motivated, to still think it's worth mastery of the game's systems. And if the game cannot do that, if I can't actually derive joy from playing it because it's too far up its own ass with "well just get better" (with not even a hint as to how, no incremental progress or that progress is too slow, or something one-shots you/you die to bullshit you can't forsee and it takes 5 minutes to get back to the place you can try again), then the game is not fit for purpose and thus not fit to play. It has failed the player as a servant fails its master- "flow state" is shorthand for/a simplification of this.

(It's probably worth noting most of the people making the "even though the game isn't fun -> worth mastering, git gud" argument are men, and most of the people arguing "I shouldn't have to do any work to win" are women. Both are missing the point that the game should set out and be designed to serve its player but at the same time resist being an unsatisfying pushover of an experience.)

And in the 30-40 year history of video game development, all sorts of things have been done to thread that needle, and the games that fail generally do so because their core mechanics work against any of those solutions. And they've had varying amounts of success, including but not limited to:

  • Overt "secret optional worlds for people who have mastered the game", which was how Nintendo did it for a time (and to a point, still does), usually in their Mario platformers
  • Special rewards for completing the game under more difficult constraints, like how finishing a Metroid game under a certain period of time gives a different ending; "100% completion" and the rewards for that being a subset of this
  • Simply mocking the player for choosing easier difficulties (the early '90s PC game way of doing it), which evolved into the modern practice of "if the designers believes players are in a place where they might be sick of this challenge to the point it's detracting from the fun, here's a powerup that trivializes it/does the level for you, but you won't get the rewards for completing the stage"
  • Subtly modifying the difficulty of the game if a player constantly dies in that section, which is what Resident Evil 4 does (also noteworthy in that that kind of difficulty tweak doesn't generally survive the Internet, where people "discover they've been lied to" about the challenge they overcame to beat the game
  • Giving players all the tools they'd need to beat the game on the hardest difficulty mode, and the game slowly gets harder as you master the systems such that by the time you're at the hardest point you need to use all the tools and play perfectly to win at the highest difficulty (Against the Storm is a good example of this)- if you don't want to have to balance winning against random bad luck you can just bring mostly-perfect play to lower difficulties
  • Being intentionally highly difficult with a persistent upgrade system that, combined with "player skill + randomness", creates a believable and relatively memorable experience with the inherent ability to blame "bad rolls" until your competence increases such that the amount of bad rolls you can withstand becomes greater than those the game deals you in a round (Roguelikes/Roguelites)
  • Making failure annoying but ensuring players aren't taken out very far from where the action was (action-adventure and FPS games generally handle death this way; Battle Royale games usually have a massive "downed = player instantly disconnects" problem unless they go out of their way to mitigate it, like Warzone did)
  • Just not doing it at all, and using the fact they don't do it as a marketing gimmick to sell an otherwise middling game (Fromsoft titles, Hollow Knight, Cuphead)
  • Just not doing it at all, but showing you a variety of sex scenes if you die
  • Just not doing it at all, because the game's mechanics don't lend themselves to more than one difficulty (Mirror's Edge, Outer Wilds)
  • Just not doing it at all, because even though mechanical skill will help you play the game faster, testing mechanical skill is not the main focus of the game (Sonic, Maxis games and their relatives/descendants, visual novels, etc.)

And those approaches are combined when and as appropriate. But it is very obvious when a game is designed with the difficulty in service of the fun, and when it is not, and when it is not it is just as unsatisfying and awful as it is when Bethesda or Ubisoft implements the brain-dead bullet-sponge difficulty, or when your default difficulty fails to be meaningfully challenging.

Just not doing it at all, but showing you a variety of sex scenes if you die

If you're talking about hentai games, some of those do have difficulty adjustments or at least aren't ball-bustingly hard--indeed, for some, you'd probably have to go out of your way to lose on purpose to see said scenes.

Hentai games do this most often for obvious reasons, but the fact that it does that (and all the other things that happen as you start to lose) suggests [to the player] that the difficulty has a slightly more casual relationship with the player even if the rest of the game is quite difficult, so the game designer gets a bit more leeway if the balance isn't otherwise struck just right.

Come to think of it, lots of different games do bad ends this way, and a slightly wider variety of them change substantially based on certain choices you make- for instance, playing the earlier Fallout games with 1 INT makes a lot of the dialogue in the game vastly different. Sure, you don't have to play it that way, and playing it that way makes it more difficult in certain ways (but less in others, at least you can max out STR), but the novelty is going to be worth at least another playthrough.