this post was submitted on 08 Sep 2025
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[–] majken@lemmy.world 4 points 1 month ago* (last edited 1 month ago) (22 children)

A high difficulty is not inherently good game design. Making a game more approachable through lower difficulty settings with additional checkpoints doesn't make it worse for people who like a challenge. It just makes it enjoyable to more people.

Claiming it's down to "artistic vision" just feels dishonest. You could claim Studio Ghibli movies should never be dubbed or subbed. You just have to learn Japanese to enjoy them, just don't watch them if that's not for you... but why? How is it a bad thing if more people can enjoy something?

Cup Head is a great example. It's a fantastic game with an art style that younger kids love. But it's too difficult for most kids, which doesn't make the game better, it just locks them out from a game they'd otherwise love.

[–] TORFdot0@lemmy.world 4 points 1 month ago (5 children)

Is it not fair for the game developers’ artistic vision to not be accessible to all? Accessibility is nice, expands the potential audience, but if it compromises my artistic vision and I’m ok with giving up reach and money to preserve it, that doesn’t make my game bad or my vision invalid.

It would be ridiculous to call up the bar or the ama and complain to them that becoming a lawyer or a doctor is not accessible to all.

One last addition, adding control remapping, color options, and text to speech are true accessibility. Easy mode is fake accessibility

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[–] MrFinnbean@lemmy.world 4 points 1 month ago

Why everything should be for everybody? And why artists should care about your opikion when they are creating what they want to create.

Cup head is great example. Everything in the game is meticiusly hand crafted. The big part why its so popular is the difficulty that forces you to focus on the aninations and sprites. The difficulty also is economical in game as labor intensive as cup head. Because every sprite was hand drawn devs could not just churn unlimited levels and the games lenght came from the difficulty. Making the game easy would ruin the pacing of the game.

Games are art form like any other. There are mainstream movies, plays, songs, paintings and games etc etc etc. that try to reach as large audience as they can. But there is also obscure art pieces that only small group of people can enjoy. And both ways are fine

I find it obnoxious when people bitch about desing choices that devs have consciously made. Its not like they have any obligations to make a game in one way or another.

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[–] BananaIsABerry@lemmy.zip 3 points 1 month ago

Silksong sparks debate about git gud and scrub

[–] Auth@lemmy.world 3 points 1 month ago (3 children)

I dont think there is any conversation to be had about an easy mode or boss runbacks. Any time this small dev team spends on an easy mode is time wasted IMO.

If its to hard you can play another game. I see this the same as people demanding a complex movie be changed to be easier to understand. Its just a dumb complaint and im sick of seeing these people flood every comment section of every slightly challenging game.

[–] thatKamGuy@sh.itjust.works 3 points 1 month ago

I’m ok with there being a conversation on this topic, even if the arguments devolve to ‘waaah’ vs. ‘git gud’.

Ultimately though, I agree that a small dev team shouldn’t have to focus on a game-mode outside their vision - and any such demand for an easy-mode or other additions can and should be left up to mod makers.

It’s a single-player game, so in the end how the individual user wants to play is how they should be able to play.

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[–] BenevolentOne@infosec.pub 3 points 1 month ago

So glad they fixed the slow/boring difficulty curve the first game had. I shouldn't need to slog through 20 hours of gameplay before I feel challenged.

Binged it all weekend, it's a great game, but folks whining about some of the game's earlier challenges are unlikely to finish it.

[–] missingno@fedia.io 2 points 1 month ago (7 children)

I haven't played Silksong yet, in part because truthfully, Hollow Knight was alright but not my favorite Metroidvania. The one thing I really disliked about the original was the runbacks. I remember getting stuck on one platforming section, and I could easily get to the halfway point where I kept dying to retrieve my money, but then drop it again because there was no turning back from this halfway point, had to keep trying to finish it. I wanted to just explore a different part of the map and come back to this section later, but sunk cost fallacy forced me to keep bashing my skull against it.

Which then felt like this mechanic conflicted with the exploration I expect from a Metroidvania. That's the real problem IMO.

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