this post was submitted on 08 Sep 2025
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[–] Kolanaki@pawb.social 5 points 1 week ago

Difficulty is subjective. Creating multiple levels of difficulty either takes tremendous effort to do well or, as is the case with most games, an adjustment to some numbers that is less an increase/decrease in difficulty and more an increase/decrease to the tediousness of combat.

Puzzle games with difficulty settings alter the complexity of the puzzles. Action games can alter the encounters themselves (how many, of what kind of enemies and their placement in the arena), or even changing the enemy behavior to be more/less complex. Yet this kind of difficulty adjustment isn't common at all anymore.

[–] majken@lemmy.world 4 points 1 week ago* (last edited 1 week ago) (6 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.

[–] Zozano@aussie.zone 5 points 1 week ago* (last edited 1 week ago) (16 children)

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...

I feel this is a false equivalence.

If you wanted to make a movie analogy, I'd say it's more like a movie having subtle subtext or context which would make it's message or intent more difficult to comprehend.

Imagine if someone watched The Cabin in the Woods (satire movie about horror movies) and said it was a bad movie because it wasn't scary.

I think its fair to say that person would have low film literacy at least.

How do we compensate for that? Should movies start offering accessibility features so every viewer can have the ability to know foreshadowing, film cliches, or meta-narrative devices?

I feel like giving viewers an option before a movie to say "i have low media literacy", which would result in popups during the movie to say "hey, this is a callback to the Hellraiser franchise" would be insulting to the creators.

The film wasn't made for casual movie viewers, it was made for a specific audience. The creators aren't obliged to make it more easily digestible.

Edit:

Satire falls apart when it's spoon fed.

If difficulty is part of the games design, then reducing it is functionally similar to explicitly stating irony to a viewer.

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[–] TORFdot0@lemmy.world 4 points 1 week 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 week 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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[–] Poopfeast420@lemmy.zip 4 points 1 week ago* (last edited 1 week ago)

I think the game is difficult, probably a bit more difficult than the first game (which I haven't played in over 5 years, so I might be wildly off), but I don't find it unreasonable.

I know a lot of the time it's my fault that I died, because I'm someone who likes to trade damage with enemies, which just isn't really possible in this game, but I can't stop doing it.

As for runbacks, I think there are a few weird ones, that can be terrible, depending on if you found/unlocked the nearest bench, but otherwise I don't remember anything truly awful.

spoilerFor example the Chapel of the Beast in Hunter's March I think, if you didn't unlock the trapped bench, that's pretty close (even then it's still kinda long, although you're basically just running).

The fight against the gatekeeper, at the entrance of the Citadel, can have a long runback from the worm area. But the fleas, along with a bench, also move directly in front of the boss room, theoretically you might be able to do that before you fight the boss.

[–] BenevolentOne 4 points 1 week 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.

[–] KhanLee@lemmy.zip 4 points 1 week ago

A tale as old as time, the more things change the more they stay the same.

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