More people should be able to enjoy cool games. That’s a simple premise, right? Now imagine an incredibly complex, mechanically dense game that requires hours of investment to truly understand, and it’s expected that you're going to lose over and over before it makes sense. Now also imagine the ability to choose between a bunch of difficulty options, and the ability to tweak victory conditions, specifically so you can cater to what you’re good and bad at.
This isn’t a fantasy. I’m literally talking about Civilization VI, a hardcore strategy game that allows you to modify the heck out of its base ruleset to fit what you’re looking for. Players are already finding ways to do things like this on their own, so why not empower them? And if Civilization can, why not Souls?
But nothing causes the Internet to lose its shit faster than suggesting a FromSoftware game could, may the “git gud” gods forgive such transgressions, appeal to more people if there was a way to adjust the difficulty in some way. “Easy mode” discourse around FromSoftware is cyclical, not unlike the stories FromSoftware is fond of telling in its games, and it usually ends in the same place, as summed up by a tweet I received, after suggesting their latest game, Sekiro: Shadows Die Twice, could be easily tweaked to make it more accessible:
“Let the devs make it how they want.”
It’s frustrating to admit I’m about to spend a thousand words on this when adding such options is, at its core, a basic sign of respect for the tens of thousands of players with disabilities who are regularly prevented from playing and enjoying games that don’t consider them “real” players? But we’re here, so we might as well spend some time figuring it out.
Perhaps some are making this argument in good faith, a sign of respect towards a developer who found success bucking industry trends, only to themselves become a trendsetter. But in reality, it comes across as people who are not using the phrase git gud ironically, but a badge of elitist honor meant to signal their membership in a club where part of the enjoyment comes from knowing other people aren’t—or can’t—be part of it. It’s gatekeeping, a way of keeping something special to themselves, while hiding behind phrases like “artistic integrity."
As a kid, I loved renting games and slamming the cartridge into my Game Genie, a device that allowed you to input codes and mess with the game. I wasn’t interested in playing whatever the designers had “intended,” I was interested in breaking the game apart and screwing around with the parts. Unlimited lives, walking through walls, infinite ammo—let me do what I want! Eventually, I’d take the Game Genie out, and play the game as “intended.”
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“From my perspective as the game's designer,” he said, “Assist Mode breaks the game. I spent many hours fine-tuning the difficulty of Celeste, so it's easy for me to feel precious about my designs. But ultimately, we want to empower the player and give them a good experience, and sometimes that means letting go.”
Thorson even specifically told me Celeste is “meant to be hard.” Sounds like Sekiro, no?
The final boss in Bloodborne: The Old Hunters, the grotesque Orphan of Kos, is a bastard. Staged in front of a beautifully ugly body of water, a dying sun hanging overhead, Orphan of Kos is big, fast, and brutal. He beat the shit out of me. I died, as one does in these games, over and over and over. Eventually, I’d had enough, and summoned a stranger to help me with the fight, the one and only time I did so while playing Bloodborne, and one of only a handful of times I’ve ever done so while playing a FromSoftware game. The stranger knew what they were doing, and Orphan of Kos quickly fell. The fight, and my journey, was over.
Depending on who you talk to, what I did is cheating. It’s allowed by the game, sure, but again, depending on who you talk to, that’s not how you’re supposed to play Bloodborne. The way you’re supposed to play Bloodborne—or, well, Souls—is fighting them yourself. This shifting of goal posts—remember, Sekiro doesn't include the ability to play co-op or summon strangers—is part of the gatekeeping process. The goal posts are always being moved in favor of the gatekeepers.
The question of Sekiro, or games like it, getting an “easy mode” is itself a vindication of FromSoftware’s original mission statement; they’ve made something more people want to enjoy. For years, though, a select group of players who’d felt seen and heard by that mission statement are worried it’ll be taken away.
But no one wants to take it away, and if people experiencing joy on terms different than your own brings pain and anxiety, maybe the place to start looking for changes is actually within.