Challenge is the Core of Video Games
Articles Blog

Challenge is the Core of Video Games

September 21, 2019

So picture this: you’re standing at the precipice of Hell itself… Your brother is poised before you. He kicked your ass once before and now all that remains between him and immense demonic power is you. Two half Human and half demon siblings are now standing at the divide between the two worlds their lives are split betwixt. You’ve fought for hours to be here. A challenging ascent through a gothic tower fighting awesome creatures. You’ve defied all the odds. Proven yourself against the most hardened foes around and now all that’s left is to settle the score. When I think of what makes this medium, this *ahem* artform tick, The burning juicy core of it all. It’s moments like this that no other form of media can come close to replicating that spring to mind. The music, the visuals, the story, the characters, the mechanics; everything comes together as you struggle within this virtual world to come out on top. Your heart racing as you attempt to achieve what hours ago seems like an insurmountable task. So when I ponder getting more people into games and especially games like this… that sensation, that out of breath raw emotion they can deliver *is* what I want new people to experience, right? Because that’s something they can’t get anywhere else. Recently with the red-hot rumble that is the challenging run-and-gun Cuphead stirring some bitter emotions amongst the press, that Rock Paper Shotgun article about how we should be able to skip boss fights in games… …and of course the already stockpiled years of Dark Souls think pieces about how it should have an easy mode because its difficulty is too exclusionary. We’ve hit another controversy point where people are once again proposing that games and especially those pesky action titles… …just let you skip through to ever you want to accommodate as many people as possible. And that devs should just let go of not including an easy mode, even if challenge is core to the experience they’re making. “Why don’t games let you skip parts? You can fast-forward movies. Why can’t you fast-forward games?” “You can read any chapter in a book so why can’t you do that in video games?” “If you think there’s something wrong with that you might just be an elitist.” I don’t know… I’m pretty sure if you started skipping parts of a film and then tried to talk to other people about it, they might raise an eyebrow at your credentials in terms of assessing that work. And I wouldn’t cast those skeptics as elitist pricks. But I don’t even really need to debunk these comparisons to fast forward functions in films or skipping chapters or reading abridged versions in the realm of books… Because as a new fresh medium we can make up our own rules. We can take a look at the type of art we’re making and decide what gives it its intrinsic value. Earning the chance to fight Virgil at the end of Devil May Cry 3, struggling against him, using everything you’ve learned to kick his ass. That’s the art! Without going through the game, without learning how to play, without doing this yourself, it wouldn’t be the experience it is and wants to be. These are the things that elevated it and make it special, that make it more than just an action movie, and, yeah, I’m gonna say that if you could just pick any chapter in DMC3 the second you booted it up: that would kind of ruin the impact of that moment of triumph even for the people who would never use such a function. The feeling that playing and succeeding is the only way to be here in this fight is the glue that holds masterpiece moments like this together. When I sit around occasionally, like a bit of a dork, listening to boss battle music… (Don’t rattle me and tell anyone I do that…) (I’m sticking my neck out here for you guys.) …when I’m listening to the tune and remembering the fight, the moment: I’m not remembering something I passively saw. I’m remembering a moment I was there to witness. A place in a situation I made it to and was responsible for catalyzing. Surely that’s the kind of experience that would entice a newcomer to try games as opposed to sitting back and watching the latest Netflix series. …and if that’s not the kind of situation they want to be in when consuming entertainment, then perhaps an action-adventure game is not what they should be looking into. Like, I thought the idea was that games were this next level medium because we were creating worlds and shit, not Disney sightseeing tours where you can skip around and look at the backdrop passively; sit on rollercoasters and get dragged along. I think people trying to get others into games by cutting out the key thing that makes them different are gonna fail. Because what are you selling now that the main feature is optional? What’s The Last of Us without the survival combat? A story you push forward to experience? Now it’s not that different from a zombie movie or show. What’s Mass Effect without the shooting and world exploring? a choose-your-own-adventure novel? Obviously Mass Effect feels more exciting to play than reading some choose-your-own-adventure story book, but I feel like that has something to do right with the attempt to create an approximation of a real world where you’re exerting your will on a place and characters. One you can’t just flick through with little consequence. Doesn’t the fun of negotiating and dealing with alien races depend on there being repercussions for certain actions that may result in combat? Wouldn’t the conversations lose a lot of weigh then, if combat was skippable? Challenge in a tangible world to interact with; one that doesn’t also let you mess with it on your first visit like a DVD menu; These are facets of an experience other mediums can’t offer. Shouldn’t you entice new people with what the medium can do differently, rather than by trying to make it more like everything else? There’s this slight whiff of insecurity I get when people and journalists try to play this angle: that all games should let you skip content and have super easy modes. Like the rest of culture just won’t accept us, unless we bend over backwards and childproof every product. And I get that if you’re a games journalist, you want to feel like what you write is important to loads of people and you want everyone to be involved. “Please accept the thing I care about is normal.” “I’ll make sure it’s like everything else, so you’ll think is normal.” I, on the other hand, am not insecure enough to want validation from users of other mediums. We should be able to create in a way that maximizes the effectiveness of what we can do in this medium without compromising for people who don’t really want the types of experiences we can do so beautifully. …That we can basically exclusively provide here. …and that of course does mean there can be games that are easy and made for chilling out. Hey, maybe even some games could let you skip around if that’s the mood and kind of experience they’re tailoring. But the idea that every game should opt into these standards is ludicrous. And that’s what you’re really asking for right? If you look at Dark Souls a game made with difficulty at its core… …and want it to have an easy mode or skip button. Not every game is for everyone. Why is it bad if a game comes along and part of the appeal and the mystique of the title is how hard it is to beat? and it does become a bit of a badge of honor and impressive feat to reach the end. Why is that not part of the artistry of what’s being made; instead of “damn elitist man-baby mentality” “That’s keeping the masses from taking us seriously”. On the flip side of this of course I think that accessibility for disabled or physically impaired players should be a priority for developers. Customizable control schemes: I bang on about this all the time! They should be a standard. and I think if possible most games should allow for different input methods. A player with a disability in my opinion should be able to construct any custom method they need to interface with the title. and that doesn’t really have to affect the content of the game itself. Of course games can be too hard for the wrong reasons or there might be really annoying chunks of gameplay in there… But it’s up to us as videogame analyzers to be able to differentiate and debate about when it’s done right or wrong. Not to give developers a get-out-of-jail-free card if they make a bad segment. “Just make it all skippable!” “Jak 1, but instead of some of the missions being optional they all are!” Difficulty isn’t some arbitrary counter devs jack up at the end of development to decide who gets excluded. A good game uses it to incentivize digging into the mechanics, learning how to play and get maximum enjoyment and… satisfaction out of the work and of course sometimes it even helps set a tone. What if a developer goes to painstaking lengths to create a challenging game that despite being really hard eases you into things, Teaches you really well and ends up making you become a badass? I guess they don’t have to bother if every game has a super easy mode and a skip button. One game I think was negatively affected by basically letting you continue from where you died with no progress penalty was… Wonderful 101, a game with great mechanics, and hype moments, but one that lost a lot of its excitement during the raw gameplay for me. The fact that I basically couldn’t die lessened the reward of the epic climaxes the game presented me with. Even if say I did most of a boss fight myself; dying just before the end and just getting to beat it anyway made it lose a lot of its impact. and I don’t think this approach helps the game when its critical appraisal came around and reviewers were just able to fumble through until the credits and could beat the game without even knowing what the basic counter move did. Ultimately I don’t think every game owes you all its content immediately just because you paid for it. When you buy a certain game of a certain type… I think what you’re paying for is the access into this challenge. Access into this test of spirit that can have a real impact on you through the use of, well… …like every other medium combined! Plus that element of challenge and reward; our X Factor. I’m not saying that games that focus on limited gameplay can’t be good, but I don’t think EVERY title should be forced to include a mode to play like them. Gameplay is at the core of these video game things. ‘Interfacing with mechanics’, that was the idea they had day 1, Without it, it’s like watching a movie by reading the script; it counts out the moments that make some of the best works we have here truly shine; and I think this push to make that element, the best part, optional and everything… is really reductive and selling us all short. Anyway, no matter where you stand on this I hope I’ve provided an interesting perspective. If you like what you see feel free to back my ass on Patreon. Until next time… [cue rocking outro music as patrons scroll by] (ノ^_^)ノ \(^_^\) (ノ^_^)ノ ~(^_^~) ~(^_^)~ (~^_^)~ ~(^_^)~ ~(^_^~) ~(^_^)~ (~^_^)~ ~(^_^)~ ~(^_^~) ~(^_^)~ (~^_^)~ ~(^_^)~ ~(^_^~) ~(^_^)~ (~^_^)~ ~(^_^)~ ~(^_^~) ~(^_^)~ (~^_^)~ ~(^_^)~ ~(^_^~) ~(^_^)~ (~^_^)~ ~(^_^)~ ~(^_^~) ~(^_^)~ u(>.

Only registered users can comment.

  1. This a perfect example of entitled lazy microtransactions generation. The ancients knew what they were talking about when they taught to road you take to reach a goal is more important than the goal itself. But nah, why waste time learning to be good at something when you can just buy the end product. And you can bet your ass that when MegaEasy modes are made standard they're gonna complain how games lack immersion and challenge. They need a skip button in life because that shit is REAL hard.

    Also, back when games journalism was still journalism there was this thing called cheat codes, to help get past certain parts faster for reviewing purposes (among other reasons). So implement this back and shut up.

  2. Please don't compare Devil May Cry 3 with Dork Souls or Cuphead. These two games are pretentious pieces of crap that assume you're interested enough or have the time to go through that frustrating mess. Worse is that they start to influence some of our favorite games. For instance God of War (2018) tried to copy some aspects of Dork Souls and it didn't do the game any favors.
    Kingdom Hearts 2 for example (ironically the previous video I viewed from your channel) did difficulty right. It did it VERY right. But Dork Souls and Cuphead… as I said pretentious, frustrating pieces of crap that try to mask these shortcomings with pretty words, like "challenging" or "satisfying" which is not at all the case. Actually it's not even challenge as much as frustration as a cheap marketing gimmick for streamers that like to stream their rage.

  3. Let's take Sky Force Reloaded. It's a sort of arcade shoot em up that is free on mobile (Android, IOS), and 9.99 on PC, Xbox, PS4, and Nintendo Switch. You play as an unnamed pilot who has to fight through waves of other planes, helicopters, fucking flying blade frisbees (you'll know then when you see them), and a whole variety of stationary turrets (they have fucking railguns, people). At the end of most levels, you'll have a boss battle, and believe me when I say that if you don't have the proper upgrades or don't know what the boss can do, you'll get fucked. Your ass will get stretched to massive proportions, and you will get pissed. Don't worry, you'll be able to upgrade your plane to match the enemies flying at you. You won't be able to upgrade you plane as easily if you don't do the harder difficulties (There are 4: Normal, Hard, Insane, Nightmare [you only get this one by beating stage 13]).

    Oh, and did I mention that there are multiple planes to choose from, and card boosts? That's right, there are a total of 9 planes and 30 cards (24 being permanent, 6 being temporary). You won't be able to get all the card if you don't play through the later levels at harder difficulties. Now, it'll be a pain trying to get through those levels, and it'll be an even bigger pain trying to get those cards/plane parts/ upgrades. So, in essence, there is no easy way out. There is no 'skip the boss' button.You'll just have to grind your way to max level, and even then, it most likely won't be enough.

  4. I found all the dmc3 boss fights easy. But that's coming from someone that has a fucking collection of action games.

  5. No, man, gameplay is the core of every video game, challenge is implemented on the gameplay after all.

  6. I only refuse to play Cuphead because I'm not into the art style. Albeit now that DMC5 is on the wings, I have nothing left to care for, because I'll be playing the HELL out of DMC5. Seriously though, no difficulty in a game ruins the daunting task such as Dante Must Die mode. It is a cruel, but difficult mode that will be the most awesome experience EVER once you've completed it.

  7. It´s a good thing that the darkest dungeon is not a popular game, otherwise there would be a shit ton of people complaining about how hard and unfair the game is.

  8. Not really i mean that is true since we were children but when you are getting less time to but in video games then its gets complicated i mean yeah i like a challenge but still i rather play an exiting story and not be butthurt for the difficulty … i know im late but i wanted to share my thought still

  9. I think that's a good point. I don't think any disabled gamer would want to be able to skip parts of the game, they'd just like to have the accommodations necessary to beat it. I feel like it'd just feel a bit condescending if there was a just a big "disabled" button to skip the hard bits.

    The only people who want a skip button are game journos, because a lot of them don't actually like video games and consider their time too valuable to actually get decent at a game.

  10. engaging interaction is the core
    challenge is very engaging but is not the only way. I only say this in defense of games like the walking dead s1 or gone home. But you make really good arguments.

  11. There are other mediums that don't let you skip content.
    Such as Theater and every medium in which you get the whole experience at once (painting, sculpture, photography)
    Also when you go to the movies you are not allowed to skip to the end

  12. for people who think games should have a Skip boss or chapter or whatever literally needs to fuck off
    if you're bad at it, try harder, don't complain or better, DON'T Play it anymore instead of bother fans of the game or whatever

  13. Completely innacurate. Vergil kicked my ass and endless amount of times before, and still does to this day.

  14. I still stand by the notion that, if you want videogame to mature and if you want them to become or be considered art, they must do so and achieve it on their own unique merits.
    Movies have cutscenes, music is music, books have narratives, the one thing that videogames have that no other medium has is the gameplay. And by gameplay alone videogames shall be judged and nothing else. Videogames trying to be movies or stories exclusively betray their own medium by trying to be something else. And generally something that is an imitation is immediately disqualified from deserving the name "art" altogether.

    If people don't want challenge, don't want to play, then fine there is an option for you: Watch LPs on youtube.

  15. While I agree with your points, I don't think challenge is actually the core to games. I wouldn't call minecraft challenging yet it's a very popular game.
    But there are game that DO try to sell themselves on their difficulty and that shouldn't be diminished by making everything skip-able. Like if you couldn't handle the second boss, how do u expect to handle the rest of the game? You need to show competence and skill so that you can progress and I'm unaware of another medium that can give you that sense of accomplishment. It's nice to have a good, hard, and FAIR challenge that tests how far you've come in learning a game's mechanics.

  16. Opa, legendando em pt-br, vlw o esforço amigo, assisto do começo ao fim e sou do lado q prefere jogo com dificuldade elevada tbm, a sensação de vitória no fim do jogo é bem mais emocionante, pq olha para trás e vê q conseguiu zerar um jogo bem desafiador, a sensação é muito boa

  17. To enjoy a good book you gotta learn how to read and if you don't know what a word means, you look it up, to enjoy a good movie you gotta pay attention, to enjoy a game you gotta play it and understand its mechanics and learn by trial and error. If you don't want that then you are in the wrong medium

  18. I like how you've put DMC4's Vergil in the title card of the video about challenge being important in games. Seriously dude? I wonder if you did it on purpose)

  19. In terms of difficulty accessibility (and speaking as a woman with condition that gave me a very reduced field of vision who loves the souls games but physically can't play hollow knight) little things like being able to shrink the size of the screen or DS2's despawn mechanic can go a long way to keeping challenge intact while catering to gamers with handicaps. Shovel knight does this wonderfully and quickly supplanted hollow knight for me

  20. Erasing the challange nullifies the reason you play most games.
    Its not like games like Dark Souls and Devil May cry are hard for the sake of being sadistic or exclusive, they expect you to invest yourself in its gameplay. In hindsight they won't seem hard at all.
    People who write those "games need skip button/easy mode" articles, can shove it up their ***!
    That's not me being elitist, I welcome everybody to play these games and promise them they'll have a blast!

  21. I'm going to sound like an asshole but…….is DMC3 considered difficult?? I find this very surprising, although I never bothered with the last difficulty setting, the one where any enemy can kill you instantly.
    I also realize that different people find different things harder or easier( this is especially true in the context of Dark Souls/Bloodborne, and similar games like Nioh).

  22. Games should add a difficulty setting below Easy called "Games Journalist" and when you select it, the credits roll.

  23. I'm going through 4 on DMD with Vergil and I agree that the challenge makes it that much better. I never thought I'd be getting challenged as Vergil and now I'm forced to improve just to survive. It's amazing. Melted DMD Echidna in 50 seconds after 8 tries.

  24. There are games like nintendogs, where you take care of pets, I dont think challange as the core of video games makes much sense

  25. I just don't understand what people are playing games for in the first place when they ask for increasingly less challenge.

    Sure, I understand people with disabilities, having disabled siblings and friends myself I absolutely get the need for accessibility. Not to mention those who play and do genuinely find lower difficulties a challenge, typically those who don't play games much or again, those with disabilities.

    But there's people who are fully capable of finishing (typical example) Dark Souls, they just don't want to, they want to do it without dying, the challenge removed, no effort required…Well, what are you playing for? To "see things"? At that point, why don't you just google concept art/soundtrack/walkthrough and save yourself £50? If you're wanting to play the game at a level where you're just waltzing through the entire game without ever seeing a game over (god forbid you see a "failure" screen in this day and age…), then you're not getting the intended experience anyway, so you may as well just watch a lets play.

    Nintendo baffle me with this shit. The white Tanooki suit in Mario 3D World/NSMBU, Funky Kong in DK:TF…I played Mario Kart 8 Deluxe at my friends and was fucking mind blown to see the settings offered the ability for the game to literally play itself. What the fuck are you getting out of the game at that point and why did you waste money on it? I just do not understand.

  26. Maybe those same Game Journalists that demand the ability to skip through important sections of the game should have pay deductions based on how much of the game they actually play and only receive full pay for finishing the story.

  27. Rewatching this for like the tenth time or something, I'm suddenly reminded of my time playing Etrian Odyssey. It was not a very popular game back then and most likely had a cult following until Dark souls came along to push people into playing difficult games but seeing people talk about parts of the game I hadn't reached yet. Them talking about a plot twist in a game that pushed gameplay over story. I remember putting off the game for years and just sort of wondering what it feels like to reach the last level. So about half a decade later, I dusted off my DS and plunged into the heart of Yggdrasil. And I fought, I slogged and I grinded my way through that JRPG dungeon crawler until I reached the last floor. And it was the greatest mix of emptiness and accomplishment I ever had. Yeah, it's a moment just like any other. I could have watched it through youtube, or asked someone else's save file to get there. But there was that sense of accomplishment that told me something. All those guides, all those discussions, all those things I've been hearing about as spoilers. I was there, I reached it, that place everyone who loved this game was at. I felt like I was finally on their level and I was ready for the sequel. Looking back, you know that's true because the difference between a veteran and a newbie in etrian odyssey is "respecting butterflies" at level 1.

  28. Easy modes can be a good thing because they can help people get used to the game and prepare them to take on more challenging difficulties when they feel ready for it, plus they add replay value. Mega Man 11 is a great example. The normal difficulty is just as difficult as the other games, but people who just want to relax and have fun can play the easy modes, and if they feel like tackling it the "proper" way they can do that. Overall, there's no harm in hard games having easy modes as long as it doesn't affect the normal difficulty. And using DMC3 as an argument against easy modes when it had an easy mode itself kind of defeats the point, sorry. I never would have played that game on the harder difficulties and beat it without having played on easy mode first.

  29. I just realized your outro has Kiryu's Brawler style music from Yakuza 0

    … not that I'm playing it or anything…

  30. Bosses are just tests that tell you how much you've been paying attention and learning the game. If you fail, it's you own fault.

  31. The analogy to skipping pages in a book is dumb anyway, thats more analogous to a chapter select function in a movie anyway

  32. 2:27 – Nah, that's where you and all the elitists (who are indeed elitists) fall flat on their elitist faces.
    Someone else having the option to play a different way than you does NOT take away anything from you if you play it the "right" way. If you never use the proposed "pick any chapter" function in DMC3, then no, that moment of triumph is not ruined for you. How could it be? You played through the chapters of the game in the intended order, learned how to play the game, and overcame the challenge as was intended. Nothing is ruined for you. Someone else has the option to ruin that experience for themselves, but if merely knowing that ruins the game for you, then the problem is not game design, the problem is that you have some personal issues you need to overcome.

    Sorry speedrunners. All your world record moments of triumph are ruined because some "filthy casuals" played on easier difficulties, and picked up optional items that make the game easier, and still bumbled their way through boss fights. All of your practice and all of your skill are now invalided because someone was worse at a game than you! Doesn't that greatly upset you, speedrunners? ? The excuses elitists come up with to defend their elitism are so pathetic.

  33. This is why I like you gamingbrit.I wish a lot people who complain about challenge,diffculty,quicktime events, no check points,jumping mechanics,change or inverted controls,low health,camera,no aim assist, hard AI and bosses,or hitboxes.All of these people who complain about this stuff should watch this video, especially critics.I can understand glitches but besides that the point of videogames is to deal with all the struggles that come at you and conker them.I thought that's the reason why we play videogames is to conker struggles just like real life and enjoy the game that we finished, but I guess I was wrong.

  34. Some books are hard to read, some movies have very challenging content that's difficult to watch, some games present a real challenge to the player. These are all good things, they elevate the medium

  35. A challenge is good but some challenges are just unnecessary lol. I do really like how Star Wars The Force Unleashed does it where you have to beat the game before you can skip to any level you want. They also let you change between the 4 difficulty settings at any time without restarting the levels or putting you back at your pervious check point. Truly genius! ??

  36. Reading "gaming" juranlist writing about games that should have skip button for though parts of the game make me feel this same what watching Brit plays Dark Souls with sword&shild combo. Insecurity.
    Why person that constantly mention that games should be more like DMC, dosn't play other games with this same attitude?

  37. I'd say, speaking in the most general terms possible, a game's first obligation is to entertain. For such an open ambition I feel it is fair to ask whether we're allowed to skip segments we might get stuck on, to reach another faster or just don't enjoy for whatever reason. Plenty of games feature skippable tutorials and narrative segments despite being important contextually, so why can't the same be true of gameplay as well?

    That said whether a game HAS TO allow you to skip is still a question I feel lies in the developer's hands and how they feel such an implementation suites the game. Should Dark Souls allow you to be able to skip certain vital bosses? The game's core philosophy answers with a pretty definitive : no. That game's challenges are deliberately set up to reflect it's own thematic vision of overcoming adversity through perseverance in the face of great odds, and being able to tap out would actually gut the intended heart of the game. To that end, maybe it's just not your kind of game if you're not deriving enjoyment from the experience it offers and maybe your interests might actually lie elsewhere. That it's kind of navel gazing to insinuate you have a better understanding of how a game might operate if you're not willing or able to give it a chance. Just a thought.
    Would it be nice or really harm the experience of a game like Half Life or Halo though if one could just skip chapters like Water Hazard or others on the principle that the it's mostly mechanical and narrative fluff which are fairly modular and don't include teaching of necessary skills going forward from the word go? I still think we're free to ask that question.

  38. Gaming "journalists" are the scum of the earth. If people could just stop reacting or just flat out clicking on their rubbish clickbait "articles" the gaming world would be better off. I commend TGBS though for talking about something that should be natural and self-evident in such a nuanced way. You are really the best gaming channel behind Ranton

  39. Love this video. DMC3 is perfect example and it shows that challenge is important in games, and he shows how special videogames are.

  40. Linear games should hape level/chapter select open from the start. "skip boss" button in very demoralising and a bad solution in my opinion.

  41. you just DESTROYED any possible argument in favor of skip buttons and forced easy mode. Anyone arguing in favor of these is AUTOMATICALLY WRONG. Thank you.

  42. the movie and book analogies made by game non-journalists are pathetic.
    you do not have access to all the contents of those. the meaning is something you have to find on your own by following the story in order, soemtimes reading/watching more than once to catch it all. This is not handed to you always and it is not a rule. Just because you see all of the scenes doesn't mean there is unrestricted access. People who watch all the scenes of a movie in an arbitrary order will not understanding it, therefore having a lesser experience.
    The issue is with game pretend-journalists who see videogames as a medium of no depth in the first place, therefore just looking at content with your eyes equals to experiencing it without any loss. Not incidentally, it's always the terrible ones who push for skip buttons. That's equivalent to someone who can't read demanding philosophy books should be easier, using exclusion or other tactics as scapegoats. No thanks. Learn to play the god damn videogames, it is your job after all. The execution of every other job entails knowing how to do your job. This should apply to game journalists too.

  43. as someone who plays almost everything on the hardest difficulty.


    it does not hurt you in any way if someone else gets an extra easy mode or a skip button. at all. your life isnt effected in any way.
    it is elitist. and its super cringey.

    of course its subjective and up to the dev what they put in the game. but someone actually choosing to just experience a story should be allowed.
    play skyrim on legendary without exploiting crafting and enchantment upgrades. its not fun or realistically doable.

  44. Jak 2 & 3 had the right idea with you unlocking a mission select.

    You had to beat the game at least once; but, after that you can jump to whatever mission you feel like replaying.

  45. It's depressing to me how relevant this video is right now, people really need to start understanding that they should actually learn to play a video game instead of selecting an easier option on the menu completely disregarding the intentions of the game. This is microtransactions-tier stuff to me

  46. i have never seen anyone make these straw man arguments you present in this video. most people i know just think its silly to crucify someone for suggesting that difficulty settings would help a games appeal.

  47. Так и знал, что русский. Слишком витеевато формулируешь мысли

  48. So I've been able to beat Persona 5 and 3, but I'm still stuck on Izanami No Okami in Persona 4. I looked up a video to show the battle and watch the last few cutscenes, but this video has encouraged me to finish that game and beat it myself! Next up will be Revelations Persona, Innocent Sin, Eternal Punishment and the Devil Survivor games.

  49. I would argue in favor for multiple difficulties as long as it doesn't come at the expense of all challenge being remove from all difficulties.

    For example. Kingdom Hearts 3 released with 3 difficulties, easy, normal, proud. You can play proud mode with your eyes closed and win nearly every fight. No joke. It is so easy that there is no difficulty choice. Ih Proud mode was actually hard but the game also had a piss easy mode, then whatever. I don't mind that.

    I wouldn't even mind if the next souls game had an easy option where you do double damage, take half damage, more potions, everything is cheaper or something like that. Basically if the other difficulties don't suffer as a result of it having an easy option, I really don't see the problem.

    Now I will agree that pushing yourself is more satisfying but that is up to the player IF and only if the developer wanted to put in difficulty options. If the guys from FromSoftware say no easy mode, then that's that. Developer freedom yields better result IMO. But then this goes both ways. If a developer does want to offer an easy mode, I don't think the developer or the people using said difficulty should be shunned for it.

  50. When I was a little kid, I played Kingdom Hearts II, and the hardest boss I had to fight at a certain point was Demyx (players will know exactly what the f I'm talking about). I remember having this exact same wish back then that I could just skip bosses with the press of a button and get to continue, and that was one of the most boneheaded thoughts I've ever humored. It took me weeks to beat that boss, and I threw some hard tantrums, but the thing about games is, they only have a real purpose when they force you to overcome obstacles. What these dumbass game "journalists" don't understand is that depriving games of the obligatory nature of their challenges ruins the entire point of video games as a medium of entertainment. Games are there to teach discipline, and to force you to problem solve through tough situations, as you have to do in life. Without that, games have objectively little value.

  51. I would fuckin kill a game journalist if he starts wining about doom's difficulty, i play ultra-nightmare and die a lot but i still like it because it's challenging

  52. I enjoyed this particular articulation of my own thoughts greatly:

    "If you could just pick any chapter in DMC 3 the second you booted it up that would kind of ruin the impact of that moment of triumph even for the people who wouldn't ever use such a function. The feeling that playing and succeeding is the only way to be here in this fight is the glue that holds masterpiece moments like this together."

  53. I think it goes a bit far to say that challenge is the core of video games. I come to different types of games for different reasons, and sometimes I just want to unwind with an easy as piss game. It really depends on the type of experience the game is aiming to be.

  54. People keep insisting I'm nitpicky when I say I dislike infinite continues, and that they sap the fun out of a game for me even if I try to ignore them, but this video basically encapsulates my issue perfectly.

  55. To me, adding an easy mode or an option to skip bosses in difficult games would be like if movies constantly explained what was happening and told you exactly what everything represented and what the themes and symbols were.

Leave a Reply

Your email address will not be published. Required fields are marked *