When we play games for fun, we often need a goal system to shepherd us along. This is what makes it a “game” instead of a “toy” - the goals direct the player toward particular experiences. In most cases, the game designer tries to make the experience of achieving those goals enjoyable (though there are deliberate subversions of this as well). But since games are an interactive medium, the designer can only give the player a set of tools and suggest how to use them in ways that will be fun. It’s up to the player to decide what to actually do.
This presents a problem - the player may choose to use those tools in a different and less-fun way if it seems to be a more effective way to reach the game’s goals. As Greg McClanahan put it in his fantastic post Achievement Design 101, “What game designers in general often seem to ignore is that when players are presented a goal, their first inclination is to devise the most efficient (not necessarily the most fun) means of reaching that goal. . . . Show the player the end point, and that player will take the quickest and easiest route, regardless of whatever path the game intended for him to take.”
I think my ironically-favorite part of the discourse around difficulty and easy modes in Sekiro and Soulsborne games is that anti-easy folks make both of these claims:
Adding an easy mode to a Soulsborne game would ruin the intended experience of overcoming challenge through persistence and learning.
Soulsborne games already have an easy mode since you can summon a friend.
I don’t know if I’ve heard any individual person say both these things together - the kettle logic might be a little too obvious if you’re actually saying “Easy mode would be bad, and anyway they already have it and that’s good!” But I also don’t think I’ve seen anyone really address the contradiction here.
As glad as I am to see big-name game designers say that accessibility doesn’t compromise their vision (God of War’s Cory Barlog and VVVVVV’s Terry Cavanagh are the ones I’ve seen so far), and as much as it makes me respect them as creators, as a player I kind of… don’t care?
Like, if a couple movie directors came out and said they didn’t mind when people watching their movies at home pause them, that’s all well and good - but if they said the opposite, I’m still gonna hit pause when I have to go to the bathroom. I don’t really care if I’m breaking with their vision.
It’s great that they have a vision and all, but I’m the one having the experience and I’m going to use my own judgment and my own self-knowledge to improve it whether they want me to or not.
Good games are those which successfully guide their players to worthwhile experiences, so the designer’s intent is key to a game’s quality. This leads some of us to conclude that designer intent should be elevated above player freedom - that players should be prevented from altering a game’s experience lest they ruin it for themselves.
“Decisions like [Dark Souls’s difficulty level, Dead Rising’s time limit, and Far Cry 2’s jamming weapons] might be controversial, but if they’re an integral part of the experience that the developer is trying to create, then the player shouldn’t feel like they’re entitled to be able to mess with this stuff through options, modes, and toggles. Because that would screw with the developer’s intentions and could end up ruining the game in the long run."
—Mark Brown, What Makes Celeste’s Assist Mode Special | Game Maker’s Toolkit (at 22 seconds) (to be fair, the rest of the video adds a lot of nuance to this position)
I strongly disagree with this. To me, the designer’s intent is the starting point and not the finish line. If we cling to it and discourage players from exploring any further, we rob it of most of its value. Here’s why.
When Grand Theft Auto III came out, it introduced a new interaction to the series: players could now solicit prostitutes and then kill them to get their money back.
“To engage with prostitutes in the game, all the player had to do was pull up to certain scantily clad women, who would enter the vehicle in exchange for a sum of money. . . . Disturbingly, players found they could reclaim their cash by simply killing the prostitute with their car after she’d exited."
—Samantha Leichtamer, The 5 Most Shocking Grand Theft Auto Moments
This capability persisted in later games in the series and gave rise to a lot of discussion. Much of the commentary was careful to point out that murdering prostitutes isnotrequired at any point. But of course Grand Theft Auto games are exactly that: games. You don’t have to play them at all. And they’re known as games where a lot of the fun comes from messing around in the sandbox, going on murder sprees that are also thoroughly unrequired. So is there a meaningful distinction to be made here?
I think there is. Merely pointing out that you can do something in a game is incomplete. It treats it as a binary, with the action either allowed or disallowed. But game design is much more subtle than that. There’s a wide range of how allowed an action can be.
Cameron Kunzelman points out the strange assumptions inherent in the discussion around whether Dark Souls should have an Easy Mode and explains why the common objections seem to lack merit. There’s some good discussion in the comments as well.
I don’t have much more to say about Uncharted 2, as it turns out, because I didn’t get through much more of it before giving up and sending it back to GameFly. I’m therefore not qualified to review it, but I’ll tell you that the reason I sent it back was because I disliked (a) the combat (b) the parkour (c) the artifact-hunting, which leaves very very little to enjoy. All that remains is the game’s cinematic components, the dialog and characterization and set-pieces. And there’s the other problem: Uncharted 2 is, even more than its predecessor, far too movie-like.