I’ll be honest: I never thought that the discussion of difficulty vs accessibility would have blown up as much as it did when Sekiro: Shadows Die Twice launched earlier this year. Knowing that the game would feature punishing gamplay with little reward (at least in my eyes), it was not a title that I cared to sink my hard-earned money into. Frustration and the thought of dying over and over and over again failed to appeal to me. Games, from a personal perspective, had always been about the narrative, enjoying the power fantasy of becoming stronger, knowing what I should be doing in a given world with a dedicated set of rules, or a combination of all three.
The current debate that has been raging on, however, is not new. I remember a couple years ago when the Fire Emblem forums and Reddit pages were aflame with the fact that the game developers at Intelligent Systems decided to implement Phoenix Mode into the more recent entries of the strategy franchise. This move was seen by many fans as a concession to the mass market and casual playerbase. And how dare they do so when in days of yore, Fire Emblem was supposed to be a difficult turn-based strategy game where an ill-advised move would see them lose their favourite characters (which they invested time and experience points) in the blink of an eye. ‘This is not my Fire Emblem,’ many decried. Despite the fact that they could play it on a harder difficulty or select ‘classical’ mode and have their characters disappear if they so choose.
Strange isn’t it that the introduction of accessibility managed to push some ardent fans away. Worse still was the fact that they felt the urge to gatekeep the game so that only ‘true purveyors’ of the game could dip their toes into the genre.
Let us also not forget that just before Cuphead was released, a video circulated online where a video game journalist struggled to complete the beginning levels. Gamers all around the world could not believe their eyes and told him to ‘git gud.’ It sparked off a debate about the skills video game journalists and the validity of their reviews when they could not pull off the simplest of moves.
In saying that, though, there is a valid concern about how developers are trying to cater for the more casual player. Video games have evolved. They’ve become more mainstream. And in order to entice new players there has been a need to simplify game mechanics or provide a thorough tutorial for those that have never picked up a controller or used WASD as anything else but letters on a keyboard.
With Sekiro, on the other hand, many gamers are up in arms by the fact that they cannot select or downgrade the difficulty. Many people have had to put it down because they have found it impossible to get past certain bosses. Others, hoping to use Sekiro as the gateway to other Soulsbourne games have found the price of entry far too high and dislike the fact that it does not easily welcome newcomers. I’ve also watched people who fell in love with Dark Souls and Bloodborne also struggling to acquaint themselves with Sekiro. Luke Westaway, from Outside Xtra, is one such example. In a discussion about the game in a Show of the Weekend, he described that despite beating the game, he was still unable to feel the euphoria that came from it. Was it sheer luck that helped him across the line?
Of course, some gamers thrive on the challenge. The Dark Souls franchise has found a niche in presenting almost insurmountable obstacles for players to overcome. For those persistent players, it grants them a dopamine hit as their reward. To triumph over adversity is one of the reasons some people play games. They like to be presented with a challenge. And once they’ve memorised each of the attack patterns for each boss, admired the fact that their twitch reflexes have improved and deduced a sure-fire way to victory, it’s the best sensation in their world.
There is nothing wrong with that. Games are not a medium where one size fits all.
As someone who has tried to teach someone else how to first use an Xbox controller and then how to play first person shooter soon afterwards, it is clear to me that people do not always intrinsically adapt to a new control scheme. They have particular aptitudes to certain genres. These friends of mine, while quickly understanding the simple mechanics that came with role playing games such as Avalon and Dragon Quest, or the button mashing of Mortal Kombat, to use both analogue sticks at the same time took them quite a while to grasp.
I appreciate, too, that gamers with disability should be able to access any and all types of games. But it comes with a caveat. Not all games fit within a given player’s style of play. Sometimes, the player needs to adapt to the game. The games pumped out by From Software are meant to be hard. You are meant to keep dying over and over again. To make the experience easier, in my opinion, would dilute what made the games so special in the eyes of those that have joined its community.
The debate of accessibility versus difficulty is never going to go away. As developers continue to churn out new titles, the question of how much it should cater to the whims of the growing casual market, looking to test the waters, without dumbing down the entire experience will be an ongoing one.
That said, with streaming so widely available and whole YouTube channels dedicated to the playing of video games, if you can’t git gud as they say, some of that time might be better spent watching someone play though the entirety of Sekiro: Shadows Die Twice with a Guitar Hero peripheral. I know I’ll find that more entertaining than watching my onscreen character fall for the thousandth time against a towering Ogre.
I’ll be honest: I never thought that the discussion of difficulty vs accessibility would have blown up as much as it did when Sekiro: Shadows Die Twice launched earlier this year. Knowing that the game would feature punishing gamplay with little reward (at least in my eyes), it was not a title that I cared to sink my hard-earned money into. Frustration and the thought of dying over and over and over again failed to appeal to me. Games, from a personal perspective, had always been about the narrative, enjoying the power fantasy of becoming stronger, knowing what I should be doing in a given world with a dedicated set of rules, or a combination of all three.
The current debate that has been raging on, however, is not new. I remember a couple years ago when the Fire Emblem forums and Reddit pages were aflame with the fact that the game developers at Intelligent Systems decided to implement Phoenix Mode into the more recent entries of the strategy franchise. This move was seen by many fans as a concession to the mass market and casual playerbase. And how dare they do so when in days of yore, Fire Emblem was supposed to be a difficult turn-based strategy game where an ill-advised move would see them lose their favourite characters (which they invested time and experience points) in the blink of an eye. ‘This is not my Fire Emblem,’ many decried. Despite the fact that they could play it on a harder difficulty or select ‘classical’ mode and have their characters disappear if they so choose.
Strange isn’t it that the introduction of accessibility managed to push some ardent fans away. Worse still was the fact that they felt the urge to gatekeep the game so that only ‘true purveyors’ of the game could dip their toes into the genre.
Let us also not forget that just before Cuphead was released, a video circulated online where a video game journalist struggled to complete the beginning levels. Gamers all around the world could not believe their eyes and told him to ‘git gud.’ It sparked off a debate about the skills video game journalists and the validity of their reviews when they could not pull off the simplest of moves.
In saying that, though, there is a valid concern about how developers are trying to cater for the more casual player. Video games have evolved. They’ve become more mainstream. And in order to entice new players there has been a need to simplify game mechanics or provide a thorough tutorial for those that have never picked up a controller or used WASD as anything else but letters on a keyboard.
With Sekiro, on the other hand, many gamers are up in arms by the fact that they cannot select or downgrade the difficulty. Many people have had to put it down because they have found it impossible to get past certain bosses. Others, hoping to use Sekiro as the gateway to other Soulsbourne games have found the price of entry far too high and dislike the fact that it does not easily welcome newcomers. I’ve also watched people who fell in love with Dark Souls and Bloodborne also struggling to acquaint themselves with Sekiro. Luke Westaway, from Outside Xtra, is one such example. In a discussion about the game in a Show of the Weekend, he described that despite beating the game, he was still unable to feel the euphoria that came from it. Was it sheer luck that helped him across the line?
Of course, some gamers thrive on the challenge. The Dark Souls franchise has found a niche in presenting almost insurmountable obstacles for players to overcome. For those persistent players, it grants them a dopamine hit as their reward. To triumph over adversity is one of the reasons some people play games. They like to be presented with a challenge. And once they’ve memorised each of the attack patterns for each boss, admired the fact that their twitch reflexes have improved and deduced a sure-fire way to victory, it’s the best sensation in their world.
There is nothing wrong with that. Games are not a medium where one size fits all.
As someone who has tried to teach someone else how to first use an Xbox controller and then how to play first person shooter soon afterwards, it is clear to me that people do not always intrinsically adapt to a new control scheme. They have particular aptitudes to certain genres. These friends of mine, while quickly understanding the simple mechanics that came with role playing games such as Avalon and Dragon Quest, or the button mashing of Mortal Kombat, to use both analogue sticks at the same time took them quite a while to grasp.
I appreciate, too, that gamers with disability should be able to access any and all types of games. Whether that is by minimising the buttons one needs to press to pull off impressive combos or utilising a colourblind mode.
However, not all games fit within a given player’s style of play. Sometimes, the player needs to adapt to the game. The games pumped out by From Software are meant to be hard. You are meant to keep dying over and over again. To make the experience easier, in my opinion, would dilute what made the games so special in the eyes of those that have joined its community.
The debate of accessibility versus difficulty is never going to go away. After reading a couple more articles, online, though, I realised that I’ve also fallen into the trap of conflating the two issues when they are two different things. As developers continue to churn out new titles, the question of how much it should cater to the whims of the growing casual market, looking to test the waters, without dumbing down the entire experience will be an ongoing one. That, however, should not detract by providing simple quality-of-life improvement options such as larger subtitles or the ability to remap certain control schemes.
That said, with streaming so widely available and whole YouTube channels dedicated to the playing of video games, if you can’t git gud as they say, some of that time might be better spent watching someone play though the entirety of Sekiro: Shadows Die Twice with a Guitar Hero peripheral. I know I’ll find that more entertaining than watching my onscreen character fall for the thousandth time against a towering Ogre.