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Should Dark Souls Have an Easy Mode? (See Pinned Comment)

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The bottom line

Dark Souls is hard because its difficulty is what delivers the sense of accomplishment its designer intends, so a plain easy mode would break the game. The game already lets players lower the challenge from inside its own systems, and any easy mode should be built so players don't miss the point.

Key takeaways

  • Every mechanic in a game nudges players toward one intended experience. 1:18
    • Just Cause 3 lets you take dozens of bullets so you act like a reckless action hero, while Hitman kills you in a few shots to push you toward the shadows.
    • Darkest Dungeon saves every few seconds so you live with your bad decisions. Designer Tyler Sigman said a permissive save system would rob the player of the experience that we intend them to have.
  • Dark Souls is hard so that overcoming tremendous odds feels earned. 2:30
    • Miyazaki says he pursues a sense of accomplishment by overcoming tremendous odds.
    • Tough enemies push you to use parries, backstabs and i-frames. Traps reward players who learn the layout.
  • A simple difficulty menu at the start risks robbing players of the intended experience. 4:14
    • Players have no context at the start, so they may pick easy even though they could handle more.
    • Fire Emblem Awakening added a mode where fallen allies return, and Darkest Dungeon lets you turn off corpses and failed retreats, both while making clear it isn't the intended way to play.
  • Spelunky shows that difficulty choices work best when woven into the game. 0:33
    • Shortcut tunnels give new players a head start, but starting from the beginning pays off in items and unlocks the City of Gold and the final world.
    • Metal Gear Solid V uses S ranks and Mario uses stars and stamps to reward players who take on more challenge.
  • Dark Souls already hides ways to lower its difficulty inside the game. 6:51
    • Ranged spell classes make many fights easier, and you can change class at any time by assigning souls to different attributes.
    • Player messages warn of traps, and you can summon friends or strangers to help with a boss. Bloodborne's Insight lets you raise or lower the challenge.

Dark Souls is difficult because it needs to be difficult to deliver Miyazaki's intended experience - to make you feel weak and insignificant, just to boost the sense of satisfaction when you overcome those tremendous odds.

Mark Brown

Chapter summaries

0:00 Why people ask for an easy mode

Dark Souls' brutal difficulty scares off some players, so an easy mode looks like a fair fix until you ask why the game is hard.

  • Some players want to see the world without dying hundreds of times. 0:37
    • The difficulty comes from exacting combat, punishing death, endless traps and titanic bosses.
    • Veterans could ignore an easy mode.
    • The wish is to explore Bloodborne's Yharnam or Dark Souls' lore without seeing the death screen so often.
    • Some players need more motivation than Git Gud to try the game.

1:18 Difficulty as the intended experience

How much damage you take decides how you play
Just Cause 3HitmanDark Souls
Damage you takeDozens of bulletsA few shotsEven weak enemies kill
Pushes you toCharge in recklesslyKill from the shadowsParry, backstab, dodge
Intended feelingAction heroSilent assassinEarned triumph over odds
Dark Souls' difficulty is a design lever like any other, tuned so that overcoming tremendous odds feels earned.

Dark Souls makes the player feel weak and under threat so that every win feels big.

  • Designers steer play with rewards and punishments. 1:25
    • Sunset Overdrive gives combo points for bouncing on car bonnets and grinding on cables.
    • Enemies swarm you if you fight from the ground.
    • Insomniac is very clear about how it wants the game played.
    • Almost every game does this through its mechanics.
  • The odds in Dark Souls are built to feel overwhelming. 2:43
    • Even the weakest enemies can topple a player who hasn't learned the combat.
    • Boss attack patterns and screen-sized health bars make them look impossible.
    • Walking through Yharnam is dread, because traps and ambushes are everywhere.
    • Without the challenge, every kill, shortcut, survived ambush and toppled boss would feel smaller.

4:02 What an easy mode would change

A plain easy setting would rewrite the design, though some games have found ways around that.

  • Lowering the difficulty would be like loosening Resident Evil 4's rules. 4:02
    • Those rules are moving while you aim, unlimited briefcase items and saving anywhere.
    • Each was chosen to deliver the intended experience.
    • Changing them would fundamentally alter the game.
  • An easier mode can exist if it points to the true experience. 4:25
    • Fire Emblem Awakening softened permadeath, a core part of the series.
    • Fallen allies sit on the sidelines until the next fight.

4:53 Weaving difficulty into the game

Spelunky's rewards pull players into the full run
The game never forbids the easier route. It just makes the intended one pay off more.

Rewards inside the game steer players toward the intended way to play better than a menu choice does.

  • Some games explain the "right" way to play by tying content to hard modes 5:03
    • Easier settings can lock out achievements or trophies.
    • Extra content or "true" endings can sit in the harder modes.
    • This still leaves the problem that players choose with no context.
  • Spelunky's rewards pull players toward a full run 5:53
    • Starting from the beginning gives damsels, money, Kali points and items for later stages.
    • Derek Yu says things like the City of Gold guide players toward my vision of how it's meant to be played.
    • The goal is still genuine accomplishment and cleverness.

6:51 Dark Souls already lets you ease up

Dark Souls hides its easier options in the game, and the challenge is the point of it.

  • Other players soften the suffering 7:05
    • Players are rewarded for leaving truthful messages, not trolling ones.
    • Unspoken rules push players to discuss the game online and in person.
    • Dark Souls makes you suffer, but you never need to suffer alone.
  • Optional paths and tricks lower the challenge too 7:47
    • Super hard bosses are optional, and you can grind for souls and items.
    • Wonky level geometry and odd enemy AI allow cheese tactics on tough bosses.
    • Insight points can go to items or summons instead of raising difficulty.
  • An easy mode is fine if it can't spoil the first playthrough 8:03
    • More Estus flasks and shorter boss health bars would not end the world.
    • It could be a cheat code or buried in the settings.
    • Without the constant fear of death, Dark Souls isn't really Dark Souls at all.

In the growth library

Mark Brown, creator of Game Maker's Toolkit. Difficulty is a tool that delivers a specific intended experience, so a simple easy mode at the start can undermine a game, and difficulty options are better woven into the game itself. Dark Souls, Bloodborne and Spelunky show how hidden, in-world options let players tune challenge while still earning the designer's intended feeling of accomplishment.

More from Game Maker's Toolkit · The whole library, and ask it anything

Transcript122 lines
0:01

This is Game Maker's Toolkit, I'm Mark Brown. And I'm about to ask the most controversial question in all of gaming. Should Dark Souls have an easy mode? Dark Souls, and From Software's other action RPGs, are infamous for their brutal difficulty, which stems from the exacting combat, a punishing death system, endless traps, and titanic bosses who will kill you in seconds. It's enough to scare away some players before they've even tried one of the games.

0:37

So there are those who have asked for a more lenient difficulty setting, which would let them explore the gothic architecture of Bloodborne's Yharnam or the twisting lore of Dark Souls without having to see this screen several hundred times. At first, it seems like a fair request. Most games have difficulty settings, veterans can just ignore the easy mode, and - believe it or not, internet - but some players need more motivation than "Git Gud" to approach the unapproachable Dark Souls.

1:06

But, like Dark Souls itself, it isn't that easy. And first, we need to pin down why From Software made Dark Souls so difficult in the first place. A large part of game design is finding ways to nudge a player towards having a certain experience. This can be done through incentives and punishments. In Sunset Overdrive you're given combo points and special attacks if you bounce on car bonnets and grind on electricity cables, but you're quickly swarmed and killed by enemies if you try to fight from ground level. Insomniac is very clear about the way it wants you to play its game.

1:43

But almost every game is using its mechanics to encourage you to play in a certain way. Just Cause 3 lets you take dozens of bullets to the face so you'll have the confidence to act like a reckless action hero. While Hitman will kill you in a few shots because iO Interactive knows the game is more fun if you're encouraged to kill from the shadows. And this extends to every element of the game. Darkest Dungeon saves your game every few seconds so you'll have to live with your terrible decisions (and those painful random outcomes).

2:11

Designer Tyler Sigman says... TYLER SIGMAN: The way love to play games? I like permissive save systems, who are you to tell me how I should and shouldn't save my game, but when we talked about Darkest Dungeon we realised that would not work - it would rob the player of the experience that we intend them to have". So what experience does From Software intend the player to have in Dark Souls? Well, lead designer Hidetaka Miyazaki has been very clear on this. He says "Ever since Demon's Souls, I've really been pursuing making games that give players a sense of accomplishment by overcoming tremendous odds."

2:43

Tremendous odds indeed. In all five games, the player feels intimidated and underpowered because even the weakest enemies can topple a player who doesn't get the combat system. Pure dread runs through your veins as you tip-toe through Yharnam's streets, because you know that traps and ambushes are everywhere, and that the punishment for death is severe. And the bosses feel legitimately terrifying because their frantic attack patterns and screen-sized health bars make them seem impossible to take down during your first, extremely short encounter.

3:17

But those tough enemies just encourage you to fully engage with the combat system - so you go for parries and backstabs, and drop your shield for a second to regain stamina, and use those sweet, sweet i-frames to dodge through a dude's sword. The traps incentivise observant play and reward those who have learned the game's layout. And the ludicrously tough boss fights give you a genuine rush of satisfaction when you land the final blow.

3:49

Without the high level of challenge, the sense of accomplishment in every enemy killed, every shortcut found, every ambush survived, and every boss toppled would be much smaller - and the player wouldn't get Miyazaki's intended experience. Simply switching to an easier difficulty level in Dark Souls would be like taking Resident Evil 4 and letting you move while you aim, or store an infinite number of items in your briefcase, or save in any location. All of those choices were made because they give you the intended experience. And to change them, would be to fundamentally alter the game.

4:25

Then again, stranger things have happened - in Fire Emblem Awakening, Nintendo added a mode where allies who fall in battle are no longer lost forever - they simply sit on the sidelines until the next fight. That's despite the fact that permadeath is a core part of the Fire Emblem experience. So there are ways to include an easier mode, while clearly highlighting the way to get the true experience. You can't change the save system in Darkest Dungeon but Red Hook does let you turn off other contentious features like enemy corpses and failing combat retreats - while making it clear that this is not the way the game is meant to be played.

5:03

Other games restrict access to achievements or trophies while on easier settings, or put extra content or even "true" endings in those more challenging modes, to better explain the "right" way to play. But that still doesn't fix the fundamental problem that when offered choices - especially at the start of the game, when the player has no context for what the difficulty settings really mean - they might pick the easier option even though they could handle more challenge, and rob themselves of the best, and designer-intended experience.

5:33

A more elegant solution, then, is to weave the difficulty options into the game itself. And one game that does this magnificently is Spelunky. New players can focus on unlocking the tunnels which let you start the game from the jungle, the ice caves, or the temple and get a head start on taking down Olmec. But you'll soon realise that it's actually better to start from the beginning, as you'll be able to collect damsels, money, Kali points, and items that will pay off in later stages - and, more importantly, you'll need to hit every level to get the complete set of items needed to access the City of Gold and, from there, the secret, final world.

6:12

In his post-mortem book, creator Derek Yu said "things like the City of Gold aren’t in the game just to add thematic flavor, they also exist to guide players toward my vision of how it’s meant to be played, in a way that still allows them to gain a sense of genuine accomplishment and cleverness". There are lots of ways to do this - in Metal Gear Solid you can be sloppy and get spotted and just call in a helicopter to mess everyone up but if you want an S rank you're going to need to step up your game.

6:42

In Mario, it's one thing to finish the level but you'll need a keen eye and a good grasp on the controls to get all the stars and stamps. But Dark Souls is stuffed with features that let you set your own level of difficulty. Certain classes, like those that focus on spells that can be thrown from a distance, make many encounters easier - and you can change your class at any time just by assigning souls to different attributes.

7:05

The games also have a strong multiplayer aspect - the world is filled with messages written by other players that warn of you ambushes and bosses and traps (and players are incentivised to leave truthful, rather than trolling notes). Or you could literally summon in a few friends or strangers to help you take down a boss you've been struggling with. Plus, the game's complicated systems and unspoken rules lead you to discuss the game online or in real life, adding to the communal aspect. Dark Souls makes you suffer, but you never need to suffer alone.

7:36

Also, in Bloodborne, you can increase the game's difficulty by giving yourself more Insight - or you can keep the challenge at a more manageable level by spending those same points on items or summons. There are also super hard optional bosses that you don't need to kill if you want to just finish the game, you can grind for souls and items if you have the time, and you can also cheese tough monsters and bosses using the wonky level geometry and weird enemy AI.

8:03

So, yes, you could add in a mode where you get a few more Estus flasks from the beginning and bosses have shorter health bars and the enemies all wear party hats to lighten the mood and the world wouldn't come to an end. Just make it a cheat code or bury it in the settings or do whatever it takes to make sure players don't miss the point and spoil their first or perhaps only playthrough. But just don't forget that Dark Souls already has options for lowering the difficulty - they're just hidden within the game itself so you at least get to feel clever for figuring them out, or you get a sense on camaraderie when you stomp a hard boss with a friendly phantom.

8:37

And also don't devalue the role of challenge in game design. Dark Souls without the constant fear of death lingering over you isn't really Dark Souls at all. Dark Souls is difficult because it needs to be difficult to deliver Miyazaki's intended experience - to make you feel weak and insignificant, just to boost the sense of satisfaction when you overcome those tremendous odds and find a bonfire, or open a shortcut, or just destroy a massive boss monster.

9:16

Thanks for watching. I wanted to take a moment to thank everyone who has submitted non-English subtitles on any of my videos. It's awesome to see Game Maker's Toolkit in French or German or Portuguese or Russian. That's one massive way of supporting the show - you can also subscribe, leave a comment, or pitch in via Patreon - like these top tier subscribers.