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
| Just Cause 3 | Hitman | Dark Souls | |
|---|---|---|---|
| Damage you take | Dozens of bullets | A few shots | Even weak enemies kill |
| Pushes you to | Charge in recklessly | Kill from the shadows | Parry, backstab, dodge |
| Intended feeling | Action hero | Silent assassin | Earned triumph over odds |
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
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.
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