The bottom line
Difficulty is a set of design tools that a designer uses to craft a specific experience, and it works only when the challenge feels fair and the player can adjust or step around it. Silksong shows both sides, since its challenge is rewarding when fair, but its unfair parts and lack of difficulty options frustrate players.
Key takeaways
- Designers make games hard for three reasons. 1:49
- Harder wins feel better, fit the story, and force players to use every mechanic instead of dull, repetitive strategies.
- Miyazaki says he wants players to feel the joy that comes from overcoming hardship.
- A hard game works only when it feels fair. 5:24
- Fair means you can learn from mistakes, feel yourself improving, and blame yourself for slip-ups.
- The Last Judge took a long time, but the player kept going because a path to victory was visible.
- Unfair design pushes players to quit and ruins the reward. 6:36
- Silksong's long runs back to bosses, random patterns and ammo that doesn't refill on death cause this.
- The player then feels only relief at winning, or never wins at all.
- Letting players adjust difficulty widens who can enjoy the game. 7:27
- What counts as challenging differs for every player, like a 12-second 100m dash for a child or for Usain Bolt.
- Tunic's accessibility options let the writer's wife enjoy its secrets despite its crushing bosses.
- Silksong lets players get around difficulty by exploring elsewhere. 9:17
- After getting stuck on the Savage Beastfly, new powers, charms and health made it much easier on return.
- Optional bosses, banking rosary beads and the ammo mechanic all push players to go elsewhere.
Difficulty is a careful balancing act. We want players to feel challenged, maybe even frustrated, but we also want them to get that moment of catharsis from winning before they go all the way into rage quit.
Mark Brown
Chapter summaries
0:00 Intro
Silksong's brutal difficulty has become the main thing people say about it.
- Silksong turns the dial further than the first Hollow Knight. 0:48
- It is a Metroidvania about upgrades and secret passages, with a large cast of punishing bosses.
- VGC gave it 3 out of 5, calling the challenge demotivating and sadistic.
- Even early and mid-game bosses need dozens of failed attempts to learn patterns, safe spots and phases.
- VGC praised almost every other aspect of the game.
1:49 Why Make a Game Hard?
Difficulty is a design tool that serves satisfaction, story and play style.
- A struggle makes the win memorable. 2:03
- A boss beaten on the first try barely registers.
- An hour of slow improvement makes the victory unforgettable.
- Beating the Last Judge left Mark with sweaty palms, a racing heart and an involuntary ahhh!
- You don't get that with an easy game.
- Difficulty can mirror the story. 3:02
- In Celeste, Madeline stubbornly persists up a mountain, so the player must too.
- A kingdom of misery full of one-hit enemies would feel dissonant.
- In Pharloom, other characters fail their pilgrimage, and Hornet and the player must grow to succeed.
- Hard games make players use everything. 4:01
- Furi demands patient dodging and parrying, then a strike at a rare opening.
- If you could run up and wail on the boss, the game would be dull.
- Difficulty acts like a teacher, punishing wrong play and rewarding right play.
5:24 Fair or BS
| Fair challenge | BS challenge | |
|---|---|---|
| Mistakes | Clearly your own | Random patterns, troll moves |
| Progress | Lasting longer each try | Long repetitive run back |
| Retry cost | Ample chances to repeat | Ammo not refilled on death |
| Winning feels | Triumph | Relief, or you quit |
Making a game hard is easy, but keeping it fair is the real work.
- Cheap difficulty alienates almost everyone. 5:29
- Spikes everywhere and a restart from the very beginning would lose 99% of players.
- The goal is to challenge, even frustrate, but to deliver catharsis before the rage quit.
- In the Last Judge fight, Mark lasted longer each try and every mistake was his own.
- Unfair design breaks the reward. 6:36
- Unpredictable troll moves push players to anger and to calling the game sadistic.
- The player who wins feels only relief that they never have to do it again.
- The first design goal, a rewarding triumph, no longer holds.
7:27 Adjustable Difficulty
Letting players set their own challenge lets more people enjoy a game, and Silksong offers no such option.
- Difficulty is a catalogue of tools, and player-set difficulty is one more of them. 7:34
- Difficulty modes and assist options are the most obvious form.
- Silksong, like the original Hollow Knight, has none.
- The designer's tools each change the game and the player's relationship with it in a unique way.
- The writer calls the missing options a shame.
- Options matter because what feels challenging differs for every player. 8:17
- A 12-second 100m dash is tough but possible for the writer, impossible for a child, and laughable for Usain Bolt.
- Adjustments let everyone find a place where they feel challenged.
- Silksong is also about untangling a web of maps and understanding deep lore.
- Players who can't beat the bosses would miss those parts, as Tunic's toned-down bosses let the writer's wife enjoy its riddles.
9:17 Explore Elsewhere
Silksong's own way to adjust difficulty is to let you leave a hard fight and come back stronger.
- The Savage Beastfly is hard because of crowding, not complex patterns. 9:34
- It spawns many enemies that block you and drain your health.
- Overlapping patterns make safe spots almost impossible to predict.
- The boss itself has simple patterns to avoid and exploit.
- Rather than quit, the writer explored elsewhere and found powers, more charms and more maximum health.
- The whole game is built so that you can go elsewhere. 10:27
- Many bosses are optional, and few block progress.
- Rosary beads can be banked, and ammo needs topping up from enemies, so you are not tied to one boss.
- In Hollow Knight 1 you had half as much mana until you found your corpse. Silksong has no such penalty.
- If stuck, you might find a friend to help, an item that eases the fight, or just take a break.
11:46 Conclusion
Difficulty is a set of tools to use with care, and players should be able to adjust or sidestep it.
- Designers should always consider ways for players to adjust or get around difficulty. 12:03
- For the writer, Silksong is still in the sweet spot: tough, but survivable.
- The writer ends by asking viewers where the game sits for them.
- The tools must be deployed carefully, as a huge set of disparate parts.
In the growth library
Mark Brown, creator of Game Maker's Toolkit. Difficulty is a toolkit rather than a single dial: it can raise satisfaction, mirror the story and force deeper play, but it needs to feel fair and give players ways to adjust or step away. The example worth watching is Hollow Knight: Silksong, where the Last Judge shows fair difficulty and the repetitive runbacks and random boss patterns show the BS that drives players off.
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