Would you rather stop playing a game than lower the difficulty? The First Berserker: Khazan devs reckon you would
Would you rather stop playing a game than lower the difficulty? The First Berserker: Khazan devs reckon you would

Would you rather stop playing a game than lower the difficulty? The First Berserker: Khazan devs reckon you would

This easy mode gate keeping idea needs to die. Git gud needs to go with it. I'm glad that there are games that give a challenge to those that want it but there should be a happy medium between "Mash attack until victory" and "memorize every attack pattern and still get stomped." Or at least a setting that most games have that let's you experience the story while playing.
If the intense and strategic combat is the gameplay a person dislikes then what's the difference between you playing the game for the story or watching a play through?
Lies of p has a difficulty slider that decreases damage from the enemies and increases the party window. That really doesn't do much. You still need to "memorize" the moves no amount of button mashing saves you even on easy.
The only way to really give an easy mode while not throwing combat out the window would be to heavily slow attacks, lower complexity, and decrease damage while changing enemy placement and consistancy. Sure, a game could do that no problems with that, but that's a lot of dev time to build something against the games ethos. Every map has two or more varients. Every boss two or more movesets. If this is a devs vision fuck yeah but that's a lot to put in when the issue is people don't like the core concept
Do we argue horror games should have options for low horror so we can enjoy it without the horror? puzzle games should have a second set of easier puzzles for those who find them too hard? Story centric games should have low-story varients for those who still want to play? That dating sims should have aromantic varients for those who just like the comedy? Sure, if a dev wants that, good on them. Current games don't need to change though.
The intense strategic combat where numbers change little and skill changes everything is the point. That's what these games are built around it's their fundamental concept. If you don't want to engage with this and still want the story do what I do with the Warcraft series. Watch playthroughs, or story breakdowns. I hate their gameplay but will never argue they need to spend dev hours catering to me by making something antithetical to their core MMORPG concept.
Edit: with lies of p people complained that the difficulty slider didn't do much as they still had considerable difficulty. They were right and this displays my point. To make an easy mode work there needs to be considerable effort put in. Otherwise it doesn't fix the core issue. The entire point of the system is that numbers mean little to difficulty but skill, rhythm, and practice mean a lot. Changing the numbers will thus not have much effect. New movesets, enemy placement, and quantity must be adjusted for each level of difficulty. This is a large task with little benefit
Yes! A huge number of games have toggles that allow people with specific phobias to enjoy the rest of the game. The most common example is a spider toggle. Since up to 6% of everyone copes with arachnophobia.
This one made me laugh, thanks. That said, we do have entire comedy genres making fun of "Unskippable" cut scenes.
A skip button feels like a basic courtesy, but what I really want is a pause button. Life happens, and I can't count the number of games that I've just stopped playing because the only option when my dog was throwing up was to skip the cutscene.
VCRs were invented a long time ago. I find it wild that game developers haven't figured out how welcome pause, rewind, restart, and skip ahead would be. I'm not dropping quarters into most games to play, anymore.
Slowing the game down and reducing the damage done by bosses isn't rocket science. It's like ten lines of code, which have been written so many times an AI can probably provide them.
Different people have different capacities to engage with a game. The world is a better place with some simple accessibility concessions.
We don't need to make excuses for game developers who don't even do the minimum, unless it's their first game.
Edit: To me, the "Watch a playthrough" argument misses something fundamental about why people choose games over movies.
I don't mind strategic combat (I play Civ, BG3 on harder difficulties) but I hate grinding combat and play those games on easy.
What that means is I don't play walking simulators. If I'm railroaded into a story, the combat better be damn good or I'm refunding the game or at best uninstalling it. I'd rather pay $100 for something like the outer worlds with a really interactive and replayable story than $20 for something like greedfall where it's just a tv show with spamming buttons every so often.
It sounds like that's a happy medium between "Mash attack until victory" and "memorize every attack pattern and still get stomped."
None of these are analagous to the accessibility options people want in soulslikes. None of these are literally unplayable for people who simply don't like the genre. If you don't like the horror aspects of a horror game, you can look up when jump scares will happen. If you can't figure out a puzzle, you can look up hints. There's nothing preventing you from sitting through a story you aren't interested in. Contrast all of these with Remnant: From the Ashes, which I desperately wish I could play because I like the story and the gameplay, but I can't because there isn't a single boss I can beat. I can't just look up the answers to a puzzle online, I can't just sit through a story that I don't find interesting, there is literally nothing I am able to do to progress. Giving me the option to reduce the insane health pools on bosses would take nothing away from the people who like chipping away at a brick wall for half an hour.
What an insult to the writing teams. The only game I can think of that this actually applies to is IWBTG. Numbers change little? The game you're describing is Sekiro. Every single other soulslike in existence relies heavily on boss enemies having really big numbers and the player having really small numbers. What "strategic combat" is involved with killing the Orphan of Kos? Hit enemy, don't get hit, repeat.
Yeah, exactly. People should have fun. In fact, I wish all games would include cheats. Sometimes I want to go crazy.
It was great back when they did. The ability to press a bunch of buttons and get a jetpack and an uzi and an airplane only improved GTA
I enjoy Lords of the Fallen because when you die you are not immediately dead but in the Umbral World where you can continue to fight mobs/bosses and only if you die there you are really dead. So kind of having 2 lives in Mario :) the first hours or so it feels like a solstice that has a balance between button mashing and hard-core boss training.