In Defence of Easy Mode

easy mode I don€™t play on easy, I never really have. I€™ve made fun of those who choose that option at the start of a game, whose text I think should be surrounded by flowers and bunny rabbits upon choosing that mode, and that€™s the article I started out writing. Then I started to think about the people who play on easy, and why they don€™t want the challenge the game can offer. For me, that€™s when I get the most satisfaction out of a game, when after hours and hours of wading through the unrelenting hordes I eventually stand a top their bodies and I can leap up, in my underwear, and declare how awesome I am. But maybe that€™s just me, that€™s what I enjoy about gaming. Sure I like the stories, but other than RPGs I€™ve never really found stories in video games that compelling, so I just blast through whatever excuse the game gives me to start killing the bad guys. That was fine until Portal came out. Here was a game which didn€™t have enemies throughout and didn€™t have a difficulty setting but was well written, funny, and I genuinely wanted to find out what happened at the end. Now, the difficulty was fine in Portal, I don€™t know anyone who was stuck for any considerable amount of time and everyone I know who€™s played it has finished it. But let€™s say for argument€™s sake that Portal was hard, like really hard, so hard that some people just couldn€™t work out a chamber. They wouldn€™t be able to finish the story let alone the game. Some people will say, €œWell that€™s the point, they need to get better!€ and that€™s fine go on and say that, but some people won€™t struggle on and just quit. An easy difficulty, with less complicated puzzles, would let them finish the game and the story without punishing them for being bad at the game. LA Noire did something pretty interesting in terms of difficulty. It had a compelling story, making people want to carry on and find out what happens, but there are gun battles in the game which, if you€™re not that way inclined, could prevent you from continuing the story. If you failed a few times the game would ask you if you wanted to skip this section. Great! A compromise between story and gameplay. If you wanted to finish the gun battle you could say no and keep going, but if you just wanted to investigate and go the whole cop thing without the gunplay, you could just skip those bits. It does take you out of the whole experience a little, but so does respawning at the last checkpoint. Game designers set the difficulty according to how they want their game to be played. Halo has €˜heroic€™ which they say is how it€™s meant to be played and they have settings either side of it if you want more of a challenge or less of one. In an interview referred to in The Escapist, Alex Hutchinson, lead designer on Assassin€™s Creed 3, argues that easy difficulty ruins games and allows you bypass mechanics of the game such as having to use cover in a cover based shooter. AC Revelations of course the game that introduced the base defence mechanic which, if you kept your notoriety low, you only had to do once in the tutorial. Alex€™s argument does of course have merit; the game isn€™t being played the way it was designed so you might not feel the way the designers intended you to feel when faced with certain obstacles. Some people don€™t enjoy staring at chest high walls waiting for an enemy to reload, some people like to wander through a battlefield firing a gun in both hands as bullets bounce of them like marshmallows. So what if they€™re not playing it the way the developers intended it, they€™re still having fun. Difficulty can also be built in by users themselves. Final Fantasy VII, a game from 15 years ago at this point, is not a particularly challenging game. The magic you can pick up is far too powerful and there are pieces of armour that just make you immune to entire elements and the bosses that use them. However, there are mods you can get from the community of gamers who still play it that ramps up the difficulty changing item€™s effects, the armour, magic, and even the enemies€™ behaviour. If a game is too easy, then you can make it harder yourself, don€™t use a gun in a shooter simply punch your way to victory, or even just getting 100% in a game which is probably a lot harder than just breezing through the main story. Easy difficulty is like an all access pass, if you want to just wander up to the smiling guard, flash your laminated card, and walk through the story and have the experience that you want, that€™s fine, if there€™s an option for that go for it. But if you want to have to sneak past a burly, angry dude with the flail, who€™s using a dragon€™s tail as a tooth pick, you can do that too. And if there€™s no option for hard or ultra-hard or screw you mode, then make your own, do it with no arms and naked. Games have moved on from the simple €œcan you get to the end€ idea, people can have fun whatever way they like, whether that be just to experience a story or even how much carnage they can create. If you€™re an elitist and think that everything should be at Ninja Gaiden or I wanna be the guy level difficulty and those who can€™t handle it shouldn€™t play, then screw you cause I€™ve still not finished IWBTG. I like a challenge, but I wouldn€™t want to deny someone the experience of a game simply because they€™re not €˜good€™ at it. Easy is an option, not a requirement, just the same as Hard.
 
Posted On: 
Contributor

Living in Scotland, writing, doing student stuff, playing every game I can get my hands on. Except that terrible one, you know the one I mean.