babark: It especially annoys me when developers use difficulty levels as an excuse to pad out gameplay: If you play on "Easy", you didn't get the "Real" ending, or you miss out on several important story points.
kai2: at the same time, I don't think games need to have easy modes (or conversely hard modes). I think games and game creators should be free to make games as easy or hard as they want... even if that makes their property a niche game. Appealing to a very specific audience isn't a bad thing... even though that means I often might not be the target audience.
Difficulty "sliders" can work for some games -- especially those that emphasize story or gameplay -- but IMO game devs have no audience responsibility to institute "sliders" (in the early 90's this entire topic would have been unheard of)...
babark: Certainly the game developer is free to do whatever they want in their game, they could have the entire game consist of a character on the screen constantly berate the player if they want.
But there's no artistic merit in, or artistic integrity being upheld by making a game with a difficulty level where 70% of people would find it frustratingly hard, 28% of people would find it boringly easy, and only 2% of people would enjoy the challenge. There's nothing noble about that decision, nor money-smart- there isn't a niche of players that will dump all the money and praise at your game for finding the exact slot of difficulty that they will enjoy and no one else will.
I'd even go as far as to call it bad game design, and more indicative of the skills of the developer (not in a bad way, maybe they just weren't skillful enough to make a better balanced game).
Understood... but almost completely disagree with your thesis.
If you equate art to commerce, then Hollywood's biggest budget sequels are the pinnacle of art.
No, commerce and commercial success are completely separate to art and artistry. Commercial success does not equal art.
In fact, often art makes no money -- take the career of Van Gogh for example. Yet we'd still consider his work art, yes?
Is it a great commercial move to make a niche game? No, in most cases that is a bad commercial move (although not always -- as Dark Souls or Flower or Journey have proven). But fulfilling a "niche" doesn't often remove the art / artistry... in fact art is born from translating specific perspectives (niches).
As I see it, the need for every game to be instantly, thoroughly, and democratically digestable by every audience is fostered by entitlement. Art almost always asks more of the audience than a product. Art is often confusing and difficult and takes our own energy, reflection, and perspective (and sometimes research) to appreciate. But those who consistently demand commercial, universally-digestable product are in fact refusing artistry and artistic merit.
It could well be argued that any "watered-down" mass consumption product is not art at all.
I am not arguing that every game should be difficult... or that every difficult game is art... but that niche games (like Dark Souls) are in fact art...
... and...
... the fact that a game isn't made for every audience / consumer isn't a negative. For instance... NIOH is a wonderful game. I would consider it a work of art. I respect its artistic merit even though I have never made it more than 3/4's of the way through the game... and may never be able to finish it.
I can respect the artistry... but only because I do not demand that it cater to my level of ability (something many early 90's Nintendo gamers certainly felt many times over!). I do not demand that a mountain become easier to climb just because my ability or interest in climbing is low. If my ability or interest in climbing is low, I don't try to climb the mountain... and certainly don't complain when I fail.
If you were to walk into a medieval cathedral, would you criticize it for not being made to your ability?
Again, gamers should be able to thoroughly enjoy whatever games are "their thing" -- and should never be shamed for their abilities or interests (and this is one thing I detest about gaming culture in general ) -- but IMO demanding universal, "democratic" accessibility even through something like a "difficulty slider" is wrong. If a dev feels a slider works within the context of what they are trying to accomplish, great.... but if not, there shouldn't be a slider just to make a larger part of the "consumer audience" feel an unearned sense of accomplishment.