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Difficulty isn’t just about hardening up, it’s about player enjoyment.
Difficulty isn’t just about hardening up, it’s about player enjoyment.

Pop CultureApril 2, 2019

It’s not about easy mode: FromSoftware and the question of video game difficulty

Difficulty isn’t just about hardening up, it’s about player enjoyment.
Difficulty isn’t just about hardening up, it’s about player enjoyment.

With every new FromSoftware game comes the same debate – how hard is too hard, and why does it matter? Matthew Codd examines this age-old argument and its bogus foundations.

Any new release by FromSoftware – famed creators of Dark Souls, Bloodborne, and now Sekiro: Shadows Die Twice – is inevitably followed with a refreshed discussion about the role that the difficulty plays in those games, and whether they should have an “easy mode”. Because this is The Internet, battle lines are drawn along absolutes: either a high level of difficulty is absolutely integral to these games, and to suggest anything else is blasphemy, or the people arguing in defence of challenging gameplay are gatekeeping jerks who simply want to keep other kids out of their sand pit.

But such issues are rarely so black and white, and there’s a fundamental truth that always seems to get lost whenever the Dark Souls Difficulty Discourse™ crops up: difficulty is subjective. What one player finds to be just the right level of challenge, another player will find laughably easy, and still another player will find insurmountable. Some players will get never get past the first boss of a FromSoftware game; others are out there beating them using Rock Band instrument controllers or nothing but voice commands.

It’s worth noting that accessibility often features heavily in these discussions, though “accessibility”, as the word is often used in the context of video games, often conflates two related but distinct issues. One is the question of whether games should, as much as possible, let players with disabilities access a game in the same way as abled players. Spider-Man, God of War, and Uncharted 4 all offer a variety of settings for things like how subtitles display and changing those “mash a button” commands to let you just hold the button down instead.

The other interpretation of “accessibility”, and what I’m dealing with here, is how the level of challenge built into a game’s design can make it difficult for players, disabled and abled alike, to progress through it.

The combat in Sekiro: Shadows Die Twice has already been hailed and reviled as being universally hard.

There’s truth in the notion that a lot of theme and emotion is carried by the challenges these games present. They’re games about triumphing in the face of odds that seem overwhelming, about finding hope in worlds drowning in despair, brought to life through boss fights that are each their own little journey of clutching onto hope. The first attempt sees you get slaughtered so completely that you don’t even really know what happened, but persevering through retry after retry sees you learn from each death, get just a little bit better each time, until you finally achieve what at first seemed impossible.

When everything clicks into place, that setup can create a feeling of exhilaration quite unlike anything else. I got my first proper taste of this with the third major boss fight of Sekiro. On my first attempt, nothing I tried seemed to have any effect except for this boss reading my moves like a book, parrying every swing of my sword, and countering with attacks that would knock off two thirds of my health bar in one go.

But after a couple more efforts, I started to see the rhythm in his attacks and where he left himself vulnerable, if only for a moment. A few more attempts beyond that, and I started to see how I could use his own defensive tendencies against him: by figuring out how to counter his counters, I could force open gaps in his defence. When I finally beat this boss – some two hours since I first ran into him, and countless deaths in that time – I felt invincible.

Sekiro jumps across flames in Sekiro: Shadows Die Twice.

But that’s a difficult balance to for a game’s designers to achieve. Even if an obstacle seems insurmountable on that first go, there needs to be that glimmer of the possibility that, hey, maybe I can do this. Failure needs to feel like part of a pathway to success, where every death brings you a step closer to victory. If you’re dying repeatedly, especially if you’re not learning anything from those failures, it just becomes frustrating, disheartening, and tedious. And, because difficulty is subjective and every player is different, that sweet spot where the challenge is rewarding – where victory seems plausible, if not immediately achievable – is different for every player. One person’s almost-but-not-quite-insurmountable challenge is someone else’s immovable object.

When that someone else runs into their immovable object – the boss that they just can’t possibly beat, no matter how much they persevere – has the game succeeded in instilling the lauded experience of triumphing despite all odds? Not for that player, it hasn’t.

This is why talk about whether Dark Souls, Sekiro and their ilk should or shouldn’t have an “easy mode” misses the point. It’s not about making things “easy” so much as giving players the tools to tweak the difficulty of the game so that, whatever their subjective experience of “difficulty”, they can experience the feeling of achieving the nigh-impossible.

It doesn’t need to be anything drastic; I’m not talking about redesigning whole encounters. Something as simple as sliders to change enemies’ attack and health levels could be the difference between an impossible challenge and a difficult but achievable one. You could increase the stats on items or increase the rate of rare loot drops. You could slow down enemies’ attack animations or speed up the time it takes to using healing items. Even just a few frames could be the thing that helps get a player get the game to that perfect level of challenge.

Sekiro gets stabbing in Sekiro: Shadows Die Twice.

To go back to my earlier Sekiro example, what if you could adjust the game so that the boss had a bit less health, and thus would go down in fewer hits? For someone struggling to keep focused for the full duration of the fight, that could be the thing that makes the difference. What if the boss did a bit less damage, or the window for parrying his attacks was slightly wider? Each attempt would last a bit longer, creating more opportunity to learn from failure and more chance to spark that glimmer of hope. What if there was a version of the boss with a more limited set of moves, so that there are fewer variables that the player needs to account for? This is a bigger change, sure, but for some players – particularly people who aren’t accustomed to action games – it could be the line between an impossible challenge and a rewarding one.

“But this will be abused!”, some difficulty purists will say. “People would use these tools to make the game too easy!” My answer to that is: so what? If someone uses these sorts of tools to “cheat” and make the game easier than intended, from their subjective level of ability, they’re only watering down their own experience. Besides, this already happens plenty with people funding unorthodox, unexpected ways to “cheese” boss fights, or with third-party mods that add allow for difficulty adjustments that the base game doesn’t offer. All I’m suggesting is to have something more universal and accessible, that’s there for the players who want it.

There’s precedent to say that this sort of approach would work. Celeste, an indie platformer released last year, is similarly built entirely on overcoming seemingly impossible challenges as a metaphor for dealing with depression. Difficulty is fundamental to the very message the game explores, to the point that removing that difficulty would undermine the whole premise of the game.

Celeste was a notoriously difficult platformer from last year that was praised for its accessibility options.

And yet, one of the first thing the game offers you when you start is up is the option of turning on any of a handful of different assist functions – you can slow the game speed, make your character invincible, or skip whole chapters. “Celeste was designed to be a challenging, but accessible game,” it says when you first load up the game. “We believe that its difficulty is essential to the experience. We recommend playing without Assist Mode your first time. However, we understand that every player is different. If Celeste is inaccessible to you due to its difficulty, we hope that Assist Mode will allow you to still enjoy it.”

I don’t know what the stats are on Celeste players making use of those assists, but judging from how much talk around the game since its launch has focused positively on the role of difficulty in the game’s message, I’d say most players are foregoing Assist Mode unless they really need it. Hell, I’m someone who’ll always pick the easiest difficulty option available by default, and I’ve never once had the inclination to use Assist Mode in Celeste.

Dark Souls and its successors and imitators could do the same. Offer those options for personalising the difficulty level, but make a good case for not using them unless you absolutely need to, and I think you’d be surprised how many people will do just that.

It’s not a question of whether games like Dark Souls and Sekiro should have an “easy mode” or not. It’s a question of how these games can help players from wildly different backgrounds, with wildly different levels of skill, experience, and capability to play them the way they’re intended—with victory over almost impossible odds being the prize for your perseverance, but with the spark of hope that gets you there never being completely snuffed out.

Keep going!
The next superstar you don’t know, but you’ve definitely heard: Tayla Parx.
The next superstar you don’t know, but you’ve definitely heard: Tayla Parx.

PartnersApril 2, 2019

Tayla Parx is a pop superstar-in-waiting whose music you’ve already heard

The next superstar you don’t know, but you’ve definitely heard: Tayla Parx.
The next superstar you don’t know, but you’ve definitely heard: Tayla Parx.

She’s written some of the biggest hits across the world the past few years, and now she’s stepping into the limelight. Here’s what you need to know about pop music’s next superstar.

Jessie J co-wrote ‘Party in the USA’ before she found fame under her own name. Julia Michaels co-wrote ‘Hands to Myself’, ‘Bad Liar’ and ‘Love Myself’. Sia co-wrote ‘Diamonds’, ‘Pretty Hurts’, a Flight of the Conchords song, a Celine Dion dubstep song, and an entire Kylie Minogue album. The songwriter-turned-superstar hall of fame is lined with gold and platinum records.

Tayla Parx is the next to be welcomed into the hall. And you’ve already got songs she’s written in your head – you just don’t know it yet.

She is Ariana Grande’s secret weapon

I’m not at all sorry if you’ve only just thank u nexted the song ‘thank u, next’ out of your head. It’s a beautiful ode to your exes, and the potential of owning your past as a way of paving your future. And wouldn’t you know it, Tayla Parx wrote it, along with Grande herself with Victoria Monet (who is no slouch in the songwriting department either).

Even though this song can feel like the musical equivalent of the ‘cool girl’ monologue from Gone Girl, the hook is undeniable. When your chorus becomes a meme, you know you’ve made more than a hit – you’ve made a song that defines an era.

Which brings us to ‘7 Rings’, for which Tayla Parx shares a co-writing credit with Rodgers & Hammerstein, thanks to a The Sound of Music sample. It’s the absolute flipside to ‘thank u, next’, but it proves that Grande and Parx are a working formula, especially seeing as they’ve been working together since Grande’s sophomore album My Everything. The hooks don’t hit you in the face, they sneak into your brain like an earworm and you find yourself singing the chorus when you haven’t even listened to the song in weeks.

Parx’s career is full of songs that do this: Mariah Carey’s valedictory hit ‘Infinity’, JoJo’s comeback single ‘Fuck Apologies’, and the Khalid-Normani duet ‘Love Lies’. They’re undeniable hits, and fit perfectly on every playlist, but it’s not until a few songs later that you realise how superbly catchy they are and how securely you’ve been hooked in.

Her deep cuts are pretty impressive too

Okay, a Janelle Monae song doesn’t exactly count as a ‘deep cut’ but can we appreciate how this song manages to be cute, sexy, smart and groundbreaking all at once? Also, because this song samples an Aerosmith song, it means that Parx has shared songwriting credits with not only Rodgers & Hammerstein but Liv Tyler’s dad too! Just in case you needed to make your seven degrees of Kevin Bacon game easier, should you be playing it in 2019 for some reason.

But no, here’s a genuine deep cut, from across the other side of the globe:

I’m going to put my flag in the ground right now: The best and most inventive pop in the world right now is happening in Korea. If you want to get on the train with sounds that the mainstream is going to be bopping their heads and shaking their hands to in a few years, get listening to K-Pop and experience the beautiful smug superiority of someone who is truly in the know.

Tayla Parx has been a co-writer on a bunch of K-Pop songs, including girl group f(X) and monster boyband BTS and all these songs have a different feel from the rest of their discography, which is no accident. Take, for example, this song:

It’s a little darker than the rest of the f(x) discography, and the girls rise to meet that mood. The beats are a little bit more 90’s R&B, and somehow this throwback makes the song sound even more modern – it makes the shift to euphoric pop, the kind that K-Pop does better than anybody else, more heightened.

What I’m saying is, right now, Tayla Parx has the range. Shirley Bassey eat your heart out.

Also, a Panic at the Disco song?

Music editor confession: I could not pick a Panic! At The Disco song out of a musical lineup if you paid me to. Ditto a Fall Out Boy song. I never had a MySpace account or a Xanga account, and barely had a Bebo account, so the emo music trend passed me by entirely.

There’s about eight writers on this song, but still, it shows that Tayla’s got the (songwriting) range. This couldn’t sound any more different from ‘thank u, next’ or ‘7 rings’. Instead it has that big baroque pop sound that I’ve now, as an adult human with access to both curiosity and the internet, realised is a trademark of Panic! At The Disco.

And also? It absolutely bangs.

And her own stuff isn’t shabby either

There’s a chance with some songwriters turned popstars that their personality gets lost when they’re asked to front it. Suddenly their artform, which they’ve been channeling through the voice of other people, becomes less focussed and dissolves entirely. It’s not like they lose what makes them special, it’s that their actual voice can’t quite carry the weight of it. (Or, you know, they’ve given their best songs away!)

I can safely say that’s not the case with Tayla Parx. Take ‘Slow Dancing’ above, for example. You can see how this could’ve easily been a hit back when Grande was skipping around in her dog-whistle register, but Parx’s voice is more than enough to carry it. Not only does she have the pipes, but she has enough depth in her voice to make even the high notes ring with playful personality. It’s bubblegum-vodka pop, and I’m here for it.

Then there’s ‘I Want You’, which I can see other people turning into a hit, but I can’t imagine anybody selling it as well as Parx. It’s still bubblegum-vodka pop, but there’s a little bit more grit in her vocal here, and little bit more emotion in her voice. It doesn’t just ring with personality, it rings with full-on star power.

Tayla Parx has been here for a while, but now she’s truly arrived. Open up and let her in.

Also, she was in Hairspray

Yup, that’s her in the undeniable feel-good hit of 2007 and still the best film to feature John Travolta in a dress!

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