I see where you’re coming from, but when a game’s message is that meaning and purpose is born through hard work and struggling against impossible odds then that message is kinda undercut by a button that turns the struggle off, even if it’s there for a good reason.
I would say that the number of games where that message is core and is reliably reinforced through the gameplay is small.
Getting Over It, for example, would not need an ‘easy mode’, but the vast majority of games should be accessible to as wide an audience as possible - not by compromising the devs’ vision, but by simply allowing players the tools to handle the game at their own pace.
Granted, but I’d argue that dark souls and Elden ring, the typical subjects of this debate, are exactly that. There’s no way to add an easy mode without compromising the dev’s vision. And based on fromsoft’s reticence to add an easy mode, I think they agree.
There’s no way to add an easy mode without compromising the dev’s vision.
It would be as easy as putting a slider to reduce damage taken/increase damage inflicted.
If people want to go experience they can play the og game.
Take Celeste for example. Celeste is a game meant to be hard, beating Celeste is supposed to be a trial for the player, it’s their mountain to conquer.
And yet, Celeste gives so many accessibility options you can trivialize the game. The people that need it get to play the game and the people that don’t need it, play the game as intended.
That’s not to say that Dark Souls should have an easy mode. Just saying that it could, easily, have one. They don’t because they’d rather maintain the image of being a hardcore™ game than help people with less time/skill/capabilities play the game.