I don't mind that these games don't have an easy mode and I'm also not against the idea of including one.
The video showed aspects of the game that allow a player to make the experience easier for themselves. Aspects that some fans of the series already have an elitist attitude about, I might add. Would the world end if these things were placed behind menu toggle? Surely the designers behind this game wouldn't approach a hypothetical easy mode by lowering enemy health, increasing drops, removing some mobs and calling it a day.
The video brought up Fire Emblem as an example of a game that introduced difficulty options but still retained the difficulty it's known for. It contrasted Fire Emblem with Spelunky to show how Spelunky handles difficulty through its game design. The thing is that Fire Emblem has these design choices too. There are characters that aren't worth using, there are characters that see good all around growth and there are characters that are overpowered. You can choose to use your buff items on these characters, and you can choose to pair them with someone to further their strengths or mitigate their weaknesses.There are characters that will let you solo the entire game, even on the hardest difficulty. Occasionally there will be tight situations but I could always choose to reset and try again. All of those choices are optional and choose the easier option then that "satisfaction", i.e. the reason some people insist on playing a certain way is mitigated regardless of what I picked .
Translating that to Souls games, what if I beat the game by summoning, grinding, and save scumming? What if I hop online and read a strategy on trivializing a boss? Or the best path of progression? Or finding overpowered weapons early? Am I still getting that "Souls experience" just because there was no menu option? If that's the way I'm going to play, what's an option that's going to lower the difficulty even more going to do?
The video showed aspects of the game that allow a player to make the experience easier for themselves. Aspects that some fans of the series already have an elitist attitude about, I might add. Would the world end if these things were placed behind menu toggle? Surely the designers behind this game wouldn't approach a hypothetical easy mode by lowering enemy health, increasing drops, removing some mobs and calling it a day.
The video brought up Fire Emblem as an example of a game that introduced difficulty options but still retained the difficulty it's known for. It contrasted Fire Emblem with Spelunky to show how Spelunky handles difficulty through its game design. The thing is that Fire Emblem has these design choices too. There are characters that aren't worth using, there are characters that see good all around growth and there are characters that are overpowered. You can choose to use your buff items on these characters, and you can choose to pair them with someone to further their strengths or mitigate their weaknesses.There are characters that will let you solo the entire game, even on the hardest difficulty. Occasionally there will be tight situations but I could always choose to reset and try again. All of those choices are optional and choose the easier option then that "satisfaction", i.e. the reason some people insist on playing a certain way is mitigated regardless of what I picked .
Translating that to Souls games, what if I beat the game by summoning, grinding, and save scumming? What if I hop online and read a strategy on trivializing a boss? Or the best path of progression? Or finding overpowered weapons early? Am I still getting that "Souls experience" just because there was no menu option? If that's the way I'm going to play, what's an option that's going to lower the difficulty even more going to do?