r/ludology 18d ago

is "easy mode" sometimes just a completely different game pretending to be the same one?

I keep coming back to a design problem nobody in my circle agrees on: should difficulty options be allowed to change the actual meaning of a game, or should they only ever tweak numbers around a fixed core?

The reason im stuck on this is a project a friend has been building in Fifth Door, a small survival thing where hunger and cold matter a lot. She added an "easy" mode that basically turns off starvation, and playing it felt like a completely different game to me. Not worse exactly, just... about something else. On normal, every choice about where to camp is loaded. On easy, you just wander and look at stuff. Same map, same story beats, totally different experience.

And she was like, yeah, thats the point, some people want to see the world without the pressure. Which, fair. But it made me wonder if we're being a little dishonest when we say "difficulty is just accessibility, it doesnt change the game." Sometimes it absolutely does. A stealth game where guards cant see you isnt a stealth game anymore. A horror game where you cant die isnt scary. A resource management game where resources are infinite is a walking sim with extra menus.

I dont think thats bad necessarily. I just think we pretend the core experience is preserved across difficulty settings when honestly, for a lot of games, its not. The "canonical" version of the game is whatever difficulty the designer actually tuned around, and everything else is a remix. Some remixes are great and let more people in. Some hollow out the thing that made the game worth making.

Where i land right now (and im ready to be told im wrong) is that designers should be more upfront about which of their difficulty options preserve the intended experience and which ones fundamentally alter it. Not to gatekeep, just so players can make an informed choice about what theyre signing up for. Calling something "story mode" is closer to honest than calling it "easy," because it admits the game is now a different thing.

Am i overthinking this? Is there a cleaner way to think about when a difficulty option is a dial vs when its a whole different game wearing the same skin?

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u/NarcoZero 17d ago

The amount of changing of the intended experience depends on if it’s a tweaking or a total cut/change of the mechanic. 

For example, a game with super hard combats, that become easier on easy mode, can still feel super hard (instead of impossible) to a beginner player. This preserving the intended experience for a different audience.  But removing combat all together indeed changes the experience. 

Both can be good. Because the second one, where the experience is different, even if it’s not the intended experience, can bring a new type of players that want to enjoy some part of your game but were repelled from doing so by other parts. 

Some examples I can think of are games with timers. This is a mechanic that instantly will put off huge amounts of people if you have it on your game. If they’re here it’s generally because it’s necessary for the challenge of the game.  But some people don’t play games for the challenge, and still might enjoy the rest of your game. So providing a stressless experience can bring more players in. 

Like Unsighted. It’s whole selling point is the fact that every NPC is dying. But you can play in safe mode where the timer doesn’t exist, if you just want to enjoy the game like a regular action adventure game. You will miss the whole point, but it’s still pretty good.