There was a thread like this about Cuphead. In it, I posted responses from a bunch of developers about their thoughts on including easier modes, compromise, and artistic intent. Everything below are those posts:
So I was going to ask a rhetorical question about how game devs actually feel about this but then decided to just go ahead and ask them. I reached out to as many developers as I could through their email or twitter with these questions:
Email:
Has the inclusion of easier modes affected the design of a game’s intended base difficulty?
Has the inclusion of easier modes/options made you (as a studio collective) feel as if your artistic intent of the experience had to be changed?
Twitter:
Do you feel like the inclusion of easy modes/options affects the design of a game's intended experience at base difficulty?
Feel like it would affect your artistic intent to include accessibility (for difficulty) options? Thanks!
So far I have gotten responses from The Game Bakers (Furi), Team Meat (Super Meat Boy), and Bombservice (Momadora series).
1) The Promenade mode in Furi doesn't affect the game's intended difficulty. It's actually a shorter mode more than an easier mode (but shorter means easier in this case). It's a different experience.
2) The promenade mode does affect the intended experience. For some of the team it's a necessary tradeoff, but they'd have prefered having only one difficulty. Some other think they had different content in the game: gameplay challenge but also story and world building. They wanted to offer a way to appreciate the second without being blocked by the gameplay. The design that we kept for the promenade mode is not much a tradeoff, as it's a different experience, and you can't really unlock everything with the promenade mode.
cheers
Emeric
-Team Meat: Depends on the game. There won't be an "easy mode" of Super Meat Boy...only a harder mode...and that's the dark world.
-Me: Care to elaborate. There's quite the debate about artistic intent on dev side, in my community. If game is designed with easy/hard from get go, would you compromise intended difficulty design for sake of better designed easy mode?
TM: It's a cost to benefit ratio thing. Making an easier Meat Boy means remaking hundreds of levels. That doesn't make sense for Meat Boy because Meat Boy is a platformer that's meant to be hard...so it doesn't fit the design to make it easy, it fits the design to make it hard which is why there's a dark world. Other games, it's up to them. If they feel it makes sense to do an easy mode, more power to them. If they do it and they feel it's compromising their vision...then they shouldn't be doing it..I don't know why anyone would do that if they felt that way so it sorta feels like a a complete non-issue to me. TLDR; Make the game you want.
Not really. I include it because I know some people would like options like that to enjoy a game
Just gonna leave this here. Hoping for more responses, soon. Emeric's answer to the second email question seems to be just what a lot of us figured here, parts of the team feel "there's different content in the game," than just gameplay, such as "story and world building," even though experiencing the game for just that isn't the intended experience. And on the other side, some parts of the team felt that the promenade mode was a tradeoff that they necessarily didn't want because they did want just the one intended mode.
So even from the developers' perspective, there's debates about this, which goes to show there's no one right answer.
I've gotten a few more responses from developers. This time from Deconstructeam (Gods Will Be Watching), Spearhead Games (Stories: Path of Destinies), and Frozenbyte (Trine series)
The experience changes based on difficulty, yeah. But I'm always up for accessibility. It means letting people engage with your creation that otherwise wouldn't because of a challenge barrier. And it depends on the Game, ofc.
As we are in a crunch, we will not able much time to share our thoughts regarding these topics.
In a very direct way, our answers would be:
Games need to be accessible, and not all the studio can afford to develop a game with several difficulty levels.
From there, it is all about compromises.
I believe we tend to stick to our plans.
For example the Trine series stayed going for a direction that's also friendly for players with less experience, and with Has-Been Heroes I guess we kind of went for the opposite direction. So based on this, the answers would be mostly no. Also Trine's easier modes (and also the harder ones) are kind of extra, so they didn't effect the normal gameplay that much.
I'll also note however, that some design directions are picked early on, so I guess you could say that they effect the whole project. This sounds a lot, but it's important to remember that artist's job is to also fit their style to the medium and maybe even to a specific setting.
I hope this helped, but if you'd need more information please tell what community is in question and is there a specific position or worker you'd want input from. We are currently very busy, but this might help to get an answer as I know who to forward your questions to. It might also be helpful to get an example of what kind of things you have discussed already.
Again, different answer coming from different developers. It's a personal subject and seems dependent on the type of game. Deconstructeam says it depends on the game but lets more people experience the game. Spearhead believes the whole game is affected because of an easier mode's design considerations, and that their artistic intent had to be changed (I've asked a follow up question asking for some elaboration). Use of the word compromise is key in their response. Frozenbyte focuses their design on the intended experience and treats the accessibility modes/options as extra that doesn't affect their intended experience. Important to note is how they view their job as an artist: the skill their job requires is producing a product that fits their vision while also making it accessible to others. They seem to see their craft as a service to others. Which is an interesting take because of their previous statement of sticking to their intended vision first and foremost. This shows that it's not inconceivable to be able to maintain the vision while also making it properly accessible where necessary (whether it be by way of tacked on modes or adjusting the base mode/experience, while maintaining the vision of course).
So there you have it (so far). Some teams have a division within their team about this topic. Some believe it only changes the intended experience within the tacked on mode, while others believe it can affect even the tacked on mode. Some see it from a business point of view as a compromise. And some see it as their job as an artist to provide their vision in a way that is accessible to as many as possible, while maintaining that vision.
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