I had a conversation with my girlfriend yesterday while shopping for groceries about difficulty in video games. It is a common topic, one often brought up when someone mentions Dark Souls or a “Souls” game. Elitists will tell you that Dark Souls is a good game because it is difficult and keeps the casuals at bay. Personally, there is an element of superiority when I play Dark Souls or a game like it. I enjoy getting good at a game. Having a challenge just handed to me does not give me that sweet rush of dopamine that most gamers crave. This discussion of difficulty however, did not start with a conversation about “Dark Souls.” It started with me talking about the new Legend of Zelda game: Breath of the Wild.
I have been a Zelda fan since I was a kid. Even though I am part of the generation that would have played Ocarina of Time on the Gamecube special edition disc (which I eventually did), I played it on the original Nintendo 64. I fell in love with the story, the characters, and the addictive exploration-based gameplay. I quickly began learning more about the world of Hyrule and begging my parents to get me a Gamecube so I could play Wind Waker. My parents were not big on video games at the time, so my siblings and I had to scrape pennies together to get it, and when we did, it was so worth it. I love Wind Waker, but at the time, I loved Twilight Princess even more. As a young teen, it was the best version of Zelda because it was the “realest.” It was gritty, dark, and had enough edge to cut you from the couch. As an adult, I have come to appreciate the more subtle elements of games like Ocarina of Time, as compared to (while still a great game) the over-the-top drama of Twilight Princess.
Breath of the Wild is a completely new experience. It’s nothing like the games of my childhood, and that’s ok. In fact, it’s better than ok. I’ve played the old games to death and Breath of the Wild is a breath of fresh air. As of this writing, I haven’t even come close to scratching the surface of the massive open world. I had just unlocked the paraglider when my alarm told me it was time to go to bed. However, with even this small taste (a few hours at most) of Breath of the Wild, I had rediscovered the world that made me excited about Zelda in the first place. Breath of the Wild makes everything larger than life in terms of scale, and it reminds me of the feeling I got when I first played Ocarina of Time. When I was a child, the open world of OoT felt impossibly expansive. Breath of Wild has recreated that feeling.
However, I digress. While Breath of Wild has its magnificent vistas and open world, it also has a surprisingly difficult combat system as compared to the previous Zelda titles. My roommate and I have commented that it resembles “Baby’s first Dark Souls.” Timing/animations and your knowledge thereof rules your success in battle. Combat skill is something that hasn’t truly been a part of the Zelda series, and I enjoy the focus they gave this particular element of the game.
While I explained this to my girlfriend she asked “Why does that matter?” And the answer is more complex than you might think. The combat in Breath of the Wild isn’t good just because it’s more difficult and has a higher skill-cap. It’s good because it’s a carefully designed experience that is fair. There are no difficulty settings with Darks Souls, or the Legend of Zelda. The game is designed to be the way it is because it has been carefully crafted to provide a balanced experience. Dark Souls harkened back to old-school design principles with its well-thought out yet punishing boss battles, a style which has been ditched for lazier technics and difficulty sliders that raise or lower the health and attack damage of your enemies. When approaching a game like Bioshock: Infinite, most gamers will tell you that the game was designed somewhere between the medium and hard difficulties. An easy mode is included because they want the game consumed by as many people as possible and first person shooters are notoriously difficult for non-gamers to grasp. However, nothing can truly be done about the Dark Souls’ or Breath of the Wild’s difficulty level without altering core gameplay elements. First person shooters will make your weapons more powerful, and give you more health, but Dark Souls can only give you so much health, and you’ll still die the exact same way every time until you figure out how to win.
Personally, I would never give someone a neutered version of Dark Souls or Breath of the Wild, as it would detract from their experience of that work. Similarly, you would not give a perfectly able student a copy of an abridged 5th grade version of Moby Dick and expect them to understand the depth and complexity of that classic novel. Dark Souls and even Breath of the Wild are both like novels, and to understand them you have to struggle and grapple with them like Ahab and the great white whale.
I bring this up because I’ve been hearing a lot of people mention that they would like an easy mode for Dark Souls, and Breath of the Wild reinvigorated my opinion about difficulty settings and the integrity of a single-player gaming experience. Maybe grappling with video games isn’t your past-time of choice. That’s ok, just don’t try to change the classics that already exist.