26/03/2026
Administrator
The internet had a meltdown when Elden Ring players asked for an easier difficulty option.
The discourse was toxic. "If you play on easy mode, you're not experiencing the real game." "You're not a real gamer if you need help." "Git gud."
This gatekeeping is embarrassing. And wrong.
The Gamer Gatekeeping Problem
There's this mentality in gaming that difficulty is a moral achievement. That suffering through a hard game makes you "better" than someone who played on easy.
This mentality is borrowed from competitive gaming and esports, where skill actually matters. But it's been applied to single-player games where difficulty is just a design choice.
Nobody thinks you're a "bad reader" for reading an easy book. Nobody thinks you're a "bad movie watcher" for watching comedies instead of arthouse films. Why is gaming different?
What Difficulty Actually Is
Game difficulty is not a character test. It's a tone setting tool.
A game designed for hardcore players has a specific vibe. Constant threat. High stakes. Frequent failure. Some people love that. It's engaging.
A game designed for casual players has a different vibe. Relaxation. Exploration. Progress without punishment. Also valid.
The same game can be experienced beautifully on multiple difficulty levels. You're not experiencing a "lesser" version on easy mode. You're experiencing a different version.
Think of it like a movie with different audio options. Watching a movie with subtitles doesn't make you a lesser viewer. You're getting the same story, different presentation.
Why People Play on Easy
Here's what hardest people don't understand: life is hard enough.
Some people work stressful jobs. Some people are dealing with depression or anxiety. Some people have limited time and want to experience a story without the frustration.
Some people have disabilities that make precise controls difficult. Some people are older and their reflexes aren't what they were.
Some people are just learning English and find games easier to understand on lower difficulty.
None of these are reasons to feel ashamed.
The Accessibility Argument
Game developers are finally understanding that difficulty options are accessibility features.
If you have arthritis, you might not be able to play a fast-paced action game on hard. An easy mode lets you experience it.
If you have ADHD, you might need lower difficulty to reduce the sensory overload. An easy mode helps you focus on story.
If you're colorblind, you might need specific visual adjustments. If you're deaf, you need captions. If you're blind, you need audio descriptions.
Difficulty is part of accessibility. It's not "cheating." It's necessary design.
What "Hard Mode" Actually Tests
A lot of people think hard difficulty tests "real skill." But what does it actually test?
It tests pattern memorization. It tests reflexes. It tests frustration tolerance. It tests how much free time you have to retry sections.
It doesn't test whether you're intelligent. It doesn't test whether you appreciate the game. It doesn't test whether you're a "real" gamer.
Some of the most intelligent people I know beat hard games slowly and carefully, reading every piece of dialogue, taking notes. Some of the least intelligent people I know beat them through pure reflexes and pattern matching.
Difficulty is not a proxy for intelligence.
The Speedrunner vs Story Player
Here's what's interesting: speedrunners often find hard difficulty easier than story players.
Why? Because speedrunners have optimized routes. They know exactly what to do. They've practiced thousands of times. Hard difficulty is just executing the known solution faster.
A story player experiencing the game for the first time at hard difficulty is actually navigating more unknown challenges. They might not use the "optimal" approach. They might explore more.
This person is engaging more with the game. But they'd "fail" a hard mode playthrough because they're not approaching it like a speedrunner.
Difficulty isn't a simple scale.
My Personal Experience
I used to care deeply about playing games on hard mode. It felt like a badge of honor.
Then I got older. I got busier. I got a job where I stare at screens for 8 hours. I came home wanting to relax, not stress.
Playing games on easy mode has made me enjoy gaming more, not less. I'm actually finishing games now. I'm experiencing stories. I'm having fun instead of frustration.
And you know what? I don't feel like I'm doing it wrong. Because I'm not.
When Hard Mode is Actually Worth It
Some games genuinely design hard modes well. The challenge adds to the experience.
Souls games (for people who want that experience) have their difficulty as central to the design. Fighting your way through difficulty is the point.
Competitive games have difficulty through other players. That's different.
But a lot of single-player games just feel artificially harder on hard mode. More HP. More damage. Less resources. That's not fun design. That's lazy design.
The Real Problem
The real issue isn't easy mode. It's that game discourse has become insanely gatekeepy.
Gaming used to be about fun. Now it's about proving something. About status. About being a "real gamer."
The result? People who like games but aren't competitive are made to feel unwelcome. That sucks.
What Actually Matters
Did you enjoy the game? That's the only question that matters.
If you beat it on easy, you beat it. If you beat it on hard, you beat it. If you got partway through and quit, fine. You got some enjoyment out of it.
Your experience is valid. Your way of playing is valid. Your difficulty choice doesn't make you more or less of a gamer.
The gatekeepers are insecure about their own identity. Don't let them make you feel bad about how you play.
Play however brings you joy. That's the whole point.