Back in the 80s and 90s, I don’t remember computer RPGs offering difficulty modes — although first-person shooters sure as heck did. In fact, I vividly recall how Wolfenstein 3-D would outright taunt the player with difficulty levels ranging from “Can I play, Daddy?” to “I am Death Incarnate.” The easiest of those, I should mention, was illustrated by your hero’s portrait wearing a baby’s bonnet and sucking on a pacifier.
This got the point across to the player fairly well: If you go the easy route, you’re a baby. Even though it wasn’t a multiplayer game and no one else would ever know, the player would — and so the player’s pride and honor were attacked.
In me, at least, this cultivated a long-standing tradition when it came to any game that offered difficulty levels: Never, ever, ever take the easiest one. In fact, never go below “normal” in any circumstance. To do so would be to admit defeat, and that was unacceptable.
I know I’m not alone in feeling like this, because I’ve seen other players mention as such. Easy mode doesn’t exist for us, because even though we’re not Ironmen or Vikings, we have some standard of toughness.
But maybe I’m starting to relent on this, especially when it comes to RPGs.
The thing is, RPGs these days take an insanely long amount of time to complete. Less, of course, than the eternal treadmill of MMOs, but still, you plop Fallout 4 or Witcher 3 in my lap, and you’re asking for a time commitment from start to end that is pretty staggering. These aren’t walking simulators done in two hours or action games done in 20. We’re talking 80, 100, 150+ hours to finish. And that number tends to skew on the high side if the game’s combat is difficult or impedes progress.
Divinity: Original Sin 2 recently put out a definitive edition or somesuch, and as part of that, it offers a new “story mode” that is easier than the easiest mode that it originally launched with. From what I understand, the story mode doesn’t eliminate combat, but it does make it far less punishing and reduces fights as an obstacle to progression.
That actually has some appeal to me. Not every RPG is created equal — nor are their combat systems. Some games have combat systems that aren’t as much fun to me as others, and I’m not the type to relish an encounter that takes 10 minutes to resolve these days. So a more streamlined approach actually sounds appealing, especially if it would let me see more of the game world and experience the story.
Then again, there’s always my pride. And that baby bonnet. And this very public admission that I might be losing my edge in my middle age.