this post was submitted on 22 Jan 2025
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Mario Wonder both had a “baby mode” mechanic and yet also had some genuinely interesting and challenging levels.
Celeste is extremely difficult yet also has a baby mode feature.
Many games have a “tell me a story” difficulty level which is more or less the same idea.
Games having an easy difficulty without detracting from the game’s main challenge and balance is not a problem IMO.
Don't tell Soulslike players that. They think that even the slightest concession to accessibility makes the game unplayable garbage, even if you choose not to use it.
The real problem with the "improved" SMB from the post is not that it has ways of making the game easier, it's that the "fixes" amount to a microtransaction hellhole, complete with intrusive prompts.
I'm all for games with configurable difficulty. Nobody thinks less of Doom for having difficulty settings. But everybody does think less of games that pair frustrating mechanics (like difficulty spikes or countdown timers) with bypass MTX.
To use the default controversial genre, I think that a soulslike with difficulty settings would work just fine. But a soulslike where your healing flask only restores one charge every ten minutes unless you buy more charges from the store (but store-bought ones can exceed the normal maximum) or where game-breakingly OP equipment is available as MTX would not go over well.