Naeras said:
Thus I don't see why there should be a problem with implementing an easy mode. It's not, ever, going to affect you, or anyone else in the "regular" playerbase, in any negative way, so what's the harm?
My response to this ties into Windcaler's excellent post regarding the distinction between video games being a product or a work of art.
If video games are to be respected as a work of art, then Miyazaki is to be entitled to a creative and artistic freedom without outside pressure regarding what games are "supposed" to include, or even be. This is the route he and From chose, that is to go about creating a specific, carefully and masterfully designed experience with zero regard for the people who don't care for it, because the intrinsic difficulty is the very basis and aura of his artistic statement.
In keeping with the theme of video games being legitimate artistic statements, I thought of Steven Spielberg and
Saving Private Ryan. Spielberg set out to create a work of art that depicts the most brutal, unforgiving aspects of the second World War. From a business standpoint, if it was possible would it be smart to have 2 showings, one that was his original creation and one that removed the disembowelment and shrieks of pain for those who find that unsettling? Probably. But Spielberg, as the artistic creator, has every right to say "No fucking way, the whole piece is built from the ground up to depict the horrors of war and I'll not have my name attached to a whitewashed and neutered version of it."
Dark Souls, if viewed as the artistic statement and near satire of gaming from 2006 onward that it was designed to be, can be viewed very similarly. I can absolutely understand that the setting, lore, and mechanics can seem intriguing but that the bar of entry can seem to high. However, there are literally thousands of games that have interesting lore and mechanics that are happy to provide easier play because their main goal is to have as many people playing as possible. Miyazaki's main goal was to create a world of indifference to the player, and to have the difficulty and mechanics tie organically into this indifference. Note that I didn't say "punishing" or "unforgiving". The world he crafted is indifferent because:
When you are killed by an enemy, they simply walk away and go about whatever they were doing
Any living or partially living person has very little to say, and isn't all that excited that you're there.
You're not the star of Dark Souls. You're not the most powerful being, out to punish the big bad. You're just another undead, starting your journey as a corpse thrown into a prison where you hopefully are never seen again.
The difficulty is an inherent part of this indifferent isolation. Miyazaki meticulously crafted and excellently thought this out so that if you are among the few who can handle it, and further among the even fewer who succeeded at it, that you are to feel like the hugest badass of video games who should throw a parade for himself. Someone who feels like a badass for beating Dark Souls is not a derogatory thing, and they would only be riding on the emotion that the experience crafted for them. The back of the box explicitly makes this clear. You glance at the back to see if it's for you, and you are told to "Prepare to Die", and that the game is "tense", "fearsome", and has "an incredible challenge that provides an
absolute foundation of achievement and reward".
If you glance at that and decide "Well fuck that", there's nothing wrong with you. It means that
Dark Souls is not your kind of game, regardless of what other aspects seem appealing to you. Miyazaki is under no obligation to make his creation easier to handle, because it's his creation, and it was a profitable business move to do so because he found millions of the people that he had in mind, who were hungry for just this.
I can understand the concept of finding Dark Souls attractive yet scary, because that's precisely what it's supposed to be. Either you want to actually play Dark Souls and love the hell out of it like the rest of us, or you are free to pick among tons of "gothic" action RPGs that are willing to provide different levels of difficulty because they were created from a business standpoint. Not every game needs an easy mode, many games do not have an easy mode and for a very valid reason. There is no rule that every game must in some way be easily approachable, and quite frankly, I am incredibly glad for this not for my sake, but for Miyazaki, McMillen, and any designer who deliberately opts to neglect that notion.