Mmm, I feel like under heavy time constraints like that, there are worse barriers than difficulty to a game’s experience. For example, it’s hard to appreciate a narrative and big reveals when you’re spreading your play out so much that it’s hard to remember who characters are. It’s also hard to enjoy exploring a large space, and feeling like you’ve covered it well.
Elden Ring, for example, is a massive game. I soared through Elden Ring, as I played the whole franchise (besides what’s locked to PlayStation) first, and happened to stumble into an extremely powerful build. The game still took me 140 hours, including the DLC.
I also still don’t think it’s an accessibility constraint. I’d totally understand why you don’t want to commit to a 150hr experience when you’re playing less than 3hrs a week, you’d be stuck on it for a whole year. But learning over time in little pieces is totally viable. Stuff like muscle memory and skill sticks with you, I could put down Souls for the next few years and when I came back I’d still be much better at it than when I first sat down.
Also, I actually find small time slots one of the best ways to conquer a tough challenge. When I get hard stuck, like I did on the final boss of the ER DLC, I chose to play like, 20 minutes of attempts a night, and then go to bed and sleep on it. We know from academia that studying something right before you sleep helps, since your brain can lock that fresh experience into memory better. You’re also starting each attempt “fresh”, in that you aren’t already frustrated and annoyed by the boss. And this worked great, it took a boss that I couldn’t beat with a whole free evening, and I beat it after only a few days. It’s a technique I’ve used repeatedly.
All that to say, I don’t think difficulty is the best reason to not play a Souls game while working 70+ hour weeks. And I don’t think it’s exclusive to Souls, I’d also avoid story-heavy JRPGs, and massive open worlds in general. Not that you couldn’t sacrifice the time to play any of those things, but frankly, I’d recommend a game that’s better consumed in bits and pieces, such as GotY nominee Balatro, a competitive multiplayer game with constrained matches, or a roguelike experience such as Hades. And that’s not that odd, I also wouldn’t recommend reading an epic novel like Dune, or trying to binge Game of Thrones or something.
My honest take on your story, is that I’m really glad Souls didn’t have an easy mode for you at that time. As you say, you prefer games with high difficulty now. I would hate for you to have played a compromised version of what From Software carefully designed here, when the intended experience ultimately really worked for you. It’s the same reason I avoid trailers for games I know I want to play, that is, if you would’ve even came back to replay a game you’d already “beaten”.
In other comments, I’ve already talked about my friend who only played games on easy before playing Souls, which made him realize how much he enjoyed hard games and the rest of beating a tough challenge. He fell in love with the experience From Software set out to make. If DS1 had had an easy mode at that time, I’m not sure he would’ve ever learned that about himself, because he would’ve played it on easy. He might’ve enjoyed the art, and the visual design of the creatures, but it’s only because From Software had the confidence to assert their intended vision that it’s his favourite game and franchise ever made.
Ok, hang on. I replied to this initially while annoyed, and blew past some of the key points. But I do actually want to talk about the whole “participating in the zeitgeist” thing.
A large part of the reasons Dark Souls doesn’t have difficulties is to create that social element. Gonna stick with Elden Ring for my examples here, because I missed most of the online discussion around Sekiro. But from what I saw, the majority of the discussion online was about how hard certain bosses were, shared experiences like getting your ass kicked by Tree Sentinel, or Margit “putting your foolish ambitions to rest”. If Elden Ring really did have an easy mode, that was easy enough for someone to beat the game without “learning the attack patterns of the monsters”, and to keep up with the diehard playerbase while working 70+ hour work weeks, would they really have felt included in those conversations? Would they have been able to share the excitement at beating a boss that they struggled with for hours, without actually struggling for that time? There’s an intentional design decision here. To quote Miyazaki from when Sekiro released:
If all you really wanted was to just… experience the art and story, and see the cool enemy designs, you could always watch a youtube let’s play or something as well. The ultimate easy mode, with a defined length of how long it will take. But if you wanted to commiserate about tough challenges and the experience you went through, then you kinda need to actually have that experience.
I’ll also add, that stuff doesn’t go away. I was excited by the hype around Elden Ring too. It’s what pushed me to start Dark Souls 1, and then play 2, 3, Sekiro, and finally Elden Ring. I missed the initial hype around all of those games, but that cultural stuff is still there. I built up a youtube playlist while playing each game and once I finished them I would catch up on Illusory Wall, Zullie the Witch, Vaati, and challenge runs and Lockout Bingos from the likes of Lil’ Aggy or Ymfah. My friends were also excited to see me play the games. I may not have experienced the Anor Londo archers until years after they did, but it was still fun to talk to them about it, and they were excited to reminisce and replay the game alongside me.
I eventually did get to participate in the fun that was Shadow of the Erdtree releasing soon after I beat Elden Ring. And that was great, and special. It was fun to see that final boss get nerfed soon after I beat it, for example. I do feel sorry that you missed the moment of Sekiro releasing. But ultimately I don’t think your anecdotal experience is more important than say, my friend who always picked easy and didn’t realize how much he loved a tough challenge. Or any of the “Dark Souls saved my life” people, who might’ve picked easy if it was offered and not had that experience. Or the designers at From Software who worked hard to create something special and have the right to not offer a way to half-ass it and “fragment the user base”.