VioletZer0 posted...
And yet video games released today are still silly levels of easy
by default.
Key words. Plenty of exceptional challenges exist, they're just usually something you have to look for instead of the default setting. Generally speaking, people that are looking for a challenge are more willing to go out of their way to find it than people that are looking for a relaxing time are to find that, so defaulting to being easier helps prevent the majority of players from bouncing off a game and feeling like they wasted their purchase (or even refunding it, when that's an option).
VioletZer0 posted...
Additionally, difficulty was the ultimate way to pad out games in this time.
That's also a factor. When the industry was smaller, mostly trying to market to kids (who have more free time), and games were relatively more expensive, making a game take longer by killing you repeatedly was fair game because that was the only game you had. You either overcame that or you stopped playing games for a while.
Now, there are so many other options, many of them are cheap enough to pick up impulsively and/or not worry about getting your money's worth out of them, and there's a significant adult audience whose free time is limited enough to not want to spend it being bored/frustrated by their chosen leisure activity. That means that while you can still put a failure state in your games, you need to avoid letting that failure feel like it was a complete waste of time. That lends itself to design choices like generous checkpoints, infinite lives, and the entire concept of a roguelite (that is, a roguelike with metaprogression, since there's some debate over exactly what the term means).
DeathMagnetic80 posted...
Because it takes like 5 years and $300 million to make everything these days it seems and developers want people to see all the content. Old games were hard as hell because you could beat them in like 30 minutes once you mastered them.
That too. There's some artistic merit to be enjoyed in creating something so hard as to be exclusionary, but at the end of the day more people playing a game tends to both feel better and pay the bills better than fewer people playing it. Given that significantly more people will bounce off of a game for being too hard than will for having to turn on a hard mode or even for being too easy (particularly where you usually have to get pretty far into a game to conclude that it won't challenge you at all, thanks to difficulty curves, and by that point the sunk cost fallacy is a motivator to finish), it just makes sense to prioritize accessibility.