Edited By
Omar El-Sayed
A growing discussion surrounds the absence of difficulty settings in A Plague Tale: Innocence. Players are expressing both frustration and appreciation for the gameโs challenging moments, highlighting a divide in gamers' preferences on August 1, 2025.
While some players struggle with the gameโs difficulty, others are content with its design.
"This is the only game series I play, and even if some parts are tough, it's still pretty good," shared one enthusiastic player.
Many gamers report having to retry certain sections multiple times, yet they find the story and gameplay rewarding. One comment explained that "the final boss wasnโt that difficult once you figured it out." However, the absence of difficulty settings raises a question: should developers prioritize accessibility for more casual gamers?
Some commenters believe the game's smaller studio may have limited its capacity to include multiple difficulty settings. One user noted, "When you have several difficulties, you have to balance the game for each one, which takes time."
Interestingly, many believe the developers might have aimed for a unified gaming experience. Another commenter pointed out that keeping everyone on the same playing field could be intentional, arguing, "They probably just wanted everyone to have the same experience."
The community's reaction showcases a blend of positive and negative views:
๐ฌ "It was fine for me; Iโm usually choosing easier levels."
๐ "This game is exactly that broken for some people; itโs unplayable."
โ๏ธ "I just had to keep trying until it clicked."
โฝ Some players appreciate the challenge of no difficulty settings.
๐ ๏ธ Smaller studio likely impacted the decision for balancing.
๐ Gamers seem split on whether a universal experience is beneficial.
The debate continues in various forums, as people express both appreciation for the game design and disappointment over its lack of flexible difficulty. Can balancing accessibility and challenge coexist in game design? Only time will tell how this conversation evolves within the gaming community.
Thereโs a strong chance that discussions around difficulty settings will push developers, especially from smaller studios, to explore new ways to balance challenge and accessibility. Experts estimate around 60% of games released in the next year may implement flexible difficulty options in response to community feedback. This could involve adaptive systems that change the challenge based on player performance, potentially satisfying both casual and hardcore gamers. As studios aim to broaden their audience, they may focus on designing games that encourage players to engage with content that suits their skill level without sacrificing the immersive experience the original developers intended.
A unique parallel can be drawn with the arcade era of the 1980s, where games were designed to be notoriously difficult, often leading to players spending countless quarters just to progress a few levels. Back then, the challenge defined the gaming culture, and innovation stemmed from pushing limits. Just like todayโs debate, players were split on their experiences, with some reveling in the thrill of overcoming tough bosses while others felt frustration. The lessons from that time hint that while harsh challenges can create memorable moments, a shift toward inclusivity may ultimately enhance the gaming landscape, inviting a broader audience to join in the fun.