Now, don’t get this wrong: while I love “hard”/”challenging” games, this is not a “I’ve beaten all the nintendo-era hard ones and I think all gamers these days are wimpy” hardcore-esque rant. Neither the video is, if you strip all the joking from it. It is about building different gameplay modes for a single game, and while an “Iron Man Mode” ought to please several people, the same can be said for the other extreme, for a “Story Mode”.
That got me thinking about how we never think of the wording we use for these things. Why name it “Easy”, “Normal” and “Hard”? Wouldn’t that affect people’s perception of their own skills? What happens if we change those respectively to “Story Mode”, “Challenge Mode” and “Iron Man Mode”? And not just using those as methafors, but actually implementing those differences. That is, instead of just changing the amount of challenges and the required response time for them, why not go further? Change other things too! Change the availability of saving mechanics, what happens when you are defeated, the way the story flows (but without that “you won’t get the good ending unless you play at normal or higher difficulty” stuff that Touhou does).
I’m actually considering doing these things as an experiment for a future game.
P.S.: This music has such a snazzy beat. Can’t stop listening to it!