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Team Cherry's challenging Silksong game stays true to its design principles, despite player complaints and necessary nerfs, according to a seasoned developer who firmly believes that certain titles should be hard to complete.

Developers believe difficulty is an inherent aspect: Case in point, Baby Steps' creator, Gabe Cuzzillo.

"The veteran designer maintains a standpoint against an easy mode for Silksong, even as players...
"The veteran designer maintains a standpoint against an easy mode for Silksong, even as players struggle and Team Cherry adjusts the game, asserting that the challenge is essential to certain games."

Team Cherry's challenging Silksong game stays true to its design principles, despite player complaints and necessary nerfs, according to a seasoned developer who firmly believes that certain titles should be hard to complete.

In a recent developer roundtable, Gabe Cuzzillo, one of the creators of the challenging game "Baby Steps", shared his perspective on the role of difficulty in video games. The other developers involved in the roundtable have not been publicly specified.

"Baby Steps", a "literal walking simulator" developed by Bennett Foddy, Maxi Boch, and Cuzzillo himself, is a game known for its challenging nature. The character in the game refuses tutorials and aid, adding to the game's difficulty. However, this difficulty is optional and not forced upon the player.

Cuzzillo explains that difficulty often requires players to have realizations or move their hands in ways they didn't know how to before. He believes that experiences with games that he never finished are important and valuable to him. The movement system in "Baby Steps" has been fine-tuned over development time to enhance this experience.

The discussion about the role of difficulty in games is not limited to "Baby Steps" but is a broader perspective shared by Cuzzillo. He argues that difficulty in games can communicate ideas that cannot be communicated in any other way. He feels that the idea of requiring an easy mode implies that experiences where you don't see everything or don't get to the end are less valid.

Cuzzillo acknowledges that there are games about experiencing a story or series of locations, but stresses that this is not the only way to enjoy games. He suggests that taking out the challenging aspects of a game can deeply change the meaning of the work.

Another game that Cuzzillo discusses is "Hollow Knight: Silksong", developed by Team Cherry. Like "Baby Steps", it is also challenging and difficult. Developer Team Cherry has made adjustments to the difficulty of the game.

Cuzzillo was one of many developers who contributed to a big roundtable discussion about common misconceptions about games. In this discussion, he expressed concern about the idea that games lose meaning if they are too difficult to finish. He argues that games can still be meaningful even if they are challenging and require multiple attempts.

FromSoftware president Hidetaka Miyazaki has argued that games like Elden Ring have to be hard. However, Cuzzillo argues that this is not the only way to create engaging and meaningful games. The importance of experiencing a game in its entirety is not universally applicable to all games, according to Cuzzillo.

Despite the challenges presented in "Baby Steps" and "Hollow Knight: Silksong", both games have received positive reviews for their unique approaches to difficulty and the insights they offer to players. Cuzzillo's perspective on the role of difficulty in games is a thought-provoking one, challenging traditional notions about what makes a game enjoyable and meaningful.

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