Imagine booting up your favorite game, eager to embark on a new adventure, only to discover there’s no difficulty setting. No "Easy," "Normal," or "Hard"—just one universal experience for everyone. This is not a hypothetical for the early days of gaming, when every pixelated quest was a trial by fire. No, this is the alternative reality we’re exploring: a world where difficulty is fixed, unyielding, and unapologetically the same for every player.

Would this create a generation of tougher, more determined gamers, forged in the fires of relentless challenges? Or would it exclude vast swaths of potential players, leaving only the elite few to bask in the glow of victory? Let’s take a deeper look.


The Origins of Difficulty

Back in the 1980s and ’90s, games didn’t hold your hand. Titles like Contra and Ghosts ’n Goblins threw players into the deep end, their crushing difficulty as much a feature as the gameplay itself. Part of this was a relic of the arcade era—games needed to be hard to keep players pumping in quarters. But it also created an unspoken badge of honor: beating a brutally difficult game was proof of your skill and patience.

When home consoles became the norm, developers began to experiment with difficulty levels. Games like The Legend of Zelda and Mega Man introduced ways to tailor the experience, allowing more players to enjoy the story while still offering brutal challenges for the hardcore crowd. This was the start of something radical: the idea that games could cater to both veterans and newcomers.

But what if that never happened? What if every game remained as punishing as the 8-bit classics?


Challenges Without Choice

In a world without difficulty levels, gaming would be a ruthless meritocracy. Every player would face the same gauntlet, the same obstacles, and the same frustration. The idea of accessibility would take a backseat to pure, unfiltered challenge.

For some, this sounds like paradise. Imagine the sense of accomplishment in beating a game, knowing every other player faced the same harrowing trials. No one could say, “Oh, you just played it on Easy Mode.” Victory would feel earned in a way that transcends the digital realm.

But at what cost? Would the joy of gaming be lost for those who simply don’t have the time, skill, or patience to endure endless retries? Games are meant to be fun, after all, and there’s a thin line between rewarding difficulty and outright frustration.


Gatekeeping Versus Inclusivity

One of the biggest criticisms of removing difficulty levels is the potential for gatekeeping. Without adjustable difficulty, gaming could become an exclusive club where only the most dedicated are welcome. Casual players, disabled gamers, or those simply looking for a relaxing experience might find themselves shut out entirely.

This raises a broader question: who are games for? Are they for the elite few who revel in the grind, or for everyone who wants to escape, explore, and enjoy? Difficulty levels allow games to be both—offering a challenge for the die-hards while welcoming newcomers with open arms.

But there’s another side to this argument. Some purists believe that a game should reflect the creator’s vision, difficulty and all. FromSoftware’s Dark Souls series, for instance, is lauded for its unrelenting challenge. The absence of difficulty options is seen not as a flaw, but as a feature—a way to preserve the integrity of the experience.


The Thrill of Universal Difficulty

Let’s not forget the magic of a shared struggle. When everyone faces the same difficulty, it creates a sense of camaraderie. Players bond over their shared frustrations, trading tips and strategies to overcome seemingly insurmountable odds.

Take Elden Ring, a game where every boss fight feels like a rite of passage. There’s something exhilarating about knowing you’ve beaten the same challenges as thousands of others, that you’re part of an unspoken brotherhood of survivors.

In this sense, a world without difficulty levels could foster a stronger sense of community—albeit one built on trial, error, and a fair amount of rage-quitting.


The Middle Ground: Adaptive Difficulty

Perhaps the answer lies somewhere in between. Adaptive difficulty, where the game subtly adjusts to your performance, offers a compromise. Struggling with a tough boss? The game might quietly make the fight easier without explicitly telling you. Too good at the game? Expect enemies to hit harder or react faster.

This approach maintains the illusion of universal difficulty while ensuring that no one gets left behind. It’s a delicate balance, but one that might preserve both challenge and accessibility.

Controller in hand, staring down a particularly unforgiving boss fight, I can’t help but wonder: would this moment feel as meaningful if I’d played on Easy Mode? Or would the victory feel just as sweet, knowing I’d played the game my way?

Difficulty levels are more than just a setting—they’re a reflection of what gaming can be: inclusive, challenging, and deeply personal. A world without Easy Mode might create tougher players, but it would lose something precious in the process: the ability for everyone to play, and to play their way.

In the end, gaming is about choice. And maybe the real victory is that we get to decide how we face the challenge.