Why difficulty settings are the wrong lever, and what some games do instead
"Easy, Normal, Hard" trains players to think of difficulty as one dial, when the actual experience of struggling in a game is made of several separate dials that rarely need to move together: enemy damage, enemy health, puzzle complexity, and how forgiving the controls are.
A handful of well-designed games have split these apart entirely, letting a player make combat forgiving while keeping puzzles at full difficulty, or vice versa. The result respects that a single player might be great at platforming and mediocre at reading enemy patterns, a combination the traditional three-tier system has no way to express.
The resistance to this approach usually isn't technical, it's cultural — a fear that granular difficulty options "cheapen" an achievement that traditionally required suffering through every dial turned up at once. But the suffering was never the point for most players; the point was the specific kind of engagement each system provided, and forcing all of them to scale together just means some players quit before reaching the parts they'd have loved.
Granular difficulty isn't games getting easier. It's game design finally admitting that "hard" was always several different questions wearing one label.
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The 'several dials wearing one label' framing applies to way more than games. Most business problems people call 'one issue' are actually three.