I'd like to make some counter-arguments, if I may. Game design is a keen interest of mine; although I don't consider myself an authority on the matter, I do consider myself to have worthwhile knowledge.
it definitely seems like the industry is heading towards making games accessible to everyone. I think it's bad for gaming, because the point of gaming is to have that interactive sense of reward and satisfaction from playing a game and figuring out a puzzle, bit making the game easier takes away that element of play hugely
I enjoy video games that are hard. Challenges are fun. But hard video games are not for everyone, and quite frankly, they're not
meant to be for everyone. Video games are ultimately a form of media, like books and music, and their main purpose is to entertain. What sets games apart is their interactivity - and interacting with things can be fun even when it's not hard. Also like books and music, video games are a form of art, and all art is subjective. Saying that difficult games are the only ones worth anyone's time is like saying that only 1 genre of music is "real" music, or that people should only read 1 genre of fiction. Different kinds of games are made to appeal to different people in different ways, there is no 1 game that will make everyone happy. Enjoy what you enjoy and let other like what they like, recognise what are the elements of the game that make it fun, if not its difficulty.
it definitely seems like the industry is heading towards making games accessible to everyone.
I get that what you're trying to criticise here is game difficulty, but you should be more careful with your words, because you make it sound like you are criticising game accessibility, and that is a
huge asshole move. Everyone deserves to be able to enjoy a game, and accessibility options are an INCREDIBLY IMPORTANT PART OF THAT. Consider people who are colourblind, hard of hearing, partially paralysed, or even blind. Game developers, especially those from big companies with a big budget, should responsible for adding settings such as adjustable colour, sound subtitles, key remapping, descriptive audio, and yes - even the option to just make something easier - to address these users. Western developers have a much better track records of doing this than Japan. Sometimes it might not always be that simple - for example, how far can you take accessibility options in a game designed for competitive play? - other times, adding certain options requires technologies that are simply out of the developer's scope. However, I stand by my point that accessibility is important, and something that bigger developers should be acknowledging if they aren't already.
In a word, "commercialisation". Gaming has sadly become the same as every other form of art nowadays, in that it has largely devolved to mediocrity in order to appeal to as many 'normies' as possible and thus, make as much money as possible.
Yes and no. Yes, commercialisation has lead to mediocrity in the name of mass appeal. And yes, making a game that earns a lot of money though mass appeal generally means making a game not very difficult - after all, investors would never ever want to anything that risks an unhappy customer. But the "No" is that I don't think the correlation to difficulty is very strong. Games made purely for mass appeal (usually) aren't very hard, but I don't really think that's effecting all the other developers around. I'd say that improvements in processing power and a shift in design philosophy are better explanations.
Difficulty levels would seem to be the answer to this issue, but so few companies bother with that now, which is shame.
Difficulty levels are NOT the answer to this issue. What a difficulty setting actually means is different for every game, so nobody can understand it. And furthermore, you're putting the responsibility on the player to choose what will be the most fun when chances are they don't know. It can even be damaging to the experience the developer is trying to create - plotting a difficulty curve, for example, is going to be a complicated mess if not all your players are even using the same difficulty. Ultimately, it is an extremely difficult question to answer. In my opinion, the best approach for players is to simply know what games will offer them the experience they want - and for developers, to make a game that a specific audience of players will love, rather than a game that a broad group of people will just like.
it could also play a role in the revival of retro gaming because people are looking for a challenging experience that more modern games aren't able to give them. But i wonder what you all think, feel free to reply.
Well I'd say there's already been a bit of a revival going on, just look at the success of Elden Ring and other FromSoftware games.