‘Difficulty’ in games is completely relative to human players; what is’ultra hard’ and’unplayable’ for one is’too easy’ and’boring’ for another. It’s a build of the realities that game designers produce tailored to the perceptions of the viewers. And accessibility — my attention as a consultant on matches, working together with AAA programmers such as Guerrilla to Indies like Gambrinous — is an area of game design that is often deeply misunderstood; it is about barriers, not difficulty. Thus, by focusing on”problem modes” we might miss wider chances of being in a position to welcome more players since they might perceive any range of obstacles to playing nicely or pain/stress free as’difficulty’. I am here not only as a passionate enthusiast of gruelling games like Souls-likes who would not want to find any of their qualities, but also as a professional hoping to lose a little light.