I miss the days when difficulty actually meant something. I mean really meant something—not just a slider that turns every grunt into a bullet sponge. Back when I first popped Devil May Cry 3 into my PS2, I didn’t just get enemies with more HP on Hard. I got new moves. Faster attack patterns. Enemies that wouldn’t even show up on Normal. That’s mechanical respect. That’s the good stuff.
These days, too many games phone it in. You boot up the latest action RPG, crank it to “Ultra Nightmare” or whatever cool-sounding name they slapped on it, and suddenly that basic skeleton takes four times as many hits to crumble. It doesn’t lunge faster. It doesn’t feint. It’s just… thicker. That’s not difficulty. That’s a time tax. And it’s lazy as hell.

When “Hard” Just Means “More Patience Required”
The health-sponge approach isn’t just boring—it actively undermines the game’s design. Think about a tight combat system like Sekiro. That game doesn’t mess with HP pools. It demands mastery of parrying, rhythm, and aggression. If FromSoftware had just doubled enemy health on higher New Game cycles, the dance would fall apart. The whole point is to break posture, not chip away at a meat wall. But too many devs don’t trust their own mechanics enough to let difficulty emerge from them.
I’m not saying health adjustments are inherently evil. Sometimes a small HP bump—like 15–20%—can work if paired with other changes. The problem is when it’s the only change. That’s when you get a game that feels padded, not challenging. It’s the difference between a boss fight that makes your palms sweat and one that makes you check your phone while you mash the attack button.
The Numbers Game Nobody Asked For
Let’s break down why this irks me so much. When you raise enemy health without touching AI, you’re not testing skill. You’re testing endurance. A fight that was a 90-second tense standoff becomes a 5-minute slog. The player’s strategy doesn’t shift. They don’t pull out new tricks. They just do the same thing longer. That’s the antithesis of what difficulty should do—force adaptation.
I remember playing The Division 2 on Heroic. Enemies didn’t just get tanky. They got smarter. They flanked. They used cover. They reacted to your build. That’s how you do it. Meanwhile, I tried a certain looter-shooter’s “challenge mode” and literally timed myself: 12 minutes of shooting the same big robot in the same glowing weak spot. Twelve. Minutes. I felt less like a hero and more like a factory worker on an endless shift.

What Real Difficulty Looks Like
True difficulty options respect the player’s intelligence. They don’t just inflate numbers—they remix the experience. Here’s what I want to see when I select “Hard” or beyond:
- Aggression tuning. Enemies attack more often, with shorter telegraphs, and use their scariest moves earlier.
- New behaviors. That basic enemy now has a parry. Or a dodge. Or they call for backup.
- Placement and variety. Tougher foes appear in earlier levels, or mixed groups force you to prioritize targets differently.
- Resource tension. Less ammo, slower stamina regen, or more expensive shop prices—not just “enemy has more HP.”
Look at DOOM (2016). On Ultra-Violence, demons aren’t just tougher—they’re faster, more accurate, and they hurt. You have to use the entire sandbox: glory kills for health, chainsaw for ammo, constant movement. The difficulty comes from how the pieces interact, not from a spreadsheet tweak. That’s mechanical respect. The game trusts you to engage with its systems fully.
The Nostalgia Factor: When Games Did It Right
Let’s rewind to the golden age. Contra on NES. No difficulty slider, just one brutal, perfect setting. But if you played the Japanese version with its difficulty options, they changed enemy placement, bullet speed, and even level layouts. Castlevania: Rondo of Blood had alternate routes and bosses depending on how you tackled stages. These games understood that difficulty is a design tool, not a scaler.
Even modern gems get it. Hades has the Pact of Punishment, where you pick your own modifiers. You can give enemies more HP, sure, but you can also give them new abilities, speed boosts, or add time limits. That’s player agency paired with thoughtful design. It’s not just “same fight, longer.”
The health-sponge method feels like a relic of early MMOs, where gear checks were the whole point. In a single-player action game, it’s a failure of imagination. It tells me the team either ran out of time or didn’t think the core combat could hold up under real pressure. And that’s a damn shame.

Why Developers Fall Into the Trap
I get it. Development is hard. Balancing multiple difficulty levels is a nightmare. It’s easier to slap a 2x multiplier on everything than to script new attack patterns or redesign encounters. But that doesn’t make it okay. If you’re going to offer difficulty options, commit to them. Otherwise, just do the FromSoft thing: one curated difficulty, no sliders, and let the community figure it out.
There’s also a misguided belief that players want “value”—more hours per dollar. So making enemies last longer seems like a cheap way to extend playtime. But I’d rather have a tight, intense 10-hour campaign on Hard than a 30-hour one filled with bullet sponges. Time is precious. Don’t waste mine with artificial padding.
The Casual vs. Hardcore Divide
Some devs worry that real difficulty changes will alienate casual players. But that’s what difficulty settings are for. The whole point is to cater to different audiences. Casual players might be fine with spongier enemies because they’re still learning—but for veterans, it’s an insult. Give us the option to skip the tutorial-level HP and dive straight into the deep end.
The best games bridge this gap. Celeste has Assist Mode—completely separate from the main difficulty curve. It lets players tweak game speed, stamina, even invincibility. Meanwhile, the core challenge stays pure. No HP fudging. Just precision platforming. It’s a masterclass in respecting both ends of the skill spectrum.
So where does that leave us? Demanding more. I want difficulty options that feel like a remix, not a re-skin. I want to see the game’s systems pushed to their limit, not just the player’s patience. Next time you’re in the settings menu, ask yourself: is this going to make me better, or just more bored? If it’s the latter, the devs have failed.
FAQ: Difficulty Options and Lazy Design
Why is just increasing enemy health a bad way to make games harder?
It pads playtime without adding engagement. Instead of testing reflexes or strategy, it tests your willingness to repeat the same actions. Real difficulty should force you to adapt, not just endure. When health is the only variable, combat loses its rhythm and becomes a chore.
What are some examples of games that handle difficulty well?
Sekiro: Shadows Die Twice uses posture-based combat that doesn’t rely on HP tweaks. DOOM (2016) ramps up enemy aggression and speed, not just health. Hades gives players a menu of modifiers through the Pact of Punishment, letting you choose how the game gets harder. These games trust their mechanics and challenge the player to master them.
Can’t health sponges work if the game is built around them?
In some RPGs or loot-driven games, stat checks are part of the progression. But even then, the best examples—like Monster Hunter—pair larger health pools with breakable parts, new attack phases, and environmental interaction. The sponge isn’t the sole source of difficulty; it’s one piece of a bigger puzzle. If you’re just whacking the same unchanging enemy for ten minutes, the design has failed.
Should I avoid games that use health-scaling difficulty entirely?
Not necessarily. Some games have compelling stories or core loops that make the grind tolerable. But if you feel bored or frustrated by artificial padding, it’s worth checking reviews or forums to see if higher difficulties add meaningful changes. Life’s too short for lazy sponge fests.




