Sekiro: Shadows Die Twice seems to be in the spotlight these days, both because of the game's popularity and its difficulty, and now its creator Hidetaka Miyazaki says that tailoring the game to his vision required swapping bosses around.
Miyazaki said that this is nothing new, because his earlier games required the same sort of reordering. He thinks these are essential if you want to make sure they match the story and level design.
"When creating the story and the natural flow of the level design and the stage design, because it's all about balancing, you'll realise a boss is in a certain position that he shouldn't be in", he said.
Naturally, it's not as simple as just reshuffling the deck, because these changes often spell a bunch of trouble for the development team.
We tend to encounter a number of issues, he said, because "all of a sudden, the things [that boss] was saying totally do not fit the world, so you have to make more changes."
In that respect, Sekiro: Shadows Die Twice seems to be pretty well ordered, at least if you ask the seasoned veterans of From Software's games, who have come to expect difficult games from the company.
Unfortunately, some who decided to give Sekiro: Shadows Die Twice a go have found that it's way above the difficulty level they're normally used to, which led to many opinions on whether From Software should've included an easy mode.
We've discussed this internally as well, but we're not big proponents of easy modes and while we don't mind companies including them in their games, we'd never support an initiative that forces a developer into making something they clearly thought was not in the spirit of their game.
God of War's developer Cory Barlog also chimed in, insisting that it's From Software and From Software alone who should be making these calls and that a creator's vision should always come first.
That said, the same debate alerted players to the essential difference between accessibility and difficulty, where the latter remains purely a matter of developer's choice.