Git Gud: Elitism and the “Correct” way to play
Looking at video game difficulty, the desire for challenge, and the pride that comes from the accomplishment of beating a difficult game, one cannot help but wonder if this is a practical use of one’s time.
This is not to say that games must have a practical use case, but only to denote that the time investment is for a series of skills that ultimately produce nothing.
The same could be argued about many other hobbies. What is the use case for mastering a Rubik’s Cube? What is the functional purpose of being a cinephile? Even something like chess could be argued to be a bit pointless in the grand scheme of things, right?

Gaming as a hobby is neither more nor less valid than any other, though there is room to discuss its effects on players—namely, the ideology of being ‘hardcore’ and the worship of difficulty in games.
Why has difficulty come to be seen as a virtue in this space? What does the hostility toward casualization reveal about the community? What cultural history within video games does this affinity for challenge stem from, and how has it limited the understanding of what video games can actually be?
More than anything, when told to “git gud,” what does it truly mean?
Arcades and the history of difficult games

The history of difficulty in video games is as old as the medium itself. One of the more notable roots starts really with the arcades because that’s where games were first able to turn a profit.
Far before the idea of a home release arcades were places for people to congregate and see who could get the high score and who could set the record in their local arcade and be the “best gamer”.
But to be the best gamer you have to be able to play the game and all of these games were “coin eaters”

The highest-grossing video games back in the ’70s and ’80s were Pac-Man and Space Invaders games that would get progressively harder deceptively so to the point where it was impossible to beat them or at least thought impossible to beat them.
It then became a badge of honor when you were able to beat them the legacy of many retro gamers comes from their ability to get to the kill screen term for when the game literally cannot run anymore.
Nintendo Hard

As games moved away from the arcades and into home consoles, the market for difficult games was mainly in part due to the idea of making you feel like what you spent money on was worth it, the replayability.
If you’re not spending quarters playing the game, if instead, you’re spending anywhere from $30 – $60 American to play a video game, many consumers felt that it should feel like you’re going to get hours and hours of fun and difficulty served as a shortcut to make sure that whatever it was that you were playing wasn’t going to be done in an afternoon.

The term “Nintendo Hard” was popularized in the 80s and 90s due to the sheer level of difficulty some games for the Nintendo Entertainment System or NES were. Games such as Battletoads, Ninja Gaiden, Contra, and Castlevania all gained infamy for their various gameplay mechanics that punished the player for any mistake. To beat these games a player had to not only have skill but patience.
Even if you were to have beaten some of the games like the Legend of Zelda or Ghost and Goblins, you would be given a second quest that was even more difficult, thus incentivizing you to Play It Again to get the true ending of the game.
Difficulty options as they exist in video games range from self-imposed challenges that people put on themselves to developer-intended difficulty levels. One of the first examples of this would be Asteroids, an arcade game from the 1980s with two option modes. Option A was more difficult than Option B.
The question then arises, “What purpose does a hard mode serve in modern gaming?”
To be a sweat? To be A Casual?

The common repeated phrase of “Git Gud” is one of the clearest outgrowths of the Dark Souls fandom. The phrase itself was popularized because of a shared sense of community around the difficulties of these games, and instead of asking others for help, one should just get better at the game.
But the shibboleth of “Git Gud” did not find its roots there.
The term was first found in Metal Gear Online, as a shortened way of telling a player how to improve.
The Souls games and their various inspired works are not the first difficult games in video game history. They’re not even the first 3D difficult games in video game history. there was a long-running joke about the Ninja Gaiden franchise on Xbox being impossibly difficult.
Perhaps it is just the through-line tying the old arcade difficulties to the contemporary difficulty worshipers of today, but today’s video games are alien in comparison of difficulties, with older video games.
So games don’t have a responsibility. They can be art, they can be slop. They can be monetized skinner boxes, or they can be idle time wasters. They can be easy, and they can be hard.
When does “challenge” become masochistic?

The most common similarity of difficulty is that the enemies are more numerous and can take more shots in player vs enemy video games.
The strategies of AI outside of rushing the player with overwhelming numbers are few and far between, though not completely absent from gaming history.
Other difficulty mechanics include added maintenance elements such as hunger, healing restrictions, and permadeath, that is if you die on a run of a game, you have to start from the beginning.
However, with difficulty, this ideology of beating the difficult game in a difficult manner, there comes a conflict from where the developers intended things to be difficult and what the reputation of a game requires. In games such as Dark Souls or Bloodborne, games lauded for being difficult, there are players who eschew any notion of playing the game as intended by playing through the game on level one, or without taking damage, without using any assistance. This level of devotion often finds itself lauded in the gaming community, but that belies the fact they’re playing the game “wrong.”
This mindset has been applied to both competitive games and single-player games, and it highlights a notion within the gamer’s world view that there’s an acceptable way to play, and it restricts you from doing things the easy way.
As discussed by James Stephanie Sterling, is the idea of what is “right” when you’re playing a video game is being used a soft way of limiting others from actually engaging with the medium. That many hardcore gamers overstate their own competence while bandying about challenge runs that aren’t the intended play of the developers. Behaviors such as avoiding the use of helpful items and avoiding gameplay mechanics. They don’t make a playthrough purer, but it does make it more difficult.
An intersection of this is the realm of speedrunning, where players use a variety of exploits to push themselves in a race to beat a game as quickly as possible. There are many speedruns of “easy” games that make them substantially harder due to the precision necessary for proper execution. But that betrays the intentions of the creators. Are you better at a game because you played it “right”?
Paying to win?
In many competitive games, there are ways to get advantages by virtue of having outside resources that others do not. Whether that is the grinding mechanics of Diablo and NBA2K or the DLC paywalls in Pokemon games for competitive tournaments.
With regards to those games, the idea of playing fair or taking the harder way seems impractical. Infamously prior to a patch, Electronic Arts said in response to criticism of their monetization practices that the grind was there “to create a sense of pride and accomplishment.” Using and perverting the language of gamers to justify what many consider an exploitative business practice.
But how far off were they in this logic? Can it not be argued that grind is another form of difficulty, and thus, if one wants to avoid paying, then they should be prepared to take it on the chin?
The values of many online gamers are different subcultures typically do pick up adversarial relationships with more mainstream culture but even within gaming spaces an NBA 2K player who grinds their character to 99 overall versus an NBA 2K player who spends $50 to $100 USD to get their character to 99 overall don’t actually have a substantial difference between themselves with regards to gameplay mechanics.
Once you learn the mechanics of a game, the matters of time and money become the deciding factors in the ways you can improve.
Cheated the Game? Cheated Yourself!

Despite the wide array of ways to beat games, there is a sentiment bordering on obsession with playing games “the right way”.
When Elon Musk was revealed to be paying for players to level grind his characters in Path of Exile 2, the backlash came not just from him cheating but him bragging about being a top-tier gamer despite not knowing how to play the games.
There’s a matter of nerd cred that he wanted to attain, and his clear lack of skill and familiarity with the systems led to him exposing himself as a charlatan again.
This mentality of avoiding the “easy” way.
The term “cheesing” has allegedly existed for centuries, first denoting something as “cheap” in a derogatory manner and then being seen as “tacky”. In both cases, the term was revitalized in the Street Fighter 2 community. To “cheese” a fight was to exploit a flaw in the game’s mechanics and thus win in an unfair manner.
This has been read as in defence of the “developer’s intention”. That is to say, the developers couldn’t have caught certain bugs and to honor their work you should play the game as they intended. But this intentionality discussion from self-avowed hardcore gamers is only in the purpose of gatekeeping.
In an anecdote by YouTube documentarian Dan Olson, of Folding Idea, he spoke of how the cultural practices of the community for a game like Elden Ring, while chide and demean a player who is good at defensive, healer-focused play can beat an offensively minded player with good strategy. They don’t overperform, but they can generally win the match-up. Communally, that defensive player is seen as a worse gamer despite winning because of the nature of their winning. They were using a “cheap” strategy, one without honor, despite the fact that using play styles built into the game with the intentions of the developers isn’t exploitative.
The core of the debate
What is a game’s purpose? When people used to talk about video games as art, there was a secondary argument as well that games didn’t have to be fun. Games like Mouthwashing or My Eyes Deceive don’t seem to prioritize a dopamine release or a sense of catharsis. There’s no win state so to speak. Far from it in some cases due to the subject matter of the games in question.
When looking at games as a medium, the value of difficulty is always in a state of flux. Gamer as a term is poisoned by some of the worst-behaved internet minions imaginable, screeching into the void about how a game wasn’t pretty enough, or too gay, or too Black, or any number of pointless canards. Gamers have seemingly always wanted to return to a halcyon day when games were pure and untouched by the constraints of capitalism. But that day never existed.
Gaming as an industry always needed to follow the profit motive and the idea of escaping to a prelapsarian past of gaming, of gatekeeping tourists, of filtering and preserving Real Gamers, and that having an impact on the games industry is as naive as it is pitiful.
The argument about “git gud” is not just about a single game. It’s about easy modes or accessibility. It’s about a sandbox that has Gamers and everyone else and the reactionary mindset to try to force the box smaller.
Works Cited
Barlow, Ant “In Defence of Easy Mode: Why ‘Git Gud’ Is Gaming Gatekeeping.” Jump Dash Roll, 3 May 2022, https://www.jumpdashroll.com/article/in-defence-of-easy-mode-why-git-gud-is-gaming-gatekeeping.
Livesey-Stephens, Beatrix. “‘Git Gud’ and the Intersection of Disablism and Productivity in Gaming.” Can I Play That?, 28 Oct. 2021, https://caniplaythat.com/2021/10/28/git-gud-and-the-intersection-of-disablism-and-productivity-in-gaming/.
Nubern, John “Soulsborne Difficulty, or How I Learned to Stop Worrying and Git Gud.” Quit the Build, 19 Jan. 2023, https://www.quitthebuild.com/post/soulsborne-difficulty-or-how-i-learned-to-stop-worrying-and-git-gud.
Olson, Dan. Why It’s Rude to Suck at Warcraft LIVE | PAX West 2024. YouTube, 31 Jan. 2024, https://www.youtube.com/watch?v=_zS9fju20RA. Accessed 18 Feb. 2025.
Stuart, Keith “Is It Wrong to ‘Cheese’ a Video Game?” The Guardian, 31 Mar. 2022, https://www.theguardian.com/games/2022/mar/31/is-it-wrong-to-cheese-a-video-game.
What do you think? Leave a comment.
I’m interested in playing the newer versions of Tomb Raider and games like Horizon and Assassin’s Creed, but I want to do so as an immortal. Or, at the very least, as someone wearing near impenetrable armour while having access to a limitless armoury with an abundance of weaponry options.
I know the games want me to work for those things, but I don’t want to. I just want to run around, explore, fight some baddies and generally “adventure” all over the place.
I really miss the old “god mode” and other cheats from the video games of my youth.
If you want to “escape the relentless pressure” simply don’t play Dark Souls games.
Nope, Imma mod em and make em easy.
I was a terror at GoldenEye on the 64 and I am a monster in World of Warcraft in Player versus player. I just happened to be blessed with almost freakish hand eye coordination and an understanding of code.
Playing against the machine is easy. You’ll always figure that out, it’s too easy to beat the machine in the end. Ah, but other human players? Their creativity is challenging. Unfortunately, their manners are not always the best. It’s cyber bullying.
But I never look down on people that are not in my league. Quite to the contrary I delight in helping them and I respect people that are better than me. Happily there are not too many of them that are better haha!
It’s an art form, but seriously, who cares if you lose a battle or someone beats you? I will admit, you get some terrible comments and bad behavior when all you are doing is trying to have fun.
I just ignore it. I’ve been yelled at, screamed at, told I am useless, told to quit and that is my polite description of what has been said to me over the years. Personally, I try to help and coach people but some people take it way too seriously.
Nobody cares if you “clock” a game or not. It’s not about anything but you deriving enjoyment out of playing.
Any day of the week, I would rather be playing with a nice person that is kinda crap games than an expert that says and acts terribly.
Just relax and enjoy playing 🙂
Gaming culture is such an unwelcoming place for anyone other than cisgender white males.
They can’t imagine anyone other than themselves having any importance to the world.
A gripe I have with a lot of games now is the escalation of controls & combos.
The more you do it, the better you are going to become – that’s just a natural occurrence.
Most of the things I do for fun involves a degree of challenge and learning new skills. If being mindless and passive was a prerequisite I wouldn’t have many hobbies left.
I like playing games which are difficult and short; the ones that get right down to the business of challenging me, not all cluttered up with pointless graphical distractions or dull story blather. I’m somewhat baffled by the games which don’t involve any challenge. Their dullness is much worse to me than the frustration of a game that is much too hard.
I do understand that not everyone is like me and there is a market for so-called “cow clickers” and the like… the popping bubble wrap of the video game world. As a video game designer by trade, I have no interest in making or playing these kinds of games. Somebody else can service that market; it won’t be me.
When I was playing Mario Kart with my teenagers I desperately wanted to beat them, started practising when they out in order to make it competitive.
I suspect Video games are much life golf – you are constantly playing against yourself – no one else.
Really appreciated how this article tackled the subject matter. Also, it was a pleasure to edit! Thank you, and I’m looking forward to what you’ll write next!
Thanks as always for the editorial help.
One of the big issues with multiplayer game is that it’s next to impossible to find normal people with a normal skill level. If you were camping with some other couples, and cracked out monopoly, chance are that most people would be of middling skill, friendly while being competitive, and mainly wanting to have fun.
Online you get people who are absurdly expert thorough playtime, study of exploits, and often their gaming equipment, along with many of the types of sociapaths that online anonymity seems to unleash on the world. Infantile, cruel, and bullying. There is no gaming server for likeminded laidback amateurs, because like some sort of Nash game theory experiment it would soon get infiltrated by the above hordes seeking to exploit such easy pickings. Face-to-face you can screen your social cirlce of sociopaths and sharks, online you can’t.
You need to try something like Farm Simulator. LOL!
Naur, I lose focus playing cozy games.
Gaming is about having fun. Some of us are better than others. It does not matter if you are a bit crappy at it as long as you are having fun.
There is a lot of toxicity in gaming.
You need to find your own level when it comes to gaming. There are plenty of solo games where you’re just playing the game and no one cares.
Git gud. Often means sacrificing your own real life to git gud in games. Thank fully though your motor skills do remember and get better over time, and once you are gud, you don’t need to play obsessively. In fact the best gamers don’t. Only no-lifers with nothing better to do grind out in games. Partly due to the skinner loot box pysche employed in many. Destiny Im looking at you.
Right now Im enjoying H1Z1. I like the fact I can choose to survive to the end (done it) or just drive around mountain tops and enjoying the virtual nature of it all. And its free, and I dont feel compled to buy stupid looking cosmetic items. I love a good baggn of rainbow unicorn though. Sorry it needs to be done.
If you enjoy playing games, play them more and you’ll just naturally get better. Seems like a win win to me.
I’ve played games most of my life, and once upon a time I was generally quite good. But as I near 40 I have no interest in mastering the hordes of great games out there, anything now that is action/adventure based I have learnt to feel no shame in putting it on the easy settings. I like a bit of challenge so I can feel like I’ve achieved something but if I’m dying/failing more than 3 times in a row I’m over it! Who’s got time for that!!!
The great thing about modern Xbox and PS games is how much variability they have in the gameplay to suit all types of players.
Learn to play a musical instrument, a lot more rewarding and you don’t gave to beat anyone.
Nah, I’mma remake the world in my image in Skyrim.exe
There is an overwhelming selection of games that don’t put intense pressure on you, starting with good old Tetris. Casual games, word games, puzzle games of all sorts. Simulator games such as Stardew Valley. Rime, Witness, and other modern equivalents of Myst. Adventure games, and old adventure games remastered – ever played through Dreamfall or Syberia? Or Monkey Island?
Tetris doesn’t put pressure? Also, I did an article about cozy games not too long ago.
A lot of games are built around ‘grinding’ or repeating tasks to progress. This is the ‘work’ aspect of games, rewarding time spent playing rather than improved skill.
A lot of mmorpg’s try to force people to play together to get better rewards. However many players deliberately shun this and play alone, eschewing the ‘git gud’ crowd. They can’t get the higher level rewards, even though they are paying the same for the game.
In the end, you pay for a game, it’s entertainment. You should play the way you want to…
Alas, the most fun I ever had was in the late, lamented MMORPG City of Heroes. A superhero game, one major part of its appeal to me was that it was possible to create characters that were true to the genre: ‘nigh-invulnerable’ in other words. I played mostly melee characters: ‘tankers’ and ‘scrappers’. These characters didn’t top the damage meters, usually, but were tough enough to stand up to large numbers of foes, which slowly died to my area attacks. You could customize your missions in difficulty level to whatever made you most comfortable. The game allowed many playstyles; my ‘stalkers’ and ‘blasters’ were often stealth specialists, completing missions in a minimal way by going straight to the target. It had other community friendly features that fostered cooperation and built community: when loot was added to the game, it was personal and private; there was no public ‘need or greed’ drama.
It was, in short, the greatest MMORPG ever made, uniquely relaxing, uniquely pro-social, uniquely creative, and accomodating to many play styles and skill levels. The Korean company NCSoft bought it out and killed it in 2012.
I refuse online-only games, the attitudes and language is pure vile and feral. No way can I compete against twitchy 13 year olds!
The need to get good. Mostly issues about improving or “git good” come up if you are playing competitive online games where your lack of basic skills negatively affects the enjoyability of your team mates. Exactly like in a real world sport, if you can’t hit the ball over the net in tennis, your doubles partner may indeed get frustrated.
git gud*
Give me a well-designed game in the 5-20 minute range and I’ll play it a thousand times!