“Probably stolen difficulty modes?” is a sarcastic phrase gamers use when a game’s difficulty options look suspiciously similar to those in another game, or when a developer claims a feature that seems copied. It’s not a formal term—it’s a meme-like comment that pops up in forums, YouTube comments, and Steam discussions. This article explains where the phrase comes from, how it’s used, and why it’s almost always a joke rather than a real accusation.
Formula
The formula for the “stolen difficulty” joke likelihood is:
Risk (%) = (Number of modes × Similarity score) / 10
- Number of modes – how many difficulty settings the game offers (e.g., Easy, Normal, Hard, Nightmare = 4).
- Similarity score – a subjective 0–10 rating of how much the modes resemble another game’s (0 = totally different, 10 = identical).
The result is a playful percentage that estimates how likely players are to make the “probably stolen” joke. It’s not a real metric—just a fun way to quantify a feeling.
Worked Example
Using the default values: 4 modes and a similarity score of 7.
- Multiply the number of modes by the similarity score: 4 × 7 = 28.
- Divide by 10: 28 / 10 = 2.8.
The calculator shows a risk of 2.8%, meaning players are unlikely to joke about stolen modes. If the score were 10 and modes were 10, the risk would be 10%—still low, because the joke is usually about specific, memorable mode names rather than generic ones.
Background: Where the Phrase Comes From
The phrase “probably stolen” is a long-running internet joke that accuses anything—code, art, ideas—of being copied, often without evidence. It gained traction in gaming communities because many games share common difficulty names: “Easy,” “Normal,” “Hard,” “Expert,” “Nightmare.” When a new title uses the same set, someone inevitably quips, “Probably stolen difficulty modes?”
The joke works because difficulty modes are one of the most standardized parts of game design. There are only so many ways to say “easier” or “harder.” Developers rarely invent entirely new names; they reuse familiar ones to communicate clearly. So the “theft” is almost always coincidence or convention, not plagiarism.
How It’s Used in Practice
You’ll see the phrase in several contexts:
- Game reveal trailers – when a UI shows “Easy, Normal, Hard,” comments flood with the joke.
- Patch notes – if a game adds a new difficulty mode with a name used by a competitor.
- Indie vs. AAA comparisons – when a small game uses the same names as a big franchise.
- Memes about genre tropes – souls-likes all have “NG+” or “New Game Plus,” which is a shared term.
It’s rarely a serious accusation. The joke relies on the audience recognizing that difficulty modes are generic. When someone does mean it seriously, they usually point to specific, unusual names—like “Ultra-Violence” from Doom—that are copied verbatim.
Common Difficulty Mode Names Across Genres
Most games follow a predictable ladder, which fuels the joke. Here are typical sets:
- Classic RPG: Easy, Normal, Hard, Nightmare
- Shooter: Recruit, Regular, Veteran, Elite
- Souls-like: Standard, New Game+, New Game++ (not really modes, but difficulty tiers)
- Strategy: Civ, Warlord, Prince, King, Emperor, Immortal, Deity (from Civilization)
- Horror: Safe, Normal, Hard, Madhouse (from Resident Evil 7)
The Civilization set is unique and often cited as “original.” When another game uses “Deity” as a difficulty, it’s more likely to trigger the joke because the name is distinctive.
Why Developers Reuse Difficulty Names
There’s a practical reason for reuse: player expectation. If a player sees “Hard,” they know what to expect. Inventing new names like “Spicy” or “Brutal” can confuse players. Developers also want their difficulty names to be instantly understandable across languages, so they stick to common English words.
Some games do innovate. Celeste has “Assist Mode” instead of Easy. Hades uses “God Mode” as an accessibility option. Undertale famously has “Neutral,” “Pacifist,” and “Genocide” routes—not difficulty modes in the traditional sense. These stand out precisely because they break the norm.
Is It Ever Actually Stolen?
In rare cases, developers do copy a distinctive difficulty system wholesale. For example, if a game copies Doom’s “I’m Too Young to Die,” “Hey, Not Too Rough,” “Hurt Me Plenty,” “Ultra-Violence,” and “Nightmare!” verbatim, that’s beyond coincidence. But even then, the phrase “probably stolen” is usually a joke, not a legal claim.
Copyright law protects specific expression, not ideas. Difficulty mode names are short phrases, which are generally not copyrightable. So even if a developer copied the names, there’s no legal recourse. The joke highlights how absurd it is to claim ownership over common words.
How to Use the Calculator
This calculator is a playful tool for gamers who want to estimate how likely a community is to joke about stolen difficulty modes. Enter the number of modes in a game and a similarity score from 0 to 10 based on how much they resemble another game’s set. The result is a percentage—the higher the number, the more likely you’ll see the joke in comments.
Keep in mind the score is subjective. If you’re comparing Call of Duty to Battlefield, both use “Recruit” and “Veteran,” so a score of 8 is fair. If you’re comparing Minecraft to Dark Souls, the modes are so different that a score of 2 is more accurate.
Limitations and Misconceptions
The calculator doesn’t measure actual plagiarism—it measures joke likelihood. A high score doesn’t mean the developer stole anything; it just means the names are common. Conversely, a low score doesn’t prove originality; a game could have unique names but still copy mechanics.
Another misconception is that difficulty modes are a modern invention. They date back to early arcade games, where “Difficulty” switches on the cabinet let operators adjust the game. Home consoles standardized the Easy/Normal/Hard ladder in the 1980s. So the “stolen” joke has been around for decades.
Frequently Asked Questions
Is “probably stolen difficulty modes” a real term?
No, it’s an internet meme phrase. It’s used sarcastically in gaming communities to mock the idea that common difficulty names are copied. It’s not found in game design textbooks or official documents.
Why do so many games use the same difficulty names?
Because they work. Players instantly understand what “Hard” means. Inventing new names risks confusion, especially in international markets. Developers also have limited space in UI, so short, common words are practical.
Can difficulty mode names be copyrighted?
Single words or short phrases like “Easy” or “Nightmare” generally cannot be copyrighted. Even longer sets like “Hurt Me Plenty” are unlikely to be protected because they’re too short. Trademark might apply in niche cases, but it’s rare.
What’s the most original difficulty mode set?
Many players cite Civilization’s historical titles (Chieftain, Warlord, Prince, King, Emperor, Immortal, Deity) as original and memorable. Doom’s pop-culture references are also iconic. Originality usually comes from theming, not inventing new words.
Does the joke ever offend developers?
Rarely. Developers understand that difficulty names are generic. Some even lean into the joke by adding tongue-in-cheek mode names. The phrase is more about community in-jokes than criticism.
Should I use this calculator for serious analysis?
No. It’s a fun tool for conversation, not a research instrument. If you’re writing a serious analysis of game design, focus on mechanics, player experience, and accessibility—not the names of difficulty settings.
Related
Formula used
in t | Number of difficulty modes | modes | 4 | 1 | 10 in s | Similarity score (0-10) | score | 7 | 0 | 10 out risk | Likelihood of 'stolen' joke | % | (t * s) / 10 | 0
Each line is one input (in, sel, list) or one result (out: label, unit, formula, decimals). How the calculators work
Method: the standard formula for this calculation, rounded as each result states. See how the calculators work or report an error.
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