Challenge In Games Is Not A Dirty Word
Thanks to GamerDad for their editorial discussing why there should be more difficult-to-complete games out there. The piece takes difficulty complaints regarding F-Zero GX for GameCube as a starting point, saying "This isn't the first time a top quality, high profile game has kicked people in the butts with challenge and it won't be the last. This kind of challenge is good for gaming and we need more games like it." The article goes on: "Players have grown accustomed to difficulty levels that are far too easy and I think it's contributing to their boredom with many games", but also cites specifics: "The most important thing about challenge, and it's one that F-Zero GX gets right, is that the game must let the player know it was their fault that they lost."
Players have grown accustomed to difficulty levels that are far too easy and I think it's contributing to their boredom with many games
The real topic is that games should have various difficulty settings: one for beginners, one for intermediates and one for experts. And the settings should be really different. That way, anyone can pick their favourite level of challenge. And after having played through a game on an easy level, chances are that the player will re-play the game with harder settings.
Good examples include System Shock (puzzles? shooter? your choice!), DN3D (come get some!), Quake or Civ 3. Or Grand Prix 3/4, where you could enable several stages of realism.
Also a good choice if your game has levels: first levels are easy, then become more difficult. Baldurs Gate (2) did it like that, although some parts were (for me) extremely difficult. No problem if there is a cheat. And after failing 10 times at the exact same position, I'm inclined to cheat.
My cats ate my karma. They also wrote this comment.
When will programmers stop equating difficulty with the computer "cheating" to make it better?
As one example, even on the easiest level of CivIII, the computer players somehow, magically, know more about the map and areas they cannot possibly have seen (even by trading maps with each other). Only by clamping down on the computer players' ability to produce units/buildings does it rein in its knowledge. At the higher levels, not only does it know more about the map than a human player ever could, it outproduces you dramatically.
Would it really have been that difficult to come up with an AI that did not cheat by violating the fog of war? I could understand it if at the highest levels this happened, but when it's pretty obvious on the easiest level, it shows a lack of interest in working on making the AI truly challenging, but rather taking a one-size-fits-all approach and altering the difficulty by manipulating non-AI facets of the game.
Quite a few reviewers play games at lower difficulty levels so that they can get a quick sense of the content without having to play a particular level five times just to see the next level. I wonder if that does figure into some of the complaints.
Ever talk to a kid about how fast they finish a videogame?
Well, if you do, they'll tell you that they play until they get stuck. Then they go the FAQ, or the convenient gaming guide, that comes out at the same time as the game release, and then they continue playing until they finish the game. Kids nowadays almost play the game like a marathon. Kids nowadays don't spend the time to think about that obstacle in the game, and how to overcome it, they take the easy solution, and use the game guide to get through the problem. They'll put the game difficulty to the easiest setting to finish it right away.
Take a look at 'Stuntman', the sequel to 'Driver'. That game was damn difficult, which critics argued was the reason why it did so bad.
Sure I can see making a game difficult, but the attention span of kids nowadays are far too short to make the game popular if that was the case.
From reading the very few opinions posted, I've noticed the following:
If you're a casual gamer, you seem to like the *easy* games.
If you're hardcore (and old school), well you like *real* hard games.
Honestly, I'd consider myself an old-school casual gamer, I spent a great deal of time with Fzero yesterday, and one side of me felt good (the old school/hardcore gamer), but the other side felt frustrated (the casual gamer, member of the workforce that has a life).
I personally know that if I spend time with the game I'll master it. I remember my conquering of the original F-zero (familiarize with Novice-Challenge with Standard-Master with expert) - and who didn't feel like a god when conquering King-expert winning all races for the first time. (But two months had gone bye and the day was divided between Mario, Gradius III and F-zero).
This time around is different, you have dates, you have to work, you read (to keep up with technology), if you live alone, you have house-stuff to do.
I believe that a game like this is for the dedicated gamer. I beat a lot of difficult games when I was a dedicated gamer, but Unless I take as a personal challenge, conquering F-zero will be a long, long process...
Happy gaming!!!
BTW, Is it only me or the story-mode level race in the casino (after Beating Samurai Goroh) is REALLY difficult?? - I've been stuck for hours in that sucker.
Make no mistake, I like games I can sit down and play for twenty minutes and leave without caring much about progress. The idea of fighting a boss that takes 45 minutes to defeat, then dying, just isn't too appealing. I'm not a stathead or a completist in this regard - the kind of person that has to find and battle every last secret character.
There is, as mentioned elsewhere, a fine line between difficulty and frustration. To me, a good challenge is described as one where when the player dies, (s)he can see how it happened and see some route to prevent it from happening the next time. This is as opposed to one challenge after another, to the point where when you die, you blame the game designers for their lousy creation instead of your own skills.