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Are Modern Games Too Easy?

bippy writes "Game critic Brian Crecente's weblog Red-Assed Baboon asks if modern video games are too easy. He argues, after playing the new Pitfall game, that what made the games from the '70s and '80s such as the original Pitfall! so much fun to play was 'because the game is so hard - brutally, temper-tamper inducing hard' - Crecente goes on to conclude: 'I'm not saying we should go back to the days of Donkey Kong and [the original] Pitfall!, but maybe developers need to worry a little more about challenging a gamer, instead of plopping them into something that is little more than an interactive movie'."

30 of 179 comments (clear)

  1. Games not Hard!?!?!? by Dolemite_the_Wiz · · Score: 3, Insightful

    I STRONGLY suggest buying or Renting a copy of 'Wallace and Gromit - Project Zoo' and let me know how you do. This game, available on most consoles, is one of the hardest and most intense games ever made.

    Dolemite
    ___________________

    --
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    1. Re:Games not Hard!?!?!? by Goldberg's+Pants · · Score: 5, Insightful

      And if you've not seen the movies, rent them too:)

      Games are what you make of them these days. You want hard? Load up Warcraft 3 and choose 11 AI, team them up against you... Now THAT is hard.

      All this whining about games these days is nostalgia and nothing else. Don't get me wrong, going back to the old 8 bit days, games like Auf Wiedersehn Monty were INSANELY hard, but games have gone from being the obsession of the stereotypical loser geek in his bedroom to being a leisure pastime for the majority of people who play them now. If the games were as tough as they were back then, games would not be as big as they are today I don't think.

      The fact of the matter is games are more well rounded these days and can be made excruciatingly hard if you want. (Try Doom on "Nightmare" level for an older example.)

      It seems every few month some cranky old bastard comes out of the woodwork, rattles his walking frame at you, puffs on his pipe, adjusts his glasses and says "Games were tougher in my day sonny" as if that somehow makes them better than newer ones.

      "Don't worry granpa, we'll get you all the help you need..."

    2. Re:Games not Hard!?!?!? by PainKilleR-CE · · Score: 4, Insightful

      I would recommend R-Type Final and Ikaruga. For comparison, pick up Gradius III & IV as well (the latter being available on one disc for the PS2). In general, there are easier difficulty levels available in the newer games, but the overall difficulty of the newer games is as hard as, if not moreso than, the older games.

      On the other hand, if you look at FPS games, the tendency has been in the opposite direction, with difficulty levels being removed from games and the "Nightmare" type difficulty levels almost completely gone. I think this is probably because these games are developed with the idea that multiplayer will make up most of the replayability, when in reality there are still plenty of people not playing these games online. If they focused more on replayability, that ability to change difficulty levels, and ramp it up to an extreme level of difficulty, could really help a lot.

      Other things that have helped reduce the overall difficulty of games are mostly simple features that reduce the confusion for the players. Indicators for what you're supposed to do next, auto-mapping in the game, and so on. A game is more difficult if you have to map it out by hand or keep the map in your head, but this is an artificial difficulty.

      Of course, arcade-style games also deal with the transition from coin-op, where you're trying to get people to pump more quarters into the machine by killing them quickly, but balancing that with a need to keep them playing. On consoles you don't need quarters, and the constant deaths either do nothing to slow down some players or turn them off of the game completely.

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      -PainKilleR-[CE]
    3. Re:Games not Hard!?!?!? by moonbender · · Score: 2, Insightful

      What FPS are you thinking of? Because most of the significant ones I know have in fact got a difficulty setting, and challenging ones at that. No matter though, since single player gaming is only one side of (FPS) gaming - if you're looking for the ultimate in difficulty, enroll in gaming tournaments and prepare for your unmaking. ;)

      Of course, multiplayer gaming isn't exactly a new idea, but the sheer scale induced by the Internet and the organisation behind it all makes for a different quality.

      --
      Switch back to Slashdot's D1 system.
    4. Re:Games not Hard!?!?!? by PainKilleR-CE · · Score: 2, Insightful

      What FPS are you thinking of? Because most of the significant ones I know have in fact got a difficulty setting, and challenging ones at that.

      I wouldn't be able to say exactly, because it's been a while since I replayed (or even played through) the single player of an FPS. In most cases the default difficulty is mind-numbingly easy or the game is just boring in general. On the other hand, the few I can remember had maybe 3 difficulty levels (which I wouldn't generally complain about), while older games like Doom had as many as 5 difficulty levels (though iirc the Nightmare difficulty was added later). The last FPS games I bought were RtCW, BF1942, and UT2k3, and the latter 2 had game-stopping bugs near or at load, so perhaps the real difficulty was in getting FPS games to play in the first place :) (and I am pretty sure all have been fixed, the UT2k3 problem was especially irritating because the demo worked fine).

      The UT series has a really nice answer to the problem, since the bots are extremely configurable in terms of behavior and difficulty (even being adaptive if you choose the option). I found the Q3 bots, on the other hand, to be far too easy, regardless of difficulty level, with only the final level of the game being a significant obstacle (though I'd have to say the last level of the first UT game was also very hard for me, and that 1-on-1 isn't my strong point).

      No matter though, since single player gaming is only one side of (FPS) gaming - if you're looking for the ultimate in difficulty, enroll in gaming tournaments and prepare for your unmaking. ;)

      Been there, done that, and unmade as much as I may have been unmade myself ;) On the other hand, I've been quite irritated lately at the praise heaped on Counterstrike and the tendency of games to move towards the model it used (I'd say based on Action Quake 2, but then someone would find an older mod that had the same model). I guess I've still got my breath held to see what TF2 will be, knowing all the while that they'll probably hose it up completely to try to appeal to the CS crowd and/or the mass-market (well, they bought TFS for exactly that reason, as TF was the most popular multiplayer FPS at the time). Anyway, at least the leagues were fun for a couple of years, and gave me my money's worth from Half-Life, which I thought was an absurdly boring, mindless, and definitely not challenging single-player game.

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      -PainKilleR-[CE]
  2. They still exist, just not in quantity. by Godeke · · Score: 5, Insightful

    Brutal games are being made today, but the serve a niche, not the mainstream. Mainstream gamers want to *have fun* playing a game, not necessary throw their controllers around in fits of rage.

    I used to have the time and focus to play games like Shadow of the Beast of the Amiga for hours, perfecting my timing. Today, I prefer something a bit less demanding. Prince of Persia was a hit with me due to the magic of the rewind feature: sure, you failed that jump, but you just pressed a button and rewound until *before* the failure, and tried again. Nearly instant "load game", without all the loading fuss.

    Meanwhile, Ikaruga (or however it is spelled) is a great shooter, but I don't think I will be imitating the demo play with perfect *MAX CHAINS* through the level. (I'm in awe of the recorded demos... freaking amazing talent displayed). Still, I can have a blast in two player mode, just trying to *survive* a few levels...

    Really, the reason the old games simply ramped difficulty up to the point of impossibility was they had *nothing else to offer*. With in game movies with semi-coherent plots, lots of variety in gameplay, cool levels and a bit of humor, why would I want to beat my head against the same level for hours on end? Games have moved on from challenge to entertainment, excepting the few titles (Contra for PS2 anyone) that specifically were designed for the hardcore "lets try that a hundred times" gamer.

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    Sig under construction since 1998.
  3. Cinematic Trailers by notamac · · Score: 5, Insightful

    But how do you justify that kazillion dollar cutscene at the end if you don't expect anyone to ever finish the game?

    We've got to have something flashy there to keep the average consumer with a five minute attention span playing for a while!

  4. Stupid question = stupid answer by Creepy+Crawler · · Score: 5, Insightful

    Yes, they're getting easier.

    Easier games sell faster cause you have people reccomending games they beat.

    Back in the old days, there wasnt 128MB gfx cache or 2GHz cpu's. You made the games tough as nails.

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  5. Different kinds of hard. by BigZaphod · · Score: 4, Insightful

    There are different kinds of hard, though. Many of the older games seemed to eventually come down to pure reflexes and sense of timing. It didn't challenge your mind so much as your hand-eye coordination. So maybe this guy just prefers that sort of game over some of the more modern games with puzzles and mystery.

    1. Re:Different kinds of hard. by Molt · · Score: 3, Insightful

      I do agree there's different kinds of 'hard', but in my opionion older twitch games (Paperboy etc) were more infuriatingly difficult than the modern twitch games, and the older puzzles and mystery games (Any Infocom, Magnetic Scrolls) games were also more infuriatingly difficult than the modern thinking and puzzle games. Two very different kinds of game, but both now a lot more approachable to the casual gamer.

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      404 Not Found: No such file or resource as '.sig'
    2. Re:Different kinds of hard. by sindarin2001 · · Score: 2, Insightful

      I feel the same way. I also feel screwed over when rules that should apply to everybody involved end up only applying to the human player(s). I felt particularly upset with Soul Caliber 2 on the blade master missions. Some of the levels would have a combat rule in place, such as the edge of the arena supposidly sucks the fighters towards the end, or you and your enemy are sucked towards each other. Unfortunatelly, in the case of the arena edge, only YOU are sucked towards the edge. In the case of the fighters being sucked together, YOU are sucked towards the computer. Another example that comes to mind is the computer players in older RTS games. Why should the computer start with 15x the money that I start out with? I enjoy a challenge, but I do not enjoy a "oh, we need to make the game more difficult....well let's just add this here...oh...it's not fair for both sides....oh well, it's tougher" tactics.

    3. Re:Different kinds of hard. by L7_ · · Score: 2, Insightful

      Thats because it is more difficult to program good AI than it is to program adding 15x life. :)

    4. Re:Different kinds of hard. by Sylver+Dragon · · Score: 3, Insightful

      The thing that strikes me about the older puzzle games (ala Zork, Kings Quest, etc.) was the fact thet you generally had to type in the answer. This meant that you had to be pretty precise in guessing what the game designers wanted you to type. In fact, most of the puzzles were less challenging than trying to phrase it just right.
      For example, one of the earlier games I played was King's Quest 3, in it you had to give some gold over to a pirate to get passage on his ship. I had this figured out and tried every possible combination of english words that I could think of. In the end, I had to buy a hint book, just to get the exact right phrase to type in; once I got past that obsticle, the rest of the game was easy enough.
      I don't think games are getting any eaiser, the interface is. Everything is now point-and-click, instead of read the programmer's mind and type the anwser. Also, with the move away from sprites, movment seems less choppy. For example, in the original Prince of Persia games, you eventually got a feel for how far the character continued to run after you pressed the jump button, before he jumped. In the new Prince of Persia the character is a bit more responsive, and won't wait intil the end of the run animation to start the jump animation. Also, most games now have automapping, which is a bit of a change (and a nice one IMHO), how many of us remember taking up page after page of graph paper mapping the cities/dungeons/etc in the Bard's Tale series? Better yet, if you played the Gold Box D&D games, try mapping the outside in Secret of the Silver Blades, it was a nightmare, and a rather silly contrivance to make the game more difficult.
      As for the difficulty of FPS games, most of them simply involved making the monsters/enemies more accurrate or durable, or just added more of them, and this is still true today. Again, its just a quick hack to make the game harder, and is still done in some games, other have just decided to forego it.
      Also keep in mind that those that tend to think that games are getting eaiser have probably been playing them for some time now, they tend to be better at getting through games, as they have learned to adapt quickly to a changing interface/enemies/siituation. So, in a way, the games are getting easier, because the players are getting better at games in general.

      --
      Necessity is the mother of invention.
      Laziness is the father.
  6. Money.... by wronskyMan · · Score: 5, Insightful

    In the 70s and 80s a good chunk of the money was made from video games in arcades, etc. or video game rentals - developers had an incentive to keep people playing as long as possible to pull in the quarters/late fees. Now with the advent of the $9.99 CD rack at CompUSA, programmers have a financial incentive to make games easy-keep the user coming back for more games after s/he is bored with the old ones

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    --- You shall know the truth, and the truth shall make you mad- Neal (not Cowboy) Boortz
  7. Perfect Dark by 00420 · · Score: 4, Insightful

    Perfect Dark.

    Especially Challenges 25-30 in the "Combat Simulator".

    Beating challenge 30 may be the most fun I've ever had playing a video game (or close to it).

  8. It's about the money by ajd1474 · · Score: 4, Insightful

    People still play all the old games that provided so much of a challenge way back in the 80's. The fact that we like to keep challenging ourselves with these old games is BAD news for publishers.

    Why?

    Because a publisher wants you to buy the game, finish it within 3 months and then be buying a new game or (even better) the expansion pack. A publisher doesnt really care if you are challenged or not. They attempt to strike the perfect balance between "value for money" and "quick to complete". It works the same as Poker machines. You want people to shell out their money as quickly as possible, whilst still feeling like they are getting reasonable value for money.

    A game which you play for 12 months before you complete is good value for you, but not for the publisher.

    --
    I refuse to have a sig... dammit!
  9. My thoughts... by josh+glaser · · Score: 5, Insightful

    Yes, I do think that games, in general, have gotten easier since the old arcade and Atari days. But, well, remember that many arcade games didn't even have an end. They simply got harder and harder until they expected people to lose.

    Also, there are still lots of hard games around...I think some of the Myst-type games are tough, but maybe that's because I'm stupid :-)

    All in all though, I think it's just the price hardcore gamers must pay for having the gaming market "mainstream" (which is a very good thing for games, in the long run). Maybe the industry should adopt some sort of "difficulty rating" so people could see how hard a game was. Some major Japanese releases, such as Final Fantasy IV, were released in "Easy" and "Hard" Types. Perhaps that, too, could be a possible solution...but, really, I think (IMO) that it's a solution to a problem that doesn't really exist...it's not like I just breeze through all the games I buy. But then, I kinda suck at gaming, too :-)

  10. Who wants hard? by rrace · · Score: 5, Insightful

    There is a difference between a challenging game and a flawed game designed to infuriate the player. Honestly I've played MORE of the latter. Controls seem to be the biggest problem. Another reason older games were harder were because of the save system.

    I recently played Contra: Shattered Soldier on the ps2 which is supposed to be an old school 'hard' game. I rather a fun experience than a game that requires me the practice in order to have fun. I have stopped playing games simply because of the stress some games create. Aren't games suppose to be a relaxing fun experience?

    1. Re:Who wants hard? by josh+glaser · · Score: 2, Insightful

      I agree. I certainly want a challenge in a game, but some games are so hard that they're frustrating. And any type of "false difficulty" do to a bad in-game camera or cumbersome controls is instantly frustrating.

  11. BS by Mitaphane · · Score: 5, Insightful

    Modern games are not too easy.

    Modern games are made more with the non-hardcore gamer in mind nowadays.

    Modern games have much more complex controls thus requiring the game designers to focus more on a learning curve than brute challenges to keep the gamer occupied.

    Modern games have much much more content than 128Kb cartidges thus they don't have to rely on insane challenges to extend a game's length.

    Modern games have much more customizability to fit a gamer's skill level

    Modern games have branched out to different genres that have different challenges. Challenges that don't rely solely on dying over and over to figure out some pattern.

    And that's about all I have to say. If you still don't believe me try playing the original Devil May Cry on Dante Must Die mode then tell me that modern games aren't hard. Games with die-retry-die-retry challenges are still out there but they're shadowed by a ton of different options/genres/whatever. If you want to complaint about how new games are tough enough either change the difficulty or play a different game. I however enjoy the wide variety of games that are out there nowadays.

  12. But they ARE difficult.... in context anyways by jtpalinmajere · · Score: 5, Insightful

    Those of us that have been playing games for 10+ years have for the most part become very adept at playing the games we play. However the newcomers don't have our vast vaults of knowledge with which to rely on and find them very difficult. Case in point: both my little brother and my father are fairly new to the gaming scene and they have a great deal of trouble playing many games to completion because they find them too difficult... however I can play through the whole game in a matter of minutes. If developers constantly made games more and more challenging on par to the existing players, they'd never really latch onto newer players in any significant way. They would basically limit their market to one generation of gamers... and then die out because after a while no one is left that can even approach succeeding at any game that is put out. If the company wants to stay in business they have to create games at a fairly predictable level of difficulty and occasionally include an uber hard difficulty that assuages even the most 1337 gamers out there.

  13. Vintage game musings.... by gringo_john · · Score: 5, Insightful
    I would agree that it's easier to finish modern games now. But you have to keep in mind that when you get stuck, you can just go online and google for a walkthrough or hint. Hell, you can even use cheat codes to get past where you're stuck.

    In contrast, back when I was playing "Infocom" games. I remember getting stuck in "hitchhiker's guide to the galaxy" and having to go out to the public library to look in a computer-game-hint-compilation book to get past a point in the game. If the internet was available back then as a resource, it would have been a trivial solution.

  14. The effect of Loading Times on difficulty by neostorm · · Score: 3, Insightful

    Nowadays the causal gamer audience isn't the only thing driving the difficulty lower in mainstream titles.
    This is just personal observation, and your perspective may differ, but I think the loading times in games are what make difficult titles more unbearable.

    A decade ago you would run off a cliff and the longest you would have to wait was for the screen telling you how many lives you had remaining to fade away. Instant death was around every corner back then. Today most designers caution against any pitfalls in a game that are unexpected to the player, and don't offer a way out. This is reasonable for easing the amount of frustration, but the frustrating element here isn't the difficulty of the game, as much as the duration of time it takes to get back on ones feet after death.

    After looking over so many modern games this way, I really think we could get away with todays games having a much higher difficulty if we were able to load back into the level only a few seconds after dying and try again. I'd say that todays easier games are just a way to offset the frustration of the waiting.

  15. "NES Hard" by Pluvius · · Score: 2, Insightful

    That's the term I use as the superlative of gaming difficulty, simply because many of the games for the NES were exactly that. Some of them would make much better examples of difficulty than Pitfall does. Remember Ghosts 'n' Goblins?

    As for the difficulty of today's games, it's pretty obvious that it's lower in general. I don't think that necessarily makes modern games "too easy," though.

    Rob

  16. Hogwash! by Domini · · Score: 2, Insightful

    Due to limited code space and a small market of extreme gamers these may have been the only type of games out there.

    This does not mean they do not exist, just that modern games must cater for all types of players, and thus they are made scalable.

    Has this person tried playing a multiplayer Warcraft III game against a single insane AI computer opponent? How about tried to beat all the Quake 3 Arena levels on Nightmare? There's hours of trying right there!

    Most games have a Hard/Nightmare/Insane setting which is meant for pitfall/rick dangerous/aztec challenge -like games.

    Also, does pitfall have a PvP setting? No! So once pitfall becomes too easy, where's the challenge? It's boring! I've had the remarkable pleasure of losing countless Quake games to awsome world-ranking players... wanna learn real anguish? ;)

    Anyhow enough ranting... I'm tired of people trying to cling on games "that they just don't make anymore" or "It's not fun" or "It has no story" or "Blah blah blah". Rubbish! Modern games are as good and in MOST cases better!

    Sure I enjoyed finishing Mercenary, Druid, Bard's Tale 1-3, Elite and many more on my Vic20/C64/ZX Spectrum/Spectravideo/Acorn/BBC A/B/Amiga/Atari ST. But I'm happy those days are past and I could play competitive games like Quake/Counterstrike/Starcraft/Warcraft III/Ghost Recon/ etc etc.

    Anyway... enough raving... :)

  17. Old games were hard to make them last longer by EnglishTim · · Score: 3, Insightful

    Those older games were hard so that you couldn't complete them in half an hour. As result you had to continually play parts of it over and over again until you could complete them. Nowadays as games have much more content they can allow the player to progress faster as there is more game to get through.

    In my opinion this is a Good Thing, I certainly don't believe that Harder == More Fun. This is why I like different difficulty levels - you can tailor the game to the way you like to play. Those with lots of time and few responsibilities are welcome to spend five hours every night on 'Bastard Hard' - however, with a wife and three kids I just don't have that kind of time to play levels over and over again until I can do them. If I play at 'Normal' or 'Easy' I can still progress in the game with only a few hours per week.

  18. Games today ARE different... by WebGangsta · · Score: 3, Insightful
    ...from back in the day. For the most part, the focus has moved entirely away from creating a good game to creating an "immersive player experience". Some of this was touched in the earlier /. thread about 25 years of gaming.

    Yes, there was a time when arcade players loved being able to play forever on a single quarter. How many levels could you go on Donkey Kong? Could you get the high score on Galaga? Did SpyHunter ever end? Sure the levels became repetitive and often insane, but you could play as long as you could survive.

    Games today have morphed into ones with 20 different "missions" or time runs with limited long-play appeal. Granted, there are specific games where this makes some sense because of the nature of the game (you reached the bottom of the mountain) but there's no reason why all games have had to go that route. Don't you love going to Jillians/D&B and blowing $0.75 for 1 minute of entertainment, as is the case with practically all arcade games these days? It's a shame that kids today don't appreciate pinball (what few pinball machines there are anyway), where skilled play usually awards players with a replay.

    Of course home consoles with the ability to save your location have changed games considerably, but (as an example) SSX3 did an admirable job of taking the "race to the bottom of the mountain" concept and throw it on its ear. Lots of variety and ease of going back to the top to rerace as part of the game (instead of having to start over from the main menu) make it seem as if you're continuing one run.

    Publishers need to take into consideration that there are some gamers who don't want games that end. Mission-based games, side-scrollers, and the like are only a subset. The Sims (and various Tycoon/sim games) is popular on the PC because the game is continually changing and infinitely replayable.

    The original MYST was a huge seller for various reasons, one of which was that it took so long to figure out exactly what/how to do *anything*. With the Internet now and all the cracks/cheats/walkthroughs, MYST probably wouldn't have the same sales rate now as it did 6 years ago.

    Should games have difficulty levels to make games harder for more skilled players? Sure. But GOOD games shouldn't need skill levels, cracks, cheats to make the games interesting to all players.

  19. Thief 1 & 2 on Expert by UnknownSoldier · · Score: 2, Insightful

    Oldies but goodies...

    Thief is extremely rewarding when you finish it on expert.

    Rogue Spear - single player custom mission with 50 terrorists. Yeah the AI have sniper abilities with pistols, but it's also a lot of fun.

  20. Arcade vs. Home Play by spreer · · Score: 3, Insightful

    I think you've hit the nail on the head here. In the late seventies and well into the eighties, the place to play games was the arcade. Sure there were (wildly popular) home systems, but many of the most popular games tried to be faithful copies of the arcade version. When you make your money from a machine you put quarters in, you want to make the game hard hard hard. You want to keep people losing and keep them putting quarters in.

    When you are selling games that are to be played on the PC or console, you want people to play them, enjoy them, and then buy your next game. You don't make another dime if takes them 4 times as long to beat the game.

    spreer

  21. The problem is built-in cheat codes. by still_sick · · Score: 3, Insightful

    Go to any GameFAQs message board, and half of them will be about codes and GameShark codes and whatever.

    Most games have selectable difficulty levels - and for whatever stupid reason idiots like to pick the easiest one, cheat their way through it, and then cry about how much the game sucked because it was too easy.

    As with most things in life, the problem is people are idiots.

    --
    ...Also, I didn't know Buggalo could fly.