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Is 'Safe' Gaming The Best Kind Of Gaming?

An anonymous reader writes "James Portnow has written up an in-depth article about 'risk in game design'. He discusses the concept of the safe game, 'any game where given X hours (with minor variance for skill) any player will beat the game and get the prize.' Do you prefer your games tricky and studded with failure points, or does smooth and easy win the race?"

2 of 126 comments (clear)

  1. How about both? by ComaVN · · Score: 5, Interesting

    I like games that have a sandbox or arcade mode, that just let me ride/shoot/build whatever I want, however I want, whenever I want, but also a career mode that poses more of a challenge.

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  2. Difficulty levels. by SanityInAnarchy · · Score: 4, Interesting

    Take a game like Quake 3 -- I really couldn't care whether I beat it, or whether I use cheats, or what. It's really intended to be multiplayer anyway. Given x hours, I will have fun, even if it means gauntleting bots on "I Can Win." Or I can play on Nightmare, or online -- either one, I will lose most of the time, but damn, is it fun to win just by the skin of your teeth -- or to get kicked into that higher gear and come back from 5 points behind to 5 points ahead.

    Now, consider a game like, say, one of the Final Fantasies. Those are challenging, but you can generally beat one, given enough hours. This is good, because you don't want to pay $50 for a game and not get to see the end of the story. But, being able to see the end does not imply getting all the Legendary Weapons, and damnit, we deserved ours. I say "we", because my roommate and I traded off playing the Chocobo Training (for Tidus' weapon) -- even tossing the controller halfway through, as we were each better at different parts of it.

    Or Halo, maybe the best example. Legendary is about as hard as you can make it and still have it be possible. Easy is a bit like "I Can Win" -- if you're trying at all, you'll beat it easily.

    I can enjoy a game like, say, Half-Life 2 -- hard was too easy, but it was still fun. But nothing gives a game replayability like a decent set of difficulty levels. And if your game is, say, Enter The Matrix, you NEED as much replayability as you can get -- DAMN that game was short.

    I can also enjoy a game that is hard, but not impossible. The Jak games were like this for me, especially Jak II. Often, required missions were ridiculously hard, requiring 10 or 20 tries to get it right. But it was possible, and the plot, animation, and humor makes it all worth it, no matter how short the cinematic.

    So, in short, you are permitted to make it hard, provided you either provide a way around it (by making it an optional sidequest, or by allowing an easier difficulty level), or make it worth it. Difficulty levels are really the answer you are looking for -- the casual gamer won't buy Midnight Club 2 or Jak 2, the hardcore gamer won't buy Half-Life 2, but they'll both be happy with Halo 2 for quite a long time.

    Oh, and crappy, old, still hard arcade versions of this game are to be unlockable secrets (PoP: Sands of Time had PoP 1), NOT requirements for beating the game! (Donkey Kong 64 required you to beat the original Donkey Kong!)

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