Game Essentials - 20 Difficult Games
Last week, in a discussion of the essentials of game design by John Harris, Gamasutra posted a list of twenty really difficult games. It's interesting not only for the purposes of the article (examining the concept of challenge in game creation) but also simply as a personal scorecard for your own gaming career. My personal albatross: "8. Monkey Ball, a.k.a. Super Monkey Ball. Putting that monkey in the ball may have been a whimsical masterstroke, but don't let it fool you. This game is hard. Design lesson: If you're going to make a super hard game, make it fair. No one thinks Monkey Ball is unfair. There is no randomness. Everything that happens is a direct result of the player's actions, and there are no hidden portions of the level waiting to destroy the player. It's not like a boss enemy with secret attacks the player couldn't possibly survive the first time seeing it. It's not only possible to reach and finish Monkey Ball's Master levels, but it could be done on one's first try. Winning the lottery is more likely, but it's possible." How many have you mastered?
...Duke Nukem Forever Why do you think it hasn't been release to the general population.
It take more faith to believe in evolution than it takes to believe in God
Oh for the days, when computer games rewarded ability rather than perseverance.
Computer games used to be about developing a skill, playing it until you got sufficiently good that you were able to complete something on a higher level. Nowadays, it's about who can put the most amount of time into a game. The difficulty level is a gentle gradient if not entirely flat.
Compare modern games to the simplest and most iconic of old games - Pac-man. It only had one level, one playing level. One! Yet the same level played again and again, with increasing difficulty. Faster ghosts, less time on power-pills, etc etc. The only way you would see level 20 was if you were good enough to beat level 19, and that was damn hard.
Compare to games these days, such as the GTA series, Half-life 1 and 2, Halo, World of Warcraft, whatever. The end of these games is not significantly different in difficulty from the beginning. The last levels involve generally the same baddies, but more of them, and you have bigger weapons to handle them. The experience is constant throughout the cycle of the game, so that a little perseverance will reward you with progress.
Why is this? Games are now a much bigger proposition, and the audience is wider. And the audience wants easy gratification and no frustration. Sure, it's meant to be entertainment, not a challenge. But for many of us, the entertainment is in the challenge and ultimately, surpassing it.
I remember spending ages playing Pac-man, Defender and the rest as a child trying to defeat the higher levels. When you achieve something you hadn't done before through your own skill and ability it's far more rewarding than just cruising through it.
Games are about perceived value now, and someone who fails to finish a game will not have gained that full "value" from it. So games are tailored so almost every user can finish it, that Bob the Button Masher will be able to work his way to the end and see all the pretty bits eventually as long as he doesn't run out of Cheetos in the meantime. But this is at the cost of a real sense of progression and challenge, and hence accomplishment, by those of us dedicated enough to put the effort in to get good at something.
Many games used to be open-ended, with just increasing skill levels and no defined end. I guess this got past that problem as every level was a measure of ability and a goal in itself. You can defeat it on level 15? Well I can get to level 20.
Games used to be closer to a martial art (simply in terms of dedication, application and training), now they feel more like a particularly wimpy yoga session, where as long as you can make it through the time, you can say you've completed it.
(No offence to any yogaers out there, you know what I mean)