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Balancing Challenge Against Frustration In Games

Game-ism has an article discussing the balance game developers strive to achieve between making games challenging enough to be interesting, but not so much that they are frustrating. The author points to Assassin's Creed and GTA IV as examples of recent major titles which may have suffered from gameplay that was too easy to master. Conversely, a minor title like Bionic Commando Rearmed achieved more success than expected in part due to the sense of accomplishment that comes from completing parts of the game.

156 comments

  1. Also by Anonymous Coward · · Score: 5, Funny

    It is important to balance the difficulty of successfully trolling slashdot with the difficulty of moderation.

  2. Another option by nickswitzer · · Score: 1, Insightful

    You can just make the game never ending like World of Warcraft. They keep making new dungeons, new weapons, new skills, and the PvP aspect is different everytime. Blizzard nailed it on the head with the ability to captivate the gamers and then keep them wanting better and more stuff. Blizzard will release Diablo III soon, which will hopefully have some aspects of WoW that make people go, well, "Wow!".

    1. Re:Another option by Hatta · · Score: 4, Insightful

      You know what else never ends? A hamster wheel. The inability to win, beat the game, or just finish is the reason MMOs never interested me.

      --
      Give me Classic Slashdot or give me death!
    2. Re:Another option by pizzach · · Score: 1

      You know what else never ends? A hamster wheel. The inability to win, beat the game, or just finish is the reason MMOs never interested me.

      That is also the reason that most Atari 2600 games never interesting me.

      --
      Once you start despising the jerks, you become one.
    3. Re:Another option by shivamib · · Score: 0

      That is also the reason that most Atari 2600 games never interesting me.

      Ha! Another poor soul that couldn't beat Pitfall!

      Pfff.

    4. Re:Another option by philspear · · Score: 1

      You still have to balance challenge vs frustration. I don't know how WOW goes, but if level 1 players die with a stiff breeze, level 60 players kill anything in a 7 foot radius with mean aura alone, and you let the high-level users fight level 1 players as much as they like, no one is going to reach level 2 after a while. If the game is

      "waiting to spawn...spawned oh wait no Killed by 1337master (level 999) waiting to spawn..." then I think most new users would quickly cancel their subscription. Maybe that's how it does go, I don't know, but I can't imagine it got to where it is by completely ignoring balance.

    5. Re:Another option by Lehk228 · · Score: 4, Funny

      you can't win but you can definitely lose the game

      --
      Snowden and Manning are heroes.
    6. Re:Another option by ikono · · Score: 1

      Awwwwwwwwww....

      --
      Karma is for whores
    7. Re:Another option by Fweeky · · Score: 3, Insightful

      It's ok, Losing is fun.

    8. Re:Another option by Das+Modell · · Score: 1

      The starting zone for your race is always friendly to you and hostile to the other faction. You can't be attacked unless you initiate combat or flag yourself for PvP combat. The next zone is also friendly. Other zones are contested, so anyone can attack anyone. If you play on a PvE server then you can never be attacked unless you attack first or flag yourself.

    9. Re:Another option by morari · · Score: 2, Insightful

      I sincerely hope that Blizzard doesn't add any aspects of WoW to Diablo III...

      --
      "He who can destroy a thing, controls a thing." --Paul Atreides, Dune
    10. Re:Another option by oracle128 · · Score: 1

      This is how most database games work. Online games like Travian or MySQLGame seem like they have good strategy and gameplay elements; but really when it comes down to it, it's just a race to see who can begin the game first. Pretty much the only rule I've ever seen setup to counter this fact is newbie protection; but of course, if you're capable of infinite expansion, and/or newbie protection doesn't allow you to become equally as powerful as any other player, the whole system is useless. "Strategy" for these games means joining some uber alliance you don't want to, or playing while you work/sleep so you don't die out while having a life.

      Games like Ground Control/World in Conflict demonstrate drop-in multiplayer that can be done right - basically you set a resource pool for each player, and new players start with a full pool. Strategy here doesn't mean sacrificing equality, a life or drop-in multiplayer; NOR does it mean that every player must have exactly the same units/abilities.

      I don't really think your comment applies to WoW, since as far as I know, it has a level cap, and you can choose not to go PvP until you're ready to. But what you've said definitely has merit, and is the case in many online PvP games with drop-in gameplay.

    11. Re:Another option by tknd · · Score: 2, Insightful

      The inability to win, beat the game, or just finish is the reason MMOs never interested me.

      MMOs never define a "win" condition. They leave that up to you the player. But most players have misconceptions that "winning" in a video game means completing all content available in the game just because that's how the "old" video games started.

      My recommendation to both players caught in an MMO treadmill and players who simply see ALL MMOs as useless are to reconsider what it means to "win" in a game. If you want to stick to the definition, "winning means completing the last level of the game" then fine. All you are asking for are PvE treadmills.

      Personally I either play a game to have fun or have a challenge with other human players. Some game content might be interesting from a PvE perspective. And in those cases I might define "winning" as simply completing the last level of the game because in doing that action I might be entertained. But in most cases I define "win" as having a competitive game with other human players where the challenge and randomness of other player's actions creates a sense of fun or excitement.

      If you are able to do that, the sense of "winning" and being tied to a game will no longer affect you. Instead you'll only be after the next close "fight". Of course getting to that next fight might be frustrating if you are too good or too bad for the game and the game has no good method of dividing players into appropriate skill levels.

    12. Re:Another option by wilkinc · · Score: 1

      The inability to win, beat the game, or just finish is the reason MMOs never interested me.

      MMOs never define a "win" condition. They leave that up to you the player.

      There are some MMOs that have a definitive Win/Lose condition inherent to the game. See this game for more details. At the time of writing the game is in the Endgame stage (where the game can be won or lost). It's not a perfect game by any means, but is *very* different to any other MMO that I've ever played.

    13. Re:Another option by Anonymous Coward · · Score: 1

      This is the main reason why I read the gaming section, for comments like this. (learning about a new, and in this case FREE game to play)

      That Dwarf Fortress looks like a challenging game.. it looks like a Civilization type game in a world simular to ATOM. I'll give it a try :)

      thanks for the post!

    14. Re:Another option by j33pn · · Score: 1

      The inability to win, beat the game, or just finish is the reason Thermonuclear War never interested me. How about a nice game of Chess?

      --
      You people and your slight differences disgust me! - Prof. Farnsworth
    15. Re:Another option by Devout_IPUite · · Score: 1

      You could define winning as hitting the level cap. You could define winning as killing the last raid boss. You could define winning as collecting each kind of mount. There's no credit roll, but you can certainly have goals. When I finished clearing Karazhan with my guild I had a choice personally of "say I've won and quit, or play the next 'level'". I went to the next level but later quit and picked up music, which you also can't win...

    16. Re:Another option by Fweeky · · Score: 1

      It's certainly worth getting past the simple graphics (a good tileset helps) and somewhat wobbly controls. You'll soon go from not being able to work out how to dig to building automated goblin crushers and appreciating the detailed gibbage and realistic blood effects.

  3. First things first by Anonymous Coward · · Score: 1, Informative

    No more cutscenes. Especially long-winded cutscenes before a difficult combat. Even moreso cutscenes that can not be skipped by player before a difficult combat. Don't care if a game is difficult or frustrating but games are meant to be played, not watched. If I wanted cutscenes then I'd just rent the MGS4 machinima direct-to-DVD movie.

    1. Re:First things first by Anonymous Coward · · Score: 0

      Especially long-winded cutscenes before a difficult combat. Even moreso cutscenes that can not be skipped by player before a difficult combat.

      Yes, I agree in situations like this. I have spent too much time :
      1. Watch a long dialog
      2. Fight (typical "boss" or hard encounter)
      3A. Die (reload goto->1)
      3B. Killed boss. Finally I can advance further.
      to say anything different. It shouldn't be too hard to give me an autosave after the cutscene, before the big battle.

      No more cutscenes.

      But I do not think the problem is the cutscenes in and of themselves. Cutscenes can be great when used for example showing consequences/conversations/important information/building story from places where the player is not currently present.

    2. Re:First things first by chill · · Score: 1

      A good story is one of the aspects of a good game. Good cut scenes can enhance the game's story and, done right, are an excellent enhancement. Blizzard has done especially well with cut scenes in the Diablo and Starcraft titles.

      If you want point-click, hack-slash then play Doom.

      --
      Learning HOW to think is more important than learning WHAT to think.
    3. Re:First things first by RogueyWon · · Score: 1

      Disagree on your fundamental point: "no more cutscenes". Plot is a huge part of gaming for me and, to date, nobody has come up with a better system for conveying plot than non-interactive cutscenes. Some have tried (eg. Valve) but to varying degrees, they've all failed.

      Agree, however, than non-skippable cutscenes, particularly before difficult sequences, need to be consigned to the dustbin of history.

    4. Re:First things first by Scoth · · Score: 1

      Personally, I love the HL2 "cutscenes". Oftimes you don't even really realize you're in a "cutscene" since you rarely lose direct control of your character and you never leave the viewpoint. Some of the director's commentary talked about the various tricks and techniques they used to get the players to look where they were supposed to look during the plot exposition, and by and large it works. It's a lot better than having control of a game unexpectedly taken away and suddenly having an out of body experience.

    5. Re:First things first by KDR_11k · · Score: 1

      I found the interactive cutscenes of Resident Evil 4 (even though it's just "push the button in time or die") to be a lot more interesting than non-interactive ones simply because it means that cutscenes are no longer harmless. You can't sit back and enjoy the show while your character is in mortal danger, you actually have to keep your guard up in case anything dangerous happens and you need to react.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    6. Re:First things first by RogueyWon · · Score: 1

      Actually, yes, those are fun. Though they're not "interactive" in the same sense that HL2's are.

      I'd forgotten about those.

    7. Re:First things first by KDR_11k · · Score: 1

      Dunno, the cutscenes I saw in HL games (didn't like the games much so I didn't play very far) weren't really interactive, you could move around and see the puppets dance from another point of view but in the end they'd play out their lines and then you get to proceed.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    8. Re:First things first by adamofgreyskull · · Score: 2, Interesting

      Cutscenes yes, but never un-skippable cutscenes, never. Better hope I never find out where you live if you're the man who rubber-stamps an un-skippable cutscene in a game I play. Case in point...Resident Evil. I've played several of the games in the series more than once. In fact all of them reward you with enhanced gear for your next play-through when you beat certain time-limits or what have you. So, on the second or third time through a game, when all I'm trying to do is waste zombies and solve puzzles in the most efficient manner possible, if I'd been forced to sit through cutscene after cutscene, then I would have been plucking eyeballs.

      Cutscenes are great and they can be awesome, but unless there's something in there that is absolutely essential to my progress, there is no way I should be forced to watch it. The one time I could forgive an un-skippable cutscene would be if it was only un-skippable on the first run through, and then allowed skipping on subsequent attempts/runs through...

    9. Re:First things first by Anonymous Coward · · Score: 1, Interesting

      Wait, you're saying Valve failed to properly convey the storyline in the Half Life games? That's absurd. They did a fantastic job of forcing the player to watch story events while still providing the illusion that they're in direct control of Gordon. I can't think of any game (with scripted OR FMV cutscenes) that has more effectively incorporated the player into the plot.

    10. Re:First things first by grumbel · · Score: 2, Insightful

      Exactly, the frustrating part is almost never the challenge itself, but the non-challenging parts that you have to repeat over and over again to reach the challenge. If one would either allow a everywhere-save or have non-braindead reset points most of the problem with challenge would automatically go away, since the challenge never was the problem to begin with. I don't mind cutscenes itself, sometimes they fit sometimes they don't, but non interruptible ones are really one of the worst things one can have before a boss fight.

    11. Re:First things first by Anonymous Coward · · Score: 0

      Are you joking? Diablo is the very definition of point-click, hack-slash.

    12. Re:First things first by RogueyWon · · Score: 1

      I found HL2's storytelling to be profoundly inadequate. Valve's techniques just about worked for HL1, which was in many ways quite a technically primative game. However, when you have the level of realism in graphics (particularly facial features) that you see in HL2, as well as the more complicated plot, then having a mute protagonist who can run around the room bouncing while people are talking to him is an immersion killer for me. A Deus Ex style conversation interface would have worked far better. Even Doom 3's system of mixing non-interactive cutscenes with PDA text worked slightly better. I guess it's a kind of analogue to the "freaky valley" situation.

  4. Diametrically opposed kinds of gamers... by Anonymous Coward · · Score: 0

    In my opinion the gaming audience is diametrically opposed in many ways. I can't stand MMO's because everything is automated to the point of inanity, videogames for me are supposed to be inter-active, with the emphasis on inter-act. But I don't fault gamers for liking other games, even though I know their gaming tastes are not that good, and also because there is a fresh supply of people who haven't played all the games way back into the NES and pre-NES era's.

    1. Re:Diametrically opposed kinds of gamers... by Anonymous Coward · · Score: 0

      But I don't fault gamers for liking other games, even though I know their gaming tastes are not that good

      Pick one.

  5. there is no balance by El_Muerte_TDS · · Score: 1

    Frustration should be zero
    Challenge should be non-zero

    Frustration is a bad thing, you don't want bad things in games (except for the villains).

    1. Re:there is no balance by Anonymous Coward · · Score: 4, Insightful

      Frustration means not having what you want NOW. A challenge is trying to satisfy frustration. A sense of accomplishment is when frustration ends. This implies that without frustration, there is no challenge and no sense of accomplishment.

      The fact is you really want frustration in a game. That's a good thing. Otherwise it is not a game but a pastime. What you don't want is having too much frustration.

    2. Re:there is no balance by bigstrat2003 · · Score: 1

      No. Any frustration means that the designers have failed. You shouldn't have things handed to you on a silver platter, but that's not frustration. Frustration is "OH MY FUCKING GOD THIS GUY IS SO GODDAMN CHEAP WHY CAN'T I BEAT HIM I'VE TRIED HIM 50 TIMES!!!!". The instant a player experiences frustration like that, the designers have failed.

      Unless, of course, your fans are masochists, in which case give them what they want, but don't expect anyone else to ever like it.

      --
      "16MB (fuck off, MiB fascists)" - The Mighty Buzzard
    3. Re:there is no balance by Yvan256 · · Score: 1

      I think you're confusing frustration with desire/needs/patience.

    4. Re:there is no balance by BenoitRen · · Score: 1

      Every person has different skill in video games.

      For example, I didn't find Mega Man Zero 1 and 2 to be that hard. Challenging, yes, but not that hard. Yet almost every review of the games will tell you that they're hard as nails, extremely difficult to the point of utter frustration.

    5. Re:there is no balance by Creepy+Crawler · · Score: 1

      No. Not Mega Man Zero 1
      Mega Man 1. Elec-Man, Ice-Man, Fire-Man, Guts-Man, Cuts-Man, Bomb-Man.

      Damn. It took still just to get on the second screen on Elec-Man's stage.

      Now, Mega Man 2 wasnt as rude as 1, but hard mode screwed around with "cant hit the too low to ground enemies".

      Those were the days.

      --
    6. Re:there is no balance by BenoitRen · · Score: 1

      Don't worry; I played those too. Same experience. Challenging, but not extremely hard.

    7. Re:there is no balance by KDR_11k · · Score: 1

      No, frustration is when the fun leaves you. A good game can remain awfully difficult but the moment your character croaks you just hit "retry" and try not to die in the same way again. A bad game makes you want to quit playing. Frustration comes (at least for me) when the failure doesn't seem to be really avoidable, when it seems like it was the game's fault rather than yours that you died because some control element refused to react or because some enemy pulled an unstoppable attack combo, etc.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    8. Re:there is no balance by KDR_11k · · Score: 1

      Try Megaman 1 on the Game Boy. You can jump two tiles high. Elec Man's attack is three blocks tall. Go figure.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    9. Re:there is no balance by Anonymous Coward · · Score: 0

      A challenge is saving your game in an Action RPG dungeon with doors locked behind you only having 1 hp about to enter a boss fight.

      Frustration is saving your game in an Turn Based RPG dungeon with doors locked behind you only having 1 hp about to enter a boss fight.

    10. Re:there is no balance by grumbel · · Score: 1

      Frustration means not having what you want NOW.

      Not exactly, frustration for me means that you have to repeat the same pointless shit that you have already done dozens of times again. It doesn't really have that much to do with challenge, since even the hardest fight can always stay interesting, even when you fail. Look at games like Fallout, XCom:UFO, DeusEx or OperationFlashpoint, all those games can be extremely challenging at points, but they give you plenty of freedom and the ability to save everywhere, so even failing stays fun, because each failed attempt tells you a bit more about the enemy and how to overcome it and the saving ensures that you have never to repeat stuff you have already done. In contrast you have other games like Final Fantasy where failing means that you have to repeat half an hour of play and in this half hour repeat things that you have already done a hundred times anyway, those are the games where dieing really breaks the game, since there is nothing to be learned from failing, failing simply isn't fun there.

      I think you can very well build a game with zero frustration and yet plenty of challenge, all you have to do to make that true is to make failing interesting and not annoying.

  6. Ninja Gaiden by LameAssTheMity · · Score: 5, Funny

    Ninja Gaiden. If it were mentioned in the Bible, the passage would be, "And then God said, '**** THIS GAME,' and promptly threw his controller across the room."

    1. Re:Ninja Gaiden by Gregb05 · · Score: 1

      Only to pick it up 5 minutes later and keep playing.
      Fucking Ninja Gaiden.

      --
      --
    2. Re:Ninja Gaiden by shivamib · · Score: 0

      Ninja Gaiden is IMHO the most brilliant action game ever.

      Ninja Gaiden is a game you play out of rage.

      Team Ninja are the masters of infuriating and mocking your ineptitude. They punish you hard for not keeping up with Ryu's badassery.

      Should you play horribly enough, you are presented with an option to play in 'Ninja Dog' mode - complete with a cutscene of Ryu's master ashamed of his failure - cursed to wear a silly pinky wristband for the rest of the game.

      Thankfully, those controllers were quite sturdy.

    3. Re:Ninja Gaiden by CrazyJim1 · · Score: 1

      Ninja Gaiden 1 for NES with the three bosses?
      If so, you brought up point #1 of what I was going to post here.

      Back in the NES days, part of the magic was getting your but kicked by a game. You either retried the stage a hundred times or you didn't progress. I think it was partially because game designers were still thinking in the coinop mentality, but that is beside the point. The point I am making is that some NES games were super hard like Ghosts and Goblins, or MegaMan 1 Dr Wiley stage.

      Today's games are the complete opposite. Want to get to level 100 in WOW? Just keep killing stuff. There is no challenge, but you're guaranteed to see the end of the game if you put in your time.

      This is one of the reasons I'm making my game. My theory is that the market is poised for a MMOG that combines elements of action with elements of RPG power gain. If you're good at action games, you can do content that is designed for higher levels. If you're not good at action games then you concentrate more on the RPG powergain to get you moving along. You lose the boredom of a grind because it is action levels, but if you get stuck on something, you just go level some and try the action level again later.

    4. Re:Ninja Gaiden by Bwana+Geek · · Score: 1

      Surely, the 'h' on 'his' would be capitalized. Wait a minute... You're not a bible scholar at all, are you?

    5. Re:Ninja Gaiden by Zelos · · Score: 1

      It seems like NG's difficulty (I've just got to the end of chapter 2 on ninja dog) is cheap difficulty, the worst kind. The camera is so bad and close in you can't actually see who's hitting you most of the time, so you get trapped in a corner and lose half your health.

    6. Re:Ninja Gaiden by dasunt · · Score: 1

      Ninja Gaiden. If it were mentioned in the Bible, the passage would be, "And then God said, '**** THIS GAME,' and promptly threw his controller across the room."

      Odd. I remember the game being named '7th Saga'. It was an RPG.

      It could have inspired an entire generation of RPG designers with some of its innovative ideas if the game wasn't so horribly unbalanced that it was an exercise in frustration and patience.

      For example, a dungeon's creatures could be easily dispatched, while the dungeon's boss would totally own you. Or there's the nice passage early on where the one chest has a creature hidden inside of it that will destroy your low level party. Fell for that twice, since the first time I thought it had to be a bad fluke of the random number generator. Nope, it is the same creature every time. The same very powerful creature.

      Or what about the other PC options that you didn't select who become NPCs and go after the same objectives as you. If they manage to take over one of the early dungeons, a popular walkthrough has the best advice: Start a new game. It will take less time than the necessary leveling required to beat the NPC.

      The game had some nifty ideas, but the balance issues were horrible.

    7. Re:Ninja Gaiden by severn2j · · Score: 1

      I think the insane difficulty is part of Ninja Gaidens charm. Its the one game I still have in my PS3 collection, that hasnt been traded or sold, and I am determined to beat it. I used to own it on the Xbox, but never finished it, so bought it on PS3 when "Sigma" was released.. It may be brutally unforgiving, and is one of the last examples of "Learn by Death", but its so well balanced that even when the game has handed your ass to you for the hundredth time, you still feel compelled to give it one more go, and every time you die, you always blame yourself for not being fast or accurate enough, never the game. Thats a very rare quality these days.

    8. Re:Ninja Gaiden by LameAssTheMity · · Score: 1

      Actually, I had the exact same experience. I originally owned it on xbox and it totally owned me. So I got Sigma and I'm getting my ass handed to me again, but it sure is fun.

  7. Braid, challenge with low frustration... by nweaver · · Score: 1

    Braid is proabably the best example of how to really do challenge while limiting frustration.

    In particular, "you can't die" really changes platformers.

    --
    Test your net with Netalyzr
    1. Re:Braid, challenge with low frustration... by Urkki · · Score: 1

      Well, in Braid there are few places where you have to exit and restart the level if you screw up, which is essentially same as dying in the context of that game.

      But yeah, Braid is awesome! Even the few puzzles where I first *thought* they need precise timing with buttons and got seriously frustrated with my not-for-Mario fingers, in the end I discovered that they could be solved by using smarts too, no need for serious finger acrobatics :-)

      Ooh, but what sick, sadistic levels you *could* make with that game engine... Start with getting player stuck while giving them the illusion they're just about to solve the puzzle, and keep 'em trying again and again with no hope of success without restarting the level... Then on top of that make the level very hard, requiring precise button action with complex timing. ;-)

  8. Assassins Creed by johannesg · · Score: 4, Interesting

    Too easy? I beg to differ (you insensitive clod!) Sure, the assassinations and missions in the cities aren't that hard. But then... You first get a big battle (the 9th assassination) that is incredibly hard to win and cannot be avoided. After playing through it two dozen times I've finally discovered a tactic that worked.

    Then you get another big battle, with about twelve templars, that is nearly impossible to win. And after that, instead of a chance to catch your breath or a checkpoint, you immediately get to fight a mega-uber-baddy! WTF were they thinking? Why is there suddenly such an incredible focus on combat, and why does the difficulty curve has to rise so sharply!?

    Besides... The game cheats. Examples:

    1. During the battle with the dozen templars, when you perform a countermove, mostly you get your weakest countermove - the one that doesn't do any damage. In normal battles, you get the weakest countermove far less often.

    2. The computer plain refuses to let you target an enemy that is on the floor and therefore vulnerable. Very noble of it, let them all just stand up so they can kill me instead! And even if you point him in the right direction, Altair will think nothing of it to target someone meters away and exactly the other direction instead.

    3. Maybe you can drop out of combat mode, switch weapons, saunter over to the guy lying on the floor, and stick your blade into him at leasure. But not while you are surrounded by enemies you cannot. You'll be long dead before that happens.

    4. If you have a lock on one enemy and decide to attack, quite often it will attack _another_ enemy that is much further away.

    5. Halfway through the dozen-templars battle, they all suddenly switch to their "hit your sword up, unblockable strike" move. That _really_ sucks.

    6. Not having a checkpoint at the end of that battle is just criminal.

    7. Even if you see it coming, there is precisely nothing you can do to defend yourself from attacks from behind. Those occur with regular frequency when you are standing in a circle. It is hard to _not_ stand in a circle when there is a dozen opponents.

    I've won that battle with the templars three times, only to be killed by Robert de Sable each time on his first attack. Then I went to GCW and installed a cheat. That worked great.

    And don't get me wrong, I absolutely loved this game! I loved sneaking around, doing the missions (even if they repeated), just walking around town and enjoying the views (and finding flags and templars), the climbing, the chases, the assassinations. But I did not enjoy the string of battles at the end, and it would have been a better game without them.

    Oh, and a quicker way to leave the game would have been nice (come on, it takes like two minutes!)... And non-skippable cutscenes? What is this, 1995?

    Well, I'd better go and download some flame-retardant underwear from GCW so I can fight off the waves of 1337 gamers that are no doubt coming my way...

    1. Re:Assassins Creed by Nursie · · Score: 1

      Lamo.

      Well maybe not, I recall that passage being tricky, but beat the templars first time. Yes, Robert is an asshole, but we got him too,

      I'm with you on the unskippable scenes, they blow goats. That and the extremely repetetive nature of the body of the game.

    2. Re:Assassins Creed by DDLKermit007 · · Score: 1

      Eh? I loved the game, but it was easy as hell. Even the part you speak of. Just pary, instant kill. Oce I figured that out halfway through the game, fighting was almost pointless.

    3. Re:Assassins Creed by shivamib · · Score: 0

      I think the difficulty changes noticeably after 5 or 6 missions, but it feels like cheating. The combat mechanics *is* decent enough that they could have made it more challenging. But with all its flaws, it's still an outstanding game on its own.

    4. Re:Assassins Creed by johannesg · · Score: 1

      Eh? I loved the game, but it was easy as hell. Even the part you speak of. Just pary, instant kill. Oce I figured that out halfway through the game, fighting was almost pointless.

      My experience was different: when you are fighting the templars, most of your parries only result in the templar being knocked down. As far as I can tell this doesn't do any damage to them. I counted how many of my parries actually resulted in a kill, and it was maybe one in 7. Once they start their "knock your blade away, guaranteed hit" routine, you are pretty much done for.

      What system were you playing on? I was playing the PC version...

    5. Re:Assassins Creed by shivamib · · Score: 0

      I finished it on PC. I did play it once on X360 and the combat seems a lot easier.

      But this behaviour is what I meant, the Templars sort of cheat.

      My advice when you find yourself in this situation: Run. Run like hell.

    6. Re:Assassins Creed by johannesg · · Score: 1

      But in the final battle it is really hard to run anywhere: the arena you are in is tiny, walled off on each side by transparent walls. And while running you can still be hit in the back, so you lose energy faster than that it regenerates.

      The lone templars earlier in the game were fair game, quite easy to sneak up on and eliminate. But the big group at the end - well, I did beat them three times. But de Sable always got the better of me in the end.

    7. Re:Assassins Creed by Anonymous Coward · · Score: 0

      I played the PC version and got through all the templar combats at the first go. Just parry, push them on the floor and hit them two or three times.
      Also it seems (or at least it was my impression) that against templars, right clicking while the countermove sequence starts, gets a higher chance of doing instant kill instead of throwing the opponent on the floor.

      I killed Roberto hitting him a couple of times, then throwing him on the floor and finally proceeding to beamspam all the throwing knifes on him.

      And you can avoid the "knock your blade away, guaranteed hit" most of the time using the dodge action.

      Oh yeah, you can get some free kills attacking any templar that starts talking with their guard off too.

      If you keep in mind all these things, it's not difficult to finish the game's last stage.

    8. Re:Assassins Creed by Peeteriz · · Score: 1

      Yeah, the unskippable cutscenes are pure idiocy.
      I liked the stealth action, and after finishing final boss I wanted to re-run through a few of the assasinations once more to try a different approach at them. I did the first one, suffered the long cutscenes once more with the aid of a few beers, and uninstalled the game.

      Unskippable cutscenes = replay value of less than 0. This means I go to a used game store to sell the game instead of keeping it and replaying sometime afterward.

    9. Re:Assassins Creed by Anonymous Coward · · Score: 0

      It's not so much that the cutscenes are unskippable; it's that you have to see the exact same ones over and over again. They could have improved the game tremendously if they just got rid of all the minor cutscenes (saving citizens, etc). And yeah, exiting the game is a bitch; there really is no excuse for that. For all the hype surrounding this game, it was kind of a letdown; mostly due to the highly repetitive gameplay, but it was also too easy once you figured out the combat system. In one of the later assassinations I just started fighting once I could see the target; I must have cut my way through 40 or 50 enemies without taking more than 4 or 5 hits. It is a somewhat interesting story and the scenery looks fantastic, but there really wasn't much else to this game.

    10. Re:Assassins Creed by Gulthek · · Score: 1

      Wow, I must be awesome for beating that whole battle sequence on my first try. I even switched to using the sword (my least favorite weapon) to make it more challenging.

    11. Re:Assassins Creed by Gulthek · · Score: 1

      Hey, wait a second. Point 7. You can totally defend from attacks from behind. As long as your are in your ready stance you can do a counterattack from any direction.

    12. Re:Assassins Creed by DDLKermit007 · · Score: 1

      360, but if the pary counterattack doesn't work, just never fight with your blade out. It requires a bit more risk, but the evade & instant kill on 10 foes in a row is immensely gratifying imo.

    13. Re:Assassins Creed by Anonymous Coward · · Score: 0

      I spent most of my time in the combat parts of this game, and not as much the missions (though I did beat it)

      7. Even if you see it coming, there is precisely nothing you can do to defend yourself from attacks from behind. Those occur with regular frequency when you are standing in a circle. It is hard to _not_ stand in a circle when there is a dozen opponents.

      My trick: stay in block mode and slowly walk in a favorable direction to break up the circle, while countering as needed. I can usually huddle them into a clump for a few seconds at a time, which is enough to counter, rinse, repeat, and not get attacked from behind. I did find that they give "tells" when they are going to attack and I could predict this in the circle and face the right way and block like 80% of the time. Throw is also a great way to clear a guy out of the way to escape the circle. The combat gets easier with enough practice but I spent maybe 70% of the battles in the game going down to the flickering - malfunctioning view and then making a comeback.

      I also found it too easy to just start running and jumping away even in those big battles. So in the worst case I would just do that and get to a rooftop and keep killing them as they climb the same ladder, lemming-like.

      I had fun with the game but I agree with most of what you said.

    14. Re:Assassins Creed by Anonymous Coward · · Score: 0

      In response to number 1, it's my understanding that the game has a hit point system that's never shown to you as the player. If the counter didn't do enough damage to be fatal, you get the 'weak' animation. If the blow was enough to finish him, you get the kill animation. The templars at the end probably had a TON of hitpoints and thus seemed to be invulnerable to them.

      Of course, you should be countering with the hidden blade. Instant kill every time.

  9. Interesting article, but things are more complex by iregisteredjustforth · · Score: 4, Insightful

    As with most subjective media, people rarely manage to assess games with an even hand. They will criticise one game for something, then praise another for doing the same. This is partly right, some things work in only certain types of games, a lot of the reason for this lack of objectivity is for other reasons though.

    I would take a lot of stuff written about games like Bionic Commando with a pinch of salt, because everybody is so caught up in feeling all cool and retro and indie they rarely come up with a judgement unclouded by those feelings. There are a lot of reviewers that wouldn't dare criticise such a game for fear of harming their gaming credentials or angering some fanboys.

    Yes the article does hint at the idea that big games, especially open world ones, are harder to tweak difficulty wise. But I think the author falls into the trap of having seen a cool small indie game, and going - why can't massive muli-milion dollar productions with 175 team members be just like this?

    Firstly you generally have a tighter demographic for small indie games, despite their sometimes casual appearances, most of the people making them know exactly what their target players are going to like and dislike. GTA4 is played by multiple demographics, tweaking it to fit all of them is a much bigger task. Yup in Braid you can simply rewind and that mechanic works great, but it is much easier to come up with something like that when you have a much smaller, tighter, controlled environment.

    Adjusting the difficulty on the fly is a lovely idea, but often hard to put into practice. It can sometimes feel like punishing the player for doing well. Max Payne used to adjust the damage enemies did to you according to how well you were doing. Playing through it, I quickly got to the point where the difficulty adjustment had clearly reached the maximum level, meaning getting caught out just once and taking a few hits killed me pretty much instantly. This gave me no chance to get the difficulty back down, because every encounter I either got through unscathed or died horribly.

    A good article notheless, but it's not as simple as looking at small indie games and saying, we need things to be more like this! Different types of people want different levels of difficulty, and some types of games can be harder to adjust than others. Once AI has progressed a bit further, maybe we can do more complex things in FPS and RTS games than just adjusting how much damage enemies do to you.

  10. BattleToads by Anonymous Coward · · Score: 0

    Battletoads is quite possibly one of the hardest games I ever played... Yet... I loved it.

    1. Re:BattleToads by geminidomino · · Score: 1

      oh gods... Awesome game, but IMO it kind of crosses the challenge/frustration threshold when you're in the level towards the end where you're racing the rat to the bombs...

  11. Animal Crossing by tepples · · Score: 1

    You know what else never ends? A hamster wheel. The inability to win, beat the game, or just finish is the reason MMOs never interested me.

    Nor SimCity, I take it. Does Spore end? See also Awesome Crossing (SWF))

    1. Re:Animal Crossing by Bwana+Geek · · Score: 1

      You can probably play Spore forever if you want to wander the stars indefinitely, but there IS an endgame at the centre of the universe.

  12. You know what needs to die? by NuclearError · · Score: 3, Insightful

    Game segments where you have to stay and defend against waves of enemies for half an hour, especially mixed wit an escort mission. This is what killed the end of Crysis for me.

    --
    Nuclear engineers build weapons. Civil engineers build targets.
    1. Re:You know what needs to die? by Anonymous Coward · · Score: 0

      Yeah, that was kind of weak. I thought the whole alien angle was just weird, especially the bizarro trip through the zero-gravity alien chambers. I think I would have rather just stuck to traditional man vs man combat. I also found the tank mission to be completely out of place; it seemed like a mission whose sole purpose was to allow you to drive a tank. The mission towards the end where you have to fly had a similar feel to it. And during the final battle on the destroyer, they give you a gun which you can't use until after you kill the first boss; but nobody tells you this! I must have died like 10 times while trying to lock on before I gave up and Googled on how to proceed.

    2. Re:You know what needs to die? by Das+Modell · · Score: 1

      I finished Crysis this morning. Are you referring to the segment where you're defending Prophet? Except for the very first battle, I didn't find it to be difficult.

      Escort and defense missions provide variety.

    3. Re:You know what needs to die? by geminidomino · · Score: 1

      >

      Escort and defense missions provide an opportunity to show off just how bad the AI is

      Fixed that for you. Damn you, Rurik Jenkins!!!!

    4. Re:You know what needs to die? by Das+Modell · · Score: 1

      I didn't have any problems with the AI.

  13. Obligatory... by slittle · · Score: 1
    --
    Opportunity knocks. Karma hunts you down.
    1. Re:Obligatory... by shivamib · · Score: 0

      And don't forget the Black Edition, ninja dog!

  14. This story comes at an opportune moment... by Simon+Brooke · · Score: 4, Insightful

    I'm just on my twelth attempt this afternoon to get past the Kikimore Queen in The Witcher. OK, she's a 'level boss...', an end of chapter monster (and yes, I do know about collapsing the cieling on her - I just haven't yet timed it right).

    But there is a critical difference between 'game design' and 'story telling'. In a game, it's OK to set a challenge that the player may repeatedly fail to get past. But in story telling, if you break immersion you have failed. And every time the player dies - or even has to explicitly save - you are revealing the artifice, breaking the immersion, failing.

    In a good game, the player may try again, repeatedly. In a good story, he must never die. When designing an RPG, you have to make up your mind whether you're designing a game or telling a story, because the needs of the two objectives are very divergent.

    --
    I'm old enough to remember when discussions on Slashdot were well informed.
    1. Re:This story comes at an opportune moment... by Kongming · · Score: 1

      If you would like to see a unique way of dealing with this problem, check out Planescape: Torment. If the main character dies, he simply wakes up someplace else. This condition is part of the plot, and having amnesia, he initially doesn't know why.

      --
      (no sig)
    2. Re:This story comes at an opportune moment... by Anonymous Coward · · Score: 0

      And every time the player dies - or even has to explicitly save - you are revealing the artifice, breaking the immersion, failing.

      In a good game, the player may try again, repeatedly. In a good story, he must never die. When designing an RPG, you have to make up your mind whether you're designing a game or telling a story, because the needs of the two objectives are very divergent.

      That depends on the consequences of the death of a character/player. Obviously ; "You have died. Press to reload blablabla" breaks immersion, but some games leave little room for other options. If you die, you are dead, you can't continue.

      But, what if death is not "THE END", but merely a setback? For instance in Might and Magic VI, whenever you die; the game plays a short cutscene with a skeleton in a boat (the ferryman to the other side I guess). He tells you you are special, and you have still work to do in the land of the living (roughly, I don't remember the exact phrases). Anyways, after the cutscene you get teleported to the same spot you started the game in the first place. All your characters will have 1 hitpoint, and all gold (you didn't deposit in the bank) is lost.

      That way, death will still have a consequence (loss of gold, teleported (possibly far away) from where you were) but the player can still keep playing. I would believe this is less immersion-breaking than "You died. Reload? Quit?".

    3. Re:This story comes at an opportune moment... by homb · · Score: 1

      I don't recall it being so hard to kill the Kikimore queen.
      The one baddy that hurt me many times until I got strong enough to waste it was the red plant eater thing that jumps off the ground.
      Overall I found the witcher to be really good balance-wise.

    4. Re:This story comes at an opportune moment... by shivamib · · Score: 0

      In a good game, the player may try again, repeatedly. In a good story, he must never die.

      Then *you* must never die, insensitive clod!

    5. Re:This story comes at an opportune moment... by VPeric · · Score: 1

      That encounted is heavily scripted, and the script tends to... well, fail. I assume you've read somewhere what you're supposed to do (if not, SPOILERS: go to the tunnel, Aard the support beam behind you, pick up the rune from the body, run as fast as you can, killing as few kikimores as possible (stick to the right) and then at the right time turn around and Aard the beams twice or thrice). So, just keep going - the important bit is not to get bogged down fighting all the kikimores, as the queen will catch you.

    6. Re:This story comes at an opportune moment... by callistra.moonshadow · · Score: 1

      I've had this experience in several different games. In one it was the end game for Baldur's Gate (old hot-seat X-box version). There is a room where you fight this unstoppable boss warrior. It took schlock to win - my mage had to become an archer and the dwarf had to be nothing but a meat shield. This is a similar issue in games like Guild Wars. There was an elite area in the game of Night Fall where you either had to use the AI against itself or you would never have a chance of killing Malyx (big bad boss in Domain of Anguish). I've often seen that there are issues associated with certain skills and balancing. I think that perhaps part of the problem is that those that balance game skills are more PvP vs. PvE, but that can't explain all of it. Personally I like a challenge, but I don't enjoy what is called Hard Mode with the exception of running through the campaign in Guild Wars again. However doing things like vanquishing that take hours of grinding (500+ level 28 or higher bosses) and playing specific builds that get around the over-balance of difficulty takes away from feeling much accomplishment. For me I just feel like I've been at work. !Fun. :(

      --
      --Cally
    7. Re:This story comes at an opportune moment... by Simon+Brooke · · Score: 1

      That encounted is heavily scripted, and the script tends to... well, fail. I assume you've read somewhere what you're supposed to do (if not, SPOILERS: go to the tunnel, Aard the support beam behind you, pick up the rune from the body, run as fast as you can, killing as few kikimores as possible (stick to the right) and then at the right time turn around and Aard the beams twice or thrice). So, just keep going - the important bit is not to get bogged down fighting all the kikimores, as the queen will catch you.

      I've played the game through five times on medium, so I know how to do it. I've tried it once before on hard before but got fed up trying to beat the Beast (the chapter one end of chapter monster). This time I decided I'd try on 'Hard' right through...

      And since posting that I've got past the Kikkimore queen (twice, actually, since the first time the game crashed at the Adda cut-scene...) When you get the timing just right that Kikkimore Queen sequence seems easy, but getting it just right is the trick.

      But this comes back to what I said before about immersion. The Witcher's great strength is its story telling and immersivity - you really get into the character. Therefore, things which break immersion are much more disruptive in The Witcher than they are in less immersive, more puzzle oriented games.

      --
      I'm old enough to remember when discussions on Slashdot were well informed.
    8. Re:This story comes at an opportune moment... by Das+Modell · · Score: 1

      But there is a critical difference between 'game design' and 'story telling'. In a game, it's OK to set a challenge that the player may repeatedly fail to get past. But in story telling, if you break immersion you have failed. And every time the player dies - or even has to explicitly save - you are revealing the artifice, breaking the immersion, failing.

      Yes, and this is why I think adventure games are the best way to tell a story in a video game. But, there's still no reason why you should remove the story from an action game just because repeated failure will damage immersion. I just finished playing through Crysis and I don't think it would have been quite as awesome if there had been no narrative.

    9. Re:This story comes at an opportune moment... by grumbel · · Score: 1

      Press to reload blablabla" breaks immersion

      While on the surface this sounds plausible, I think it is actually the other way around. In a game like DeusEx or Gothic2, or basically most games I would call immersive, I did a ton of load/save cycles and by ton I really mean a plenty, like at least two orders of magnitude more then say in a Zelda:TP. However those load/save didn't break immersion, instead they allowed it to be created in the first place. While in a Zelda:TP game every enemy is a pussy and requires no skill to be killed, in Gothic2 every fight can mean instant death, the danger simply is very real in that game, so you really have to take care and know your environment very well. And this knowledge about the environment is what creates the immersion, while the load/save ensures that you never lose much play time. I think the reason why it doesn't break immersion is that it becomes a part of the game, going to the load/save menu becomes an automatic action that you do when you prepare for a fight, so it becomes a part of the fighting procedure, instead of a meta-game action. Giving the user the control about load/save instead of having reset points also frees the mind, since you don't have to worry where the last reset point was and you also get an easily understandable save mechanics. Something not to be ignored, since in GTAIV for example I was like 5-10 hours into the game and still had no clue how exactly the save mechanic would work, when it would save and what it would save, I had to out of the game and do some googling to find out if I was actually understanding it correctly.

      That way, death will still have a consequence

      Is that actually a good thing? Having to restart a level from scratch is what breaks me out of the immersion, having the ability to jump right back into the action and try again on the other side leaves me in the moment. Death simply is something that the user has very little control over, so I don't think it really should have any permanent consequences in a singleplayer game.

    10. Re:This story comes at an opportune moment... by Anonymous Coward · · Score: 0

      I did a ton of load/save cycles and by ton I really mean a plenty

      Well, I also use "save-save-save-load" a lot. This is most often in case the next battle goes horribly wrong, or when interacting with NPCs. Loading and explore different paths of dialog, various ways to solve quests often give more information about the characters and the world.

      in Gothic2 every fight can mean instant death, the danger simply is very real in that game, so you really have to take care and know your environment very well

      It might borderline meta-gaming, however, I still find it immensely exciting to sometimes save, run down the dungeon to see how far I get before my charcters die and load the game afterwards. It's really cool to explore and have a sense of what awaits you. And of course if I discover a room with a trap, I'll probably take care to not set it off when I get there later (hence metagaming). But in most RPGs with a party system, you can normally have a thief/rogue character which can sneak ahead and scout on what awaits. In this case the information about the next room will be based on an ingame ability.

      That way, death will still have a consequence

      Is that actually a good thing?

      That of course depends on how the game handles death. My point is what happens if you remove death? (In games where it fits, of course. In most adventure games it is impossible to die, but since these games rarely have combat, that's perfectly OK)
      In an average RPG, if a character's hitpoints get reduced from max to 0, he/she dies. That's a consequnce of taking too much damage. This introduces a risk in the game, a challenge. Keep your hitpoints as high as possibly while reducing your enemies hitpoints. Without any consequences when your hitpoints are reduced to 0, there's no point in paying attention to a character's health, since it doesn't affect the game in any way. The character's risk has been reduced and a challenge has now been removed.

      Having to restart a level from scratch is what breaks me out of the immersion, having the ability to jump right back into the action and try again on the other side leaves me in the moment.

      I feel the need to elaborate here. Restarting a level from scratch is not what I'm talking about. Might and Magic VI is not Super Mario Bros. It's free-form, like Morrowind/Oblivion. Your party can always go anywhere, explore any dungeon they want and do whatever the characters (you) want to do. So yes, you get teleported to the exact same spot you started the game. But you retain your equipment, level, experience, skills and anything else (expect gold, see later). The dungeons and areas are stilled cleared (or not, see later) and all quests you have done are still done.
      All in all you are free to travel where you want; back to where you just died and clear out the rest of the dungeon? Travel to a new city you haven't explored yet? Stay where you are and deliever a quest item you carried with you? Something completely different? It's up to you.

      Death simply is something that the user has very little control over, so I don't think it really should have any permanent consequences in a singleplayer game.

      But in Might and Magic VI, the consequence is not permanent, but temporary. After "having cheated death" (as the game calls it); your money is removed. Unless you have deposited it in an ingame bank, which is available in the most larger cities. You can no longer buy new equipment, spells etc. However, you can still travel around, slay monsters, sell loot, complete quests and rebuild your wealth.
      Also, all areas/dungeons will reset (filled up with new monsters/loot) 2 years ingame after you visit an area for the first time. This way you don't risk running out of cash without any way to ever recover it.
      And in case you really don't want to die and loose all your gold, there's always the optio

    11. Re:This story comes at an opportune moment... by grumbel · · Score: 1

      Without any consequences when your hitpoints are reduced to 0, there's no point in paying attention to a character's health,

      The characters health is important to succeed in combat, which is why one keeps it up, you don't keep it up to 'not die', because death is something that save/reload fixes. Save/reload however doesn't kill the monster, so the challenge remains the same even if death itself can be undone.

      I don't think that a 'soft' death where you only lose items/money would change much, since even a very basic setback would give you enough reason to just save/reload instead of depending on the death mechanic or at least thats how it worked for me in all games that had a "soft death" (Strike Commander, Primal, Gothic2, etc.). A death like Gandalf would certainly be interesting, but its hard to imagine how that could properly be integrated into gameplay, since by far most death in games are random events and not big story turning points. Maybe it could work for a story branch, but as a general gameplay mechanic it could be pretty hard.

  15. One thing that bugs me by RobertLTux · · Score: 2, Interesting

    Games where you have to string a dozen random actions together half of which are timed actions (oh and the controller has eight miles of slop) that need sub pixel accuracy just to get to the next part.

    Folks when you design a game do me 3 things
    1 put some logic into the puzzle (how does actions a-j fit together)
    2 make more than one solution (example have a switch that reveals a ladder to bypass a climbing puzzle)
    3 make it worth it to do the hard way BUT NOT REQUIRED

    --
    Any person using FTFY or editing my postings agrees to a US$50.00 charge
  16. it's simple by ILuvRamen · · Score: 5, Insightful

    If you make it a performance based type of thing like Dance Dance Revolution or a racing game, the person loses and knows if they reacted faster and stuff, they would have done better. They usually don't blame the game for that and get all mad. But if you're playing Splinter Cell and the enemies keep seeing you cuz there's literally no way to not be in the shadows to get past a certain point, that's seem as a game design problem. The most common problem like that is not being able to find a person or item in an RPG. You walk around town for 15 minutes and the person is nowhere in sight. Now that pisses people off cuz they have no control over it.

    --
    Google's Super Secret Search Algorithm: SELECT @search_results FROM internet WHERE @search_results = 'good'
  17. Balancing challenge and frustration by RogueyWon · · Score: 4, Insightful

    The elements that make a game frustrating are often quite different from those that make a game challenging. There are a few very simple design tweaks that can be made to promote the latter at the expense of the former:

    1) Make difficulty tweakable and make it a genuine skill range. Gamers these days have wildly diverging skill levels. What's challenging for one gamer is completely impossible for another. Ninja Gaiden is an illustration of how this can go wrong. For me, it was very, very hard. I know a few people however who took it back to the shop because they couldn't get past the first level. By all means, lock achievement points or other inessential goodies away on the harder difficulties. The original Baldur's Gate had the most broken difficulty system ever. Not only did reducing the difficulty level reduce the xp you earned, but if you had to load your game to retry a fight multiple times, the game would spawn even more enemies to make things harder.

    2) Do everything you can to avoid making the player replay lengthy sequences. For the most part, this means allowing full quick-saves. I will, grudgingly, admit that there are a few types of game where quick-saves don't fit well. In these cases, regular check-points are the way to go. Even generally very easy games can become frustrating if a single silly mistake means you have to replay 10-15 minutes (or more) of stuff you've done already - perhaps several times. Rockstar games are good illustrations of how not to do this - too often, a mistake that occurs due to the somewhat craperific controls means you need to replay an entire 20 minute mission. Even Bully, which is their easiest outing by far, is prone to this. If anybody on your design team suggests that restricting the player's ability to save the game would make your title "unique" or "challenging", sack them. Note that I'm only suggesting sacking them because killing them is probably illegal.

    3) Give the player at least something of a clue as to what he's supposed to do next. There's nothing worse in an fps than patrolling the same few sections of corridor for an hour because you can't see where you're supposed to go next. The AvP games were awful for this - the Alien campaigns were completely ruined by the amount of time you spent searching for some air-vent or grate you're supposed to go through. If I'm playing a 9 foot tall armour plated acid blooded killing machine, I want the option of tearing down locked doors - not hunting for a slightly differently textured great that I can mysteriously break, unlike the 99 near-identical others I passed.

    4) If your game is based around "equal" struggle between two or more participants (eg. in RTSes or 1 on 1 brawlers), then make sure that AI opponents are bound by the same rules as players. One thing I absolutely hate are RTSes where I can completely cut off an AI player's resource flow and yet he can still pump out tanks faster than I can.

    5) Cutscenes are great, but they should always be skippable. 'nuff said.

    1. Re:Balancing challenge and frustration by shivamib · · Score: 0

      Ninja Gaiden is an illustration of how this can go wrong. For me, it was very, very hard.

      Ack! You forgot the link! http://i88.photobucket.com/albums/k195/MF29/Guides/ninja-gaiden-black-dog-days-2005-1.jpg

    2. Re:Balancing challenge and frustration by ACS+Solver · · Score: 0

      Yeah, excellent points. Here's my take on what game designers should do and some clever tricks from a few titles. 1) Saves. 90% of games benefit from letting the player save whenever he wants. Some restrictions work in a number of games, but saving restrictions can be frustrating. As an example of where I enjoyed restrictions, Call of Duty 4. Checkpoints worked well in the game and mainly because there was a sufficient number. Checkpoint after an in-game cutscene, checkpoint after a big battle. If you die, you only have to replay the last battle or the last battle plus one minor battle before it. Throughout the game there were literally only a couple of places where I think checkpoints should have been but weren't. Another example of limited saves - SWAT 4, an excellent tactical shooter. In fact, it offers no saves whatsoever during a mission but I found that I liked it due to the nature of the game. It's a game about doing things the slow and careful away in an environment where one mistake does usually mean you're screwed. That was well done. Finally, one more way of limiting saves is to allow saves anywhere except in combat. That's usually okay, like in Mass Effect - nothing preventing you from saving after every battle or every three steps when there are no enemies around, but saveless combat is okay. And people, use rotating quicksaves! Many gamers, myself included, fall to the sin of using only quicksaves to complete a game. I usually remember to make a "regular" save once or twice but that's it. The problem is, of course, that you may quicksave half a second before a grenade explodes under your feet, some games even allow you to quicksave by accident when you're already dead. In these cases, it means loading the last autosave, which is at the start of the level. So do what Valve does - keep two quicksaves instead of one so that when you quicksave, your previous quicksave is still available from the load menu. Given how straightforward it is to implement, I can't understand why so few games have the feature. Out of recent games, Tom Clancy's Advanced Warfighter was one that I had to abandon because of its save system. It uses checkpoints. Sparsely placed checkpoints, in fact. Towards the end of the game, I finally got through a hard battle after my 4th or 5th try. No checkpoint! I go on and get killed by a machinegunner hiding in the dark, whom there's practically no way to anticipate other than dying to him. Upon seeing the game reload itself from a point before the previous difficult battle, I uninstalled it. And frankly, even getting that far was an exercise in frustration some of the time. 2) Include some kind of a hint mode for games. It ca be helpful to the more casual players. Allow players to press a button that will display a hint on what to do next, like Bioshock does. Maybe let an arrow point to where you must go next. Don't make the game hold your hand by default, like Oblivion does, but do allow the option. Back in the day when I was playing games with no Net access, I spent a lot of time wandering around the same place until I finally noticed what I was supposed to do. I still remember being stuck for hours in Half-Life. 3) The more puzzles make sense, the better. Designing good puzzles is hard as hell. If you have an action-oriented game, though, puzzles are supposed to be a break from the action, not a snag that players hit and get stuck for an hour. Given modern game technology, I like puzzles that somehow relate to what you would do in real life. Look at Half-Life 2 here, it uses puzzles oriented around physics which do kinda mimic what you would do in reality for similar situations. Bioshock also made fairly good use of common sense in puzzles (and combat puzzles), it's fairly obvious that fire would work to melt ice and that water + electricity = nasty. For games that make more use of puzzles, it's a good idea to let you select puzzle difficulty separately, like Silent Hill starting with SH2. "Normal" puzzles there are mostly solvable with a little bit of thinking for most people.

    3. Re:Balancing challenge and frustration by Anonymous Coward · · Score: 0

      I really, really strongly with all my heart disagree with emphasizing Quick Save. This has ruined entire genres of games for me. I no longer play FPSes and I only enjoyed Warcraft 3 once I promised myself I'd never reload *ever* during a single mission. If Quick Save is a focus, then the best "strategy" is to be incredibly risky and keep reloading until you are lucky enough to get it right. This is not fun.

      The designers need to balance difficulty and save opportunities in such a way as to prevent the game from being frustrating, but allowing quick-saving anytime anywhere is terrible IMO.

    4. Re:Balancing challenge and frustration by Sigma+7 · · Score: 2, Insightful

      If anybody on your design team suggests that restricting the player's ability to save the game would make your title "unique" or "challenging", sack them.

      A game with restricted or no saved games needs to be designed differently than one that does. The same applies to games that are meant to be played where you aren't supposed to reload saves more than once.

      For example, Angband gives the player an infinite amount of time to become as powerful as possible (ignoring the Ironman setting.) Because of this, the player is generally expected to collect as most resistances and also have means to get a second wind (e.g. healing potions.) Giving free saving/reloading would unbalance the game well in favour of the player, thus making the end-boss look like a small fry opponent that doesn't cause much harm. Other games with restricted saves include most horizontal/vertical shmups - saving the game would defeat the purpose of most of them.

      On the other end of the scale, you shouldn't need to save the game after every single step. My example de jour is King's Quest III remake - going to the village requires you to exactly navigate the character down a winding path (part of which is occluded). After clearing that screen, most normal people don't expect that you can still fall off the path and will have to reload a save before going down the winding mountain path.

    5. Re:Balancing challenge and frustration by Anonymous Coward · · Score: 0

      These are annoyances, but the topic generally is about difficulty (replaying 50 times etc.).

      One good solution is to offer a partial success (and appropriate reward). E.g. latest NFS doesn't require to win each race to pass a racing day. Also second,third... places also count.

      In (good) RPG's you can go back and build up your character and later kill the "ugly boss" with ease.

    6. Re:Balancing challenge and frustration by Haoie · · Score: 1

      6. Include plenty of cheats for the casual gamer not to lose interest. And also for lazy folks.

      --
      If each mistake being made is a new one, then progress is being made.
    7. Re:Balancing challenge and frustration by RogueyWon · · Score: 1

      Nope, if you don't like having a quick-save option, the answer is... don't use it.

      It's only a badly designed game that relies on trial and error so much that you *have* to use the quick-save function for every battle. However, the option should always be there. Players who don't like it can just not use it. You mention yourself that you played WC3 without allowing yourself to save on any mission. Good for you, I'm glad you found a way to enjoy the game. But don't inflict your own tastes on others, in a fashion that gives them no opportunity for a similar workaround.

    8. Re:Balancing challenge and frustration by RogueyWon · · Score: 1

      Yes, allowing partial success is a good move. You put some optional goodies for those who can do a sequence perfectly, but to the average gamer, you say "good enough, you can go to the next section".

      With regard to actual difficulty, as opposed to the topics I comment on... well... having to retry a difficult sequence 20 times because it is difficult doesn't annoy me too much. The feeling of accomplishment when I beat it is worth the reward. What annoys and frustrates me is having to replay the previous 15 minutes of gameplay, or watch the preceding unskippable 3 minute cutscene again each time I do it.

      I broke a Wii-mote recently, by throwing it against the wall (yeah, childish, I know, but it happens). The culprit was the Wii version of Okami and that STUPID section where you have to rejuvenate the big tree in the first village. I could just about cope with the fact that the game was incredibly temperamental in what it would accept as a "circle" drawn around each bud. What I couldn't accept was having to sit through that stupid old fart do his idiotic speech and dance before each attempt.

    9. Re:Balancing challenge and frustration by Mike610544 · · Score: 1

      Do everything you can to avoid making the player replay lengthy sequences. For the most part, this means allowing full quick-saves.

      I'd say go one step further and implement good *auto* saves (Halo did this well.) I've been playing Oblivion and if I get immersed in the game and my current quest (not thinking about saving,) I can be set back a ridiculous amount depending on whether or not I've passed through an arbitrary "auto save enabled" portal.

      --
      ... also, I can kill you with my brain.
    10. Re:Balancing challenge and frustration by Jorophose · · Score: 1

      For 2, just cut voice acting.

      In games like Paper Mario and Legend of Zelda, all the scenes were based on dialogue; only in some small cases (ie a ship needs to sail for the next guy to talk) would it get slowed down at all. Otherwise you just cut right through smoothly. Saves are also frequent in zelda games. Not so much paper mario but every "level" had at least 2-3 blocks.

      For 3 I can't remember what game I was playing but there was a fortune teller who'd tell you where to go next. Some games like Tales of Symphonia have a synopsis thing that let you see where to go next and what should be up ahead (ie the party heads for balacruf mausoleum to summon the next summon spirit)

      4, ugh, tell me about it.

      5. Cutscenes suck =/

    11. Re:Balancing challenge and frustration by William+Baric · · Score: 1

      I do agree, but it would still be nice if I could disable the possibility of quick saving in a configuration menu. It's easier to resist once the temptation to cheat, than to resist it every 2 minutes. Even if I don't save, I still think about it sometimes and I find it distracting.

      It's particularly true for games where you automatically respawn. I certainly want a way to disable that feature.

    12. Re:Balancing challenge and frustration by CronoCloud · · Score: 1

      Auto-saving in Oblivion is not arbitrary, it can be set to happen when you: fast travel, sleep, or open a door.

    13. Re:Balancing challenge and frustration by Macgrrl · · Score: 1

      I can't remember what game I was playing but there was a fortune teller who'd tell you where to go next.

      Probably Zelda: Twilight Princess

      --
      Sara
      Designer, Gamer, Macgrrl in an XP World
    14. Re:Balancing challenge and frustration by Jorophose · · Score: 1

      Never played it. Can't find the gamecube version anywhere. :(((

    15. Re:Balancing challenge and frustration by jonaskoelker · · Score: 1

      That makes me think of nethack, which has a save mechanism I really like; it's tantamount to C-z'ing the program: it saves all state, and when you start the program again it loads your save file up for you. You only have one savegame slot, so the next time you save and load, you start where you progressed to during the last session. Similar to the first Diablo game.

      I think that would work fine for Angband too; it's bad if something as trivial as a system shutdown means I lose my progress, but it's equally bad if abusing the save mechanism becomes the way to progress. Sure, in nethack you can backup your savegame, and then restore the "backup" to try the game from that point again if you regret what you did.

      That's called savescumming in the FAQ :)

    16. Re:Balancing challenge and frustration by mollymoo · · Score: 1

      I found these paragraph tags on the floor. I think you might have lost them.
      <p></p> <p></p> <p></p> <p></p> <p></p> <p></p>

      --
      Chernobyl 'not a wildlife haven' - BBC News
    17. Re:Balancing challenge and frustration by Uberbah · · Score: 1

      So why not change the keybinding? Or unbind it if possible?

    18. Re:Balancing challenge and frustration by William+Baric · · Score: 1

      The problem, I mean its effect, is more psychological than functional. Even if I change the binding, I KNOW the possibility to save before something dangerous is still there. That's what is distracting and somewhat break immersion.

      Anyway, you seem to be against an option in a menu. Why? I must admit I never understood why people were against those little options that cost basically nothing. For example, in a lot of games there is an option to change the look of your character. Personally, I don't care at all and choose whatever is by default. But if people need it, for whatever reasons, then why not?

    19. Re:Balancing challenge and frustration by Uberbah · · Score: 1

      The problem, I mean its effect, is more psychological than functional. Even if I change the binding, I KNOW the possibility to save before something dangerous is still there.

      Sure, sure - the point is to get used to playing without quicksave. Which for me happens after I hit F9 a few times and nothing happens.

      Anyway, you seem to be against an option in a menu.

      Huh? So what's the difference between using a menu to unbind a key, and using a menu to disable quicksave when you can just re-enable it?

    20. Re:Balancing challenge and frustration by William+Baric · · Score: 1

      I think you failed to understand what I mean with an option in a menu. I view those options as the rules of a game. I'd like to select options I like, and then play the whole game with those options. Basically, I want those option (including difficulty level) to be changeable only at the start of the game, not during the game. That's the difference.

      To me, the ability to change those rules whenever I want is exactly like if I suddenly said that deuces are wild in the middle of a poker game.

      Of course, I don't want to force anyone to play that way, I know a lot of people play video games for fun and not for the challenge, but having an optional "Iron Man" mode would help me a lot appreciate some games.

      BTW, I rarely save in a game. Generally, I save only when I quit playing or if the game has a tendency to crash a lot. With BioShock, I disabled Vita-Chambers and never saved, except for the automatic saves between levels. So getting used to it is not the problem. The problem is knowing I can save and, in a way, cheat my way out of difficulties.

  18. Emotional categories Re:there is no balance by Anonymous Coward · · Score: 1, Insightful

    I think you're all confusing emotions with containers. Emotions don't have fixed boundaries. As such from varying perspectives frustration is or isn't a part of a challenge. However I think it can be agreed that the definition of a challenge is something that is hard to accomplish and requires personal effort. It can also be accepted that things are frustrating when they are too hard. Essentially they're both areas on an emotional continuum with overlap (with frustrating events being covering those which are challenging and those which are impossible).
    The developers want to toe the line before frustration. ie: balance. Tight-rope walkers don't walk on just one half of the rope. In the same vein developers that stay purely below 'frustration' aren't achieving the level of challenge that they could.

  19. The balance depends on the market by TwistedSymmetry · · Score: 1

    Most people want simpler, easier games. That's why recent games tend to be easier than older games. The audience has broadened. It's also why Looking Glass put out a number of excellent games (e.g. Thief, System Shock 2, many others), but nevertheless did not have enough commercial success to avoid going under. OTOH Looking Glass's games often have cult status among gamers who like that challenge.

    1. Re:The balance depends on the market by DeadChobi · · Score: 1

      What made System Shock 2 and Thief fun for me was the feeling of fear and the sense that there was no help coming from anything in game. It wasn't about the challenge, it was about the atmosphere created by being set in a place where you're the only creature on your side. You start to feel like there are enemies around every corner, and the way that SS2 was designed there was a random chance of an enemy spawning on the level you were playing. This reinforced that sense that you're never safe. Then there were sections of the game where there were very few enemies. Either way you were never sure that the room you were about to enter was a safe place, and you were constantly looking around for security cameras, because hitting just one of those was enough to trigger a mass spawn and kill you. Even the people who were supposed to be helping you weren't neccessarily on your side. SHODAN would constantly come on and insult you and scream in your ear. Polito turned out to be dead.

      It wasn't just the challenge, it was the fear of the challenge. And that was brought on in just the right increments.

      --
      SRSLY.
    2. Re:The balance depends on the market by KDR_11k · · Score: 1

      Tetris. Super Mario Bros. Pong. Plenty of big first successes had actual difficulty instead of rolling over and letting the player win every level in 1-2 attempts. There's a good chance this whole "games must be easy" crap is caused by a misperception, noone really tried challenging it lately.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    3. Re:The balance depends on the market by Zelos · · Score: 1

      What was the average age of an SMB player? I'd guess it's much younger than an average gamer these days. As a kid I was prepared to slog away at a level 10 times to get through it, these days I've got better things to do.

    4. Re:The balance depends on the market by KDR_11k · · Score: 1

      The average gamer age went up massively since the Wii got released. Either way, many of the most popular games these days (PopCap stuff and such) are highscore hunts so I don't think constant progress is really a requirement for most people.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
  20. Autosave by tepples · · Score: 1

    If anybody on your design team suggests that restricting the player's ability to save the game would make your title "unique" or "challenging", sack them. Note that I'm only suggesting sacking them because killing them is probably illegal.

    What about games that save every five steps, including after you die? Should the designers of roguelike games (or their real-time elaborations such as Diablo II) be sacked?

    1. Re:Autosave by shivamib · · Score: 0

      What about games that save every five steps, including after you die? Should the designers of roguelike games (or their real-time elaborations such as Diablo II) be sacked?

      Yes, indeed. Iron Man. Real Men play hardcore.

      It is pitch black, you will most likely be eaten by a Grue.

    2. Re:Autosave by Anonymous Coward · · Score: 0

      A Grue? I don't give a damn about any stinkin' Grue. Unless it happens to be a MSLE Grue.

    3. Re:Autosave by Mad+Merlin · · Score: 1

      A Grue? I don't give a damn about any stinkin' Grue. Unless it happens to be a MSLE Grue.

      But only in 1.09, after that it was high HP FEs that you worried about.

  21. Cut scenes required by law by tepples · · Score: 0

    5) Cutscenes are great, but they should always be skippable. 'nuff said.

    Some cut scenes are required by statute, regulation, or industry practice, such as exclusive right notices ("Player likenesses are used by permission of the NBPA"), safety notices ("don't let go of the controller"), and ESRB rating notices ("online interactions are not rated"). Would you make an exception for those, especially if the alternative is a blank "NOW LOADING" screen?

    Some cut scenes are required by the laws of physics. If it takes fifteen seconds to load data from a game disc, and a mission's opening cut scene gracefully covers those fifteen seconds, does that introduce a problem? Case in point: Super Mario Galaxy, which shows Mario flying from the observatory toward a planetary system while loading the system's data.

    1. Re:Cut scenes required by law by Das+Modell · · Score: 1

      ...

      What? He's obviously talking about the sort of cutscenes you see in the middle of Final Fantasy. Also, there's no law of physics that requires a game to have cutscenes. Don't be ridiculous.

    2. Re:Cut scenes required by law by KDR_11k · · Score: 2, Informative

      Intro screens are usually not considered cutscenes, the "cut" part is understood to mean "cut away from the game".

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    3. Re:Cut scenes required by law by adamofgreyskull · · Score: 1

      GP: What parent said, threefold, you nincompoop.

      - An intro to the game = not cutscene
      - An intro-warning about how much time you should spend outside = not cutscene
      - A necessary pause in play while loading takes place (e.g. opening door in Res. Evil) = not cutscene.

      When Leon Kennedy and Claire Redfield take time out from killing zombies to rehash their pasts, or to explain in extremely earnest tones that they must press on and find the jade mannequin so they can escape the rhododendron maze and capture the sequined badger...NOW THAT = CUTSCENE!

  22. the demographic has changed by acidrain · · Score: 4, Interesting

    Personally I'm as hardcore a gamer as they come, and I'm just plain bored of spending more than 5 min on a single challenge. I don't mind if it's hard, but once I start spending 15 min at a time to get past different parts of the game because they are ramping up the difficulty, I'm so bored. I have a job, and I can easily afford to buy a new game at that point, but what I don't have is a ton of free time. The core audience got older and games have to adapt.

    After the third time you fail a particular challenge, "skip" and "easy" options should be available. It is that simple. Then they can make it as hard as they want. I paid good money for the thing, why can't I play it the way I want? Sure, keep track of the stuff I skipped and add it to a menu so I can go back and finish it if I want to claim to have completed the game. Heck I don't mind if I have to go to youtube to see the final scenes if I don't feel like finishing every damn' thing.

    Seriously. How is GTA too easy? The gameplay gets so repetitive before it is half way over, you wouldn't want to spend entire evenings grinding through it!?!

    --
    -- http://thegirlorthecar.com funny dating game for guys
    1. Re:the demographic has changed by Das+Modell · · Score: 1

      Personally I'm as hardcore a gamer as they come, and I'm just plain bored of spending more than 5 min on a single challenge.

      Then you're not hardcore.

    2. Re:the demographic has changed by KDR_11k · · Score: 1

      The core audience got older and games have to adapt.

      Or simply drop the "core" audience. Seems to be a really profitable plan actually.

      Spending 5 minutes on a challenge can be too much or too little, it depends on how the challenge is designed. Since long playtimes are expected these days games tend to bloat up with a lot of filler, of course making the player focus on beating filler won't do much. Now, strip out the filler, up the chalölenge and you probably got a better game.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    3. Re:the demographic has changed by William+Baric · · Score: 1

      You are not a "hardcore" gamer at all. When I was a teen, one of the game I loved was "The Last V8" for the C64 (do a search on youtube to see a video if you don't already know it). It takes less than 2 minutes to finish a game, but in order to be able to finish it, it took me more than 10 hours of retries. (It was a great game)

      Oh, and I don't consider myself really "hardcore", only an "enthusiast" gamer.

      As for the core audience getting older, well, I am obviously getting older, and I do have a job, but it doesn't mean I now like easy pastimes. I still love challenging games. The only way I could appreciate BioShock was with Vita-Chambers and every other hand-holding disabled and without using saves (except for the automatic saves between levels). Otherwise there is simply no point in playing this game. As another example, I found Oblivion utterly boring because of having absolutely no challenge. Ironically, I found that game to be one of the most frustrating I ever played, precisely because it was way too easy. I can accept not being good enough to finish a game, but I hate when I waste my time.

    4. Re:the demographic has changed by mollymoo · · Score: 1

      GTA is too easy because there's no skill involved in combat. The auto-aim from behind cover thing is far too easy and it's the core of most of the missions. Hide behind cover, target enemy, pop up and shoot them. Rinse, repeat, get bored, go play something else. I played GTA 4 for a week and really enjoyed the environment and characters (Brucie is pure genius) and exploring and blowing things up, but after a week it was just a tedious grind of simple, repetitive combat and I haven't touched it since. Being repetitive alone isn't too bad - people have been playing the same maps in CS for years - it's that it's repetitive, unchallenging and long, which makes it a tedious grind. Even easy and repetitive can work if it's short - I like to chill out with a game of Flow every now and then.

      --
      Chernobyl 'not a wildlife haven' - BBC News
  23. Gods has a good solution by AmiMoJo · · Score: 1

    The Bitmap Brother's game Gods had a good solution to this. If the player got stuck on a level, the game would eventually start to give them hints and free items, and if that didn't help the actual key they needed to progress. That way you couldn't get stuck as such, but it was clear that you could get a lot more points and power-ups if you managed to figure it out.

    --
    const int one = 65536; (Silvermoon, Texture.cs)
    SJW, n: "Someone I don't like, and by the way I'm a fuckwit" - AC
  24. It's All About Control by Kneo24 · · Score: 1

    You have hit the nail on the head, for the most part. A lot of frustrating experiences in games are not a balance issue. It's a control issue. If I fail to keep making the same jump, which should be very simple to make, all because the camera wants to swivel to some fucked up angle, yeah, that's certainly not a balance issue. It's a frustrating design issue that should have been weeded out during testing.

    And that's something you really run into in a lot of games these days. While companies concentrate on making games easier to appeal to a broader audience, it seems a lot of them have refused to fix some elementary things. Things where if they had taken time to address those issues, the game wouldn't be frustrating (in some spots) and easy.

    It would be nice if developers just took a second to read your comment and weigh what you've wrote.

  25. Prince of Persia series by Jalwin · · Score: 1, Insightful

    I liked how difficulty was presented in the Prince of Persia series (the recent relatively recent games starting with Sands of Time, not the 80s old school). If you die or mess up, you can rewind time back to before you died, giving you another chance. This could only be done a fixed amount of times in the same situation, but was infinitly better than the restart the level method used in other games.

  26. Old-school games usually did it better by Anonymous Coward · · Score: 0

    Old-school games like super mario bros were able to manage the balance very well. The levels were short, and the pace of the game was fast, so even if you kept dying over and over, it never really got too frustrating.

    But consider a game where you have to do a 30 minute long mission, and then you die right near the end. Who the heck wants to go through all that over again? What if you fail again? You just wasted another 30 minutes. What really pisses me off a lot of times is games that throw all sorts of cut-scenes in there with the gameplay, and don't give you any means to skip them.

    The trick is to just keep the difficulty high, but the amount of "redo" low. I don't mind fighting a tough boss over and over again trying to beat him. I DO mind having to play through 15 minutes of the level and then watch a 3 minute cut scene when the boss appears, each time I want to try the boss again.

    1. Re:Old-school games usually did it better by Anonymous Coward · · Score: 0

      Mario had some really frustrating cheap-shots. Have some long chasm near the end of the level, and right as you're at the apex of the jump, one of those bullet guys fly at you from off the screen. Oh, and then after you die, make you start the level from the beginning again.

      Yeah. Real fun. 5 or 6 tries later, the controller gets thrown.

  27. I'm pretty sure... by Kratisto · · Score: 0

    game developers settled this issue fifteen years ago with difficulty options. What is frustratingly difficult to one gamer will be a welcomed challenge to another.

    --
    Conscience is the inner voice which warns us that someone may be looking.
  28. What's a good game all about anyways? by houbou · · Score: 2, Interesting

    When I think of games, for me, I think either adventure, first person shooter or arcade, because to me, that's what I like most on computer games.

    What I want in an arcade game is: fast, fun, you should be able to start easy to play, but must become skilled in order to reach higher levels, and must have a strong level of unpredictability in the game. Avoid games designed in such a way where one can learn patterns in order to beat the game. (original PacMan comes to mind..)

    What I want when I play an adventure game is: a compelling story, a diverse world to play in, the complexity comes with experience of play, the rewards are new skills and most of all, the ability for the game to expand into new modules, allowing you to bring your characters into them. if You can play a game where you don't need to be forced into any scenarios, but can explore the "environment" and play based on the encounters, even more fun! :)

    For a first shooter game: wicked weapons, all kinds of abilities to display and use, incredibly hard odds to beat, amazing graphics and sounds, the visual and auditory offers clues to the environment, out of the box effects and storylines.

    It would be fun to have your character evolve and take him to future levels, but most of the time, the whole point of a first shooter game is to start with modest abilities and weapons and acquire more as you go.

    But, if a Doom like game would create expansion packs which would actually build on the experience and game play you have, and your character starts with whatever he's finished with from a previous module, thus, getting into even harder game play, that would be wicked too!

  29. So many frustrations by Leo+Sasquatch · · Score: 2, Interesting

    There's different kinds of frustration. There's not knowing what to do next (Myst). Perhaps worse is knowing what to do, but not seeing how you're meant to be able to accomplish it.

    Sometimes the game engine is a little bit broken - it used to annoy me no end in Perfect Dark that sometimes (just sometimes) a weapon would be at your feet and you simply could not pick it up. Maybe the boss monster has an unusual attack pattern and is only vulnerable to having acorns thrown at his toes, while, mysteriously, a rocket launcher to his face has no effect.

    A lot of the stupid frustrations have been taken out of play by the internet - "How do I do X"-level frustrations are mostly taken care of by walkthroughs. It's handy to know that you're failing because the only way to kill the vampire is with the Holy Stake, which you forgot to pick up on Level 3.

    I think sometimes difficulty-level frustrations can come about because of play-testing. If testers have been playing the game for months, they may have gotten significantly better at it than most people would ever do in normal play. Consequently, they can find levels easy to complete, and bosses very straightforward. So the difficulty level gets ramped up by doubling the hit points for all enemies, and suddenly the game is too hard for 95% of the final audience.

    The worst frustration is when a game goes on the shelf, or back to the shop as a trade-in, because it reached a certain point, which was simply impassable - a race I couldn't win, or a boss I couldn't beat, and that's it - the rest of the game is forever closed to me. I'm tone-deaf - finally managed to get to the second island in Myst, listened to the musical tone key for the bunker and realised I was never, ever going to be able to finish the game.

    1. Re:So many frustrations by spire3661 · · Score: 2, Informative

      I have this issue with being slightly red-green colorblind. I can see the colors but red and green are sometimes indistinct to me. Older games didnt address this issue as well as newer ones, as publishers realized a fairly decent chunk (8-10%) of their core audience is at least partially color blind. I often equate being partially colorblind to being tone deaf. Its not like you cant hear the notes, its just hard to distinguish between them sometimes, right?

      --
      Good-bye
    2. Re:So many frustrations by shivamib · · Score: 0

      Well, I must be color blind too because I tried to play that game, Doom 3, and I couldn't see anything.

  30. KOTOR & KOTOR 2: Not Challenging But Still Fun by Anonymous Coward · · Score: 0

    I felt that Bioware's Star Wars: Knights of the Old Republic and Star: Wars: Knights of the Old Republic 2: The Sith Lords were definitely not very challenging. It was easy to quickly develop a very powerful party, and with no penalty for saving first and re-attempting a dangerous encounter, one could minimize the risks and consequences of "death." However, the games were still highly immersive and fun because the story and dialog were compelling and it was a vivid enough experience to still be enjoyable despite the dubious challenge.

  31. Good challenge is good by KDR_11k · · Score: 3, Insightful

    The problem is not so much balancing the difficulty itself but removing sources of frustration such as trial and error gameplay, tedious gameplay parts, control issues, etc. If your game is good enough to keep the player engaged you can have a lot of difficulty, if the game's a fairly monotonous slugfest even moderate difficulty can become frustrating. Especially the death setback is important: What do you have to redo? A long but easy autoscroller before you get to the hard part? Maybe you lose experience that must be regained by repeatedly killing some weak monsters? Maybe it's a difficult platforming section with swarming enemies that knock you off the platforms? A long and insanely hard autoscroller before you reach the even harder boss (welcome to the machine)? What's important is that the parts you redo are not boring, that you don't have to redo them too often, that you have a reasonable chance of progressing through an area without wasting several tries on it just to see where all the invisible spikes come out of the walls and that you can see what went wrong (it doesn't help when you keep dying and don't understand why).

    The actual difficulty is less important than the game around it. Of course it can be too easy or too hard but often it's just too sucky instead.

    --
    Justice is the sheep getting arrested while an impartial judge declares the vote void.
  32. Re:Interesting article, but things are more comple by KDR_11k · · Score: 1

    Strangely the Wii's new market does seem receptive towards challenge. Of course a game with a 30 hour main campaign won't benefit from making each part so hard you need 4-5 attempts each (resulting in a 120-150 hour game...) but when the game is challenging you can also get away with shorter main campaigns as the player will simply take longer to play through the same amount of content and you zhave no need to add filler.

    --
    Justice is the sheep getting arrested while an impartial judge declares the vote void.
  33. How can anyone NOT love Dwarf Fortress though? by patio11 · · Score: 1
    Official Wiki:

    [One way to lose is through] Siege

    Should hosts of goblins besiege your gates, drive your peasantry inside and force you to seal off from the outside world, you may have already lost the game. Although a dwarven fortress can be made to appear self-contained, with sources of metal, fuel, underground crops and even livestock kept within inaccessible tunnels, very rarely if ever can a fortress sustain such a state indefinitely. ... One fell miscalculation of your fuel reserves may leave you without coke to refine further coal, and without a supply of timber for your wood burning furnace this can drive your weaponsmiths to melancholy or berserk rage... Your watersupply and aqueducts can be assaulted unless sealed off, and caverivers almost always send sporadic, bloodthirsty monsters ... But should you be waterless, your wounded will die of dehydration and your entire colony will hinge on booze production; a delicate balancing act.

    With all these critical industries unproductive, dwarves dying, and friends mourning over the rotting heaps of slain loved ones, its important to remember your dwarves have nothing to do but throw funeral receptions, grief counseling sessions, and the occasional keg stand. This means they've all become one big happy family of friends, manically depressed from the loss of any dwarf.

    In short, the attacking army can simply wait until your dwarves emo themselves to death.

    Retrieved from "http://www.dwarffortresswiki.net/index.php/Losing"

  34. I used to be pretty good at games... by kieran · · Score: 1

    ... but I don't play so much anymore and have a lot less patience for fighting past a difficulty roadblock. Assassin's Creed I tried the final pair of fights a bunch of times then just gave up - earlier combat was so easy I'd never even bothered learning to use dodge, so got creamed.

    GTA4, I only played for maybe an hour total because I couldn't drive around fucking corners. I can corner just fine in GTA3, the Burnout games and a REAL FUCKING CAR, so Rockstar can shove their realistic driving physics up their ass - I sold the game on Amazon largely in the hope of denying them a sale for pissing me off.

    1. Re:I used to be pretty good at games... by mollymoo · · Score: 1

      You can't get round the corners in GTA 4? I think you should probably give up gaming right now. Driving too for that matter.

      --
      Chernobyl 'not a wildlife haven' - BBC News
  35. X-Com by Quill_28 · · Score: 1

    Play Xcom but only save the game before you quit. Completely changes the game and for the better imho.

  36. 4.0 vs. 3.5 D&D dungeons and dragons by Anonymous Coward · · Score: 0

    In the world of pen + paper RPG's, it seems like the high complexity of 3.5 edition of Dungeons and Dragons turned off a significant number of gamers.

    In contrast, 4th edition of Dungeons and Dragons removed a lot of complexity and made things very simplified. (Some folks may think 4.0 is a bit TOO simplified). So far it's been a lot easier and faster to do combat in 4.0. Even the kids enjoy playing 4.0

  37. Frustration = Luck by VeNoM0619 · · Score: 1

    In my experiences... frustration has been based on luck. I am very unlucky in games (definitely watch me play, you will agree as others who have watched have).

    I never understood why games try to "randomize" experiences based on luck. "Hit anywhere from 3-300!". The key point of frustration is removing luck, and requiring skill. If your player doesn't have skill, then they will get frustrated eventually anyways (otherwise you would have to make a game that 2 year olds can beat). Everyone will be on their own skill levels.

    This is precisely why I loved RTS games, and hated most luck based games (RPGS/etc.). Although, I have gotten into them these past few years, I have started to lose interest based on the amount of unfair encounters based on the roll of a dice.

    --
    Disclaimer: I am not god.
    We may not be created equal
    But we can be treated equal.