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Game Difficulty As a Virtue

The Wii and various mobile gaming platforms have done wonders for the trend toward casual or "easy" games. But the success of a few recent titles, despite their difficulty, has caused some to wonder whether the pendulum has swung too far; whether a little frustration can be seen as a good thing. Quoting: "The evidence is subtle but compelling. For one example, look to major consumer website GameSpot's Game of the Year for 2009: Atlus' PS3 RPG Demon's Souls, which received widespread critical acclaim – none of which failed to include a mention of the game's steep challenge. GameSpot called it 'ruthlessly, unforgivingly difficult.' Demon's Souls was a sleeper hit, an anomaly in the era of accessibility. One would think the deck was stacked against a game that demanded such vicious persistence, such precise attention – and yet a surge of praise from critics and developers alike praised the game for reintroducing the experience of meaningful challenge, of a game that demanded something from its players rather than looked for ways to hand them things. It wasn't just Demon's Souls that recently flipped the proverbial bird to the 'gaming for everyone' trend. In many ways, the independent development scene can be viewed on the macro level as a harbinger of trends to come, and over the past year and into 2010, many indies have decided to be brutal to their players."

204 comments

  1. I returned Return to Zork in one day by BadAnalogyGuy · · Score: 5, Insightful

    Emeril Lagasse suffers from the same problem as the article writer. They both think that one ingredient is the key to a winning formula. BAM! Just add some EVOO or in this case turn the difficulty all the way up.

    The secret, which isn't a secret at all, is that balanced gameplay is the true Sangreal of gaming. Pitting a newbie against a grizzled Korean veteran in Starcraft isn't going to give anyone a challenge or make them feel like they want to come back to the game again. It's only when the players are evenly matched or only slightly mismatched that gameplay becomes exciting. It is the thrill of being able to beat a game but with enough challenge that victory isn't guaranteed.

    1. Re:I returned Return to Zork in one day by rmushkatblat · · Score: 1

      I assume you are only speaking in terms of non-casual gaming, correct? There are plenty of entertaining casual games which aren't particularly difficult, and there are some which are insanely hard.

    2. Re:I returned Return to Zork in one day by Yetihehe · · Score: 1

      I still remember my first hard pc game. It was so hard I couldn't even run it. I was so frustrated I made special mount for small electric engine (3v), connected it to 12v, and scratched off all the silver stuff from top of the CD. This was the most fulfilling game experience I've ever had in my life, I can't even remember the game's name.

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    3. Re:I returned Return to Zork in one day by Opportunist · · Score: 1

      It's not the ONLY road to success. But it's part of the secret blend of herbs and spices.

      It's not about cranking the difficulty up until it becomes impossible. Impossible enough even a bot can't succeed anymore. That's not enjoyable.

      It's about finding that sweet spot where it is doable but a challenge. This is, of course, something different for everyone. Hell, there's a good reason why difficulty levels are so popular in games. Let's stay with Guitar Hero since it's been the example in the video. Would it be fun to play that game if all you have to do is hit a note throughout the entire song? Probably not even for a beginner. Take games like Burnout. Would it be enjoyable if the winning time is set to a level where you could basically stop to take a piss during the game? Would any game be enjoyable if it had an "I win" button? Maybe for a moment, but certainly not for long.

      It's boring to win constantly without even having to try. Why bother playing?

      Likewise, it's frustrating if a game is so friggin' hard that it simply is not fun anymore either. Constant failure is like constant success: Unsatisfying.

      People like a challenge in their game, at least if the game itself is the gratification. Of course people like easy money, but only because the money is just the means to the end. And some people enjoy cheating in multiplayer games, but the gratification seems to be seeing the other person get frustrated (at least that's my assumption, maybe a cheater could shed some light on this one). But when you play against the computer, why bother playing when you have already won?

      The challenge is the key. It has to be a challenge, but it has to be doable.

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    4. Re:I returned Return to Zork in one day by Fire_Storm82 · · Score: 1

      The secret, which isn't a secret at all, is that balanced gameplay is the true Sangreal of gaming. Pitting a newbie against a grizzled Korean veteran in Starcraft isn't going to give anyone a challenge or make them feel like they want to come back to the game again. It's only when the players are evenly matched or only slightly mismatched that gameplay becomes exciting.

      Thats exactly whats wrong with a lot games today. games that a made so that even if you are grizzly korean with a lot of skill and experience, you're still on the same level casual player that doesnt care. by heavily crippling the players or making thier actual actions or less relevant, but they are both crippled equally, so its fun?

      Harder games make you improve, understand the game better, actually overcome obstacles. Remember that boss or level you thought you'd never ever beat, but finally got it, and now it seems easy?

      Difficult to master video games make you learn a skill. Making it more difficult makes you have to improve more to master it, thats where the real fun comes in. Getting so close, almost being able to beat that guy not knowing how the next battles gonna go makes is what makes it thrilling.

      Easy games just don't challenge you, don't really engage you. Theres no reward or payoff if you don't overcome anything.

    5. Re:I returned Return to Zork in one day by Anonymous Coward · · Score: 0

      Congratulation! You've lived up to your nick Yet Again!

      Isn't that kinda his point?

    6. Re:I returned Return to Zork in one day by bronney · · Score: 1

      I cut the bonding plant instead of rooting it and wondered why I couldn't go into the comedy club and had to play the whole thing again hehehe. Quite challenging.

    7. Re:I returned Return to Zork in one day by bertok · · Score: 3, Interesting

      Emeril Lagasse suffers from the same problem as the article writer. They both think that one ingredient is the key to a winning formula. BAM! Just add some EVOO or in this case turn the difficulty all the way up.

      The secret, which isn't a secret at all, is that balanced gameplay is the true Sangreal of gaming. Pitting a newbie against a grizzled Korean veteran in Starcraft isn't going to give anyone a challenge or make them feel like they want to come back to the game again. It's only when the players are evenly matched or only slightly mismatched that gameplay becomes exciting. It is the thrill of being able to beat a game but with enough challenge that victory isn't guaranteed.

      I totally agree. One of the brilliant things about Supreme Commander is that it matches you against players of equal skill. When I played RTS games before, games were always one of two types: I rolled over the enemy effortlessly, which is boring, or I got crushed like a bug, which is just as boring, and frustrating too. In SC, once it learns your rank, every game is a constant uphill struggle against an opponent you can almost but not quite defeat. It's brutal, but that's what makes it a fun challenge!

      Meanwhile, games like Valve's TF2, L4D, and L4D2, which are highly dependent on not just your own player skill, but the skill of your teammates has zero in the way of skill level based match ups. There's nothing worse than a game with some 13 year old idiot in it. There's always that one prepubescent who got the game 10 minutes ago, but thinks he can do whatever the fuck he wants, including run the wrong way, ignore his team, etc...

      I like to think of this analogy: imagine how stupid it would be if the world championship game of, say, football, had one team member replaced by a fucktard who just does "whatever he feels like", because, you know, "it's just a game", and there would be absolutely nothing the other players could do about it. Does that sound like a good game to you?

      Unfortunately, this is the state of almost all team PC and Console gaming right now. Players with literally 10 years of experience play side-by-side with mouthbreathers who struggle to tie their own shoelaces in the morning, and have difficulty in grasping advanced concepts like "pressing a button fires the weapon". It's common to see 50:1 point ratios on TF2 servers between players, which is just insane, if you stop and think about it.

      Many people would argue that this is what clans are for, but clan games are usually very small, are played only on a subset of the maps, and are few and far between. There's just no opportunity to play, say, a 32-player game for 4 or 5 hours straight with clan-level players only.

    8. Re:I returned Return to Zork in one day by Anubis+IV · · Score: 1

      Bingo! Your first paragraph is exactly correct. Whether a game is difficult or easy is independent of whether it's good or not. There are plenty of great games that are easy (e.g. Super Mario Galaxy or Katamari Damacy) and great games that are hard (e.g. Ikaruga or the Megaman franchise), as well as bad games that are easy and bad games that are hard (I'm sure we all have our own examples of those latter two). There are also those that try to walk the fine line in between (e.g. Braid), which are designed to be just right, but may just be a bit too easy or too hard for some people.

      Regardless, I do welcome difficult games. Looking through my favorite games list (yes, I maintain one...don't you?), quite a few of them are "easy" titles. Quite a few are also difficult or complicated titles as well. As much as I love my Wii and the types of games it attracts, I also like the variety offered by a more challenging game at times. Neither one is inherently better than the other, and I enjoy playing both. That the developers may be paying more attention to the one end of the spectrum that they had been moving away from is pleasing news.

    9. Re:I returned Return to Zork in one day by Anonymous Coward · · Score: 0

      It has to be a challenge, but it has to be doable.

      In that sense, a good game is like a good woman. Oh, but this is a gaming thread on slashdot so no one here knows what I am talking about.

    10. Re:I returned Return to Zork in one day by LKM · · Score: 1

      I did not think that certain levels in Super Mario Galaxy were particularly easy, to be honest.

    11. Re:I returned Return to Zork in one day by KDR_11k · · Score: 1

      Can you point at example games?

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    12. Re:I returned Return to Zork in one day by Anonymous Coward · · Score: 0

      Emeril Lagasse suffers from the same problem as the article writer. They both think that one ingredient is the key to a winning formula. BAM! Just add some EVOO or in this case turn the difficulty all the way up.

      The secret, which isn't a secret at all, is that balanced gameplay is the true Sangreal of gaming. Pitting a newbie against a grizzled Korean veteran in Starcraft isn't going to give anyone a challenge or make them feel like they want to come back to the game again. It's only when the players are evenly matched or only slightly mismatched that gameplay becomes exciting. It is the thrill of being able to beat a game but with enough challenge that victory isn't guaranteed.

      gameplay is everything. The UFO/XCOM Enemy unknown is a good example of how you can have a really great & addictive game with a high difficulty level (even in Novice the game was tough for the average player)

    13. Re:I returned Return to Zork in one day by Anonymous Coward · · Score: 1, Insightful

      Would any game be enjoyable if it had an "I win" button?

      Blackjack at the casino?

    14. Re:I returned Return to Zork in one day by goozer321 · · Score: 1

      Most games arre bought by 16s, and most 16s cheat. Developers respond to this by making games that still play well under cheats. Hence games become increasingly difficult.

    15. Re:I returned Return to Zork in one day by mcvos · · Score: 1

      It's not the ONLY road to success. But it's part of the secret blend of herbs and spices.

      It's not about cranking the difficulty up until it becomes impossible. Impossible enough even a bot can't succeed anymore. That's not enjoyable.

      What do you mean: "even a bot can't succeed anymore"? There are plenty of games where even the smartest AI can't compete with a human: strategy games. And those are games that have always been about challenge. Has Civ ever been fun at the easiest level, waltzing over stone-age AI civilizations? The fun has always been to crush them at Emperor level. The harder it is, the more satisfying the victory.

      Of course victory still needs to be possible. Playing a game that can't be won soon loses its appeal.

    16. Re:I returned Return to Zork in one day by Anonymous Coward · · Score: 0

      Rachael Ray is, among other things, the Queen of EVOO and the inventor of the term. (For those of you who don't watch Thirty Minute Meals, the term stands for Extra Virgin Olive Oil.)

      And every time that I've ever heard Rachael Ray say "E-V-O-O", I feel like slapping her. RR is most likable when she's NOT talking (for multiple reasons).

    17. Re:I returned Return to Zork in one day by tepples · · Score: 1

      It's common to see 50:1 point ratios on TF2 servers between players, which is just insane, if you stop and think about it.

      Then where are the people with "1", who actually did just buy a copy an hour ago, supposed to play in order to learn how to play the game? I guess one solution is what Tetris DS implemented: a sort of Elo-style ranking of all players, and random matches are with the closest player to your rank.

    18. Re:I returned Return to Zork in one day by Chris+Mattern · · Score: 1

      Then where are the people with "1", who actually did just buy a copy an hour ago, supposed to play in order to learn how to play the game?

      Well, that is one of the things the single-player campaign is supposed to do. It starts with beginner tutorials, and if you can finish it, you should have a basic level of competence. Experienced online players will probably still squash you like a bug, but you won't be totally lost.

    19. Re:I returned Return to Zork in one day by mike2R · · Score: 1

      In that sense, a good game is like a good woman. Oh, but this is a gaming thread on slashdot so no one here knows what I am talking about.

      Right. If you take the whining you get on slashdot about games at face value, you'd think half the people here wouldn't know a good game if it cooked them breakfast.

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    20. Re:I returned Return to Zork in one day by Anonymous Coward · · Score: 0

      Thank you for nitpicking the details and completely ignoring the whole point of the comment.

    21. Re:I returned Return to Zork in one day by Impy+the+Impiuos+Imp · · Score: 1

      Try Icewind Dale II on "Heart of Fury", with one level 1 character. Now that's a fun accomplishment when you pull it off.

      I recently went back to Eve and am prepping at the last stop for gas before re-entering low-sec space to join my corp. Been there 2 days so far. Now there's a real challenge.

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    22. Re:I returned Return to Zork in one day by fprintf · · Score: 1

      I was a newbie to TF2 last October (bought the game for $2 I think) and I constantly got rolled the first few weeks/months. It was only through persistence and the encouragement of my 13-year old son, who is very accomplished at the game, that I stuck with it and started to achieve positive kill/death ratios. I will also note that the public servers I play on (UO, Stompfest, Reddit), folks have been generally encouraging, even when doing something stupid. Not always ("move that sentry gun a$$hole!") but surprisingly often.

      So where does one go to learn these multiplayer games, if not on a public server matched up against people who have been playing for months or years?

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    23. Re:I returned Return to Zork in one day by Gogo0 · · Score: 1

      this is absolutely true.
      part of what made Demons Souls so great was that it was so well balanced. when you died, 99% of the time it was your own fault.
      also, you could play through the game knowing that a pile of rocks wasnt going to fall on you or the floor open up when you stepped on it. there were no cheap hits that artificially added 'difficulty' (frustration).

    24. Re:I returned Return to Zork in one day by Bakkster · · Score: 1

      It's common to see 50:1 point ratios on TF2 servers between players, which is just insane, if you stop and think about it.

      Actually, if you think about it, it's quite reasonable. I've had 150:1 ratios compared to others, because I had played 3 full rounds of Payload (150+ points) and the guy with 1 only joined 2-3 minutes ago, is on defense, and has only had the chance to get a single kill because of circumstances beyond his control. I've never seen two TF2 players who played for the same ammount of time yet had a 50x difference in points.

      I like to think of this analogy: imagine how stupid it would be if the world championship game of, say, football, had one team member replaced by a fucktard who just does "whatever he feels like", because, you know, "it's just a game", and there would be absolutely nothing the other players could do about it. Does that sound like a good game to you?

      This analogy has nothing to do with public servers. Sure, you expect not to get 10-yo noobs in a competitive match and that's where you should be playing in that case. Otherwise, it's more like that jean commercial where Bret Favre plays pickup football with some random guys, it's not the venue for him to bitch at a guy for dropping a pass or whatever. Why should we place limits on skill for a pickup game? It sounds more like your fault for not playing competitive or private matches, rather than others fault for not being good.

      That said, it looks like you want ranked matchmaking for normal play, rather than player-run custom servers. That's fine with me, but you'll have to pry TF2's custom dedicated servers from my cold dead hands.

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    25. Re:I returned Return to Zork in one day by Darinbob · · Score: 1

      Yes imagine if this were applied to sports. No one is allowed to play football, except for the years of training in high school and college to prepare for a professional sporting career. If you're not good enough on the team in school you're stuck not being able to play. In essence a game has become a job. Yes it makes sense that we don't want the 13 year old kid playing in the Superbowl, but he should be able to play football somewhere. In some online grouping games the players act like the mere presence of the 13 year old kid (or the 50 year old who has slow reflexes, or the 30 year old who likes to explore, etc) is a personal affront.

    26. Re:I returned Return to Zork in one day by Opportunist · · Score: 1

      As stated above, when gambling for money, playing the game is not the primary or at least only motivation. Your motivation is to win money. When the game is the goal already, cheating stops being appealing. One might want to cheat or use "godmode" to get through the game and see all the content, but, again, in this case the motivation is not to play but to see the content.

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    27. Re:I returned Return to Zork in one day by Opportunist · · Score: 1

      Well, games that rely on fast reaction can usually be "botted" to perfection. The less strategy is involved, the more successful a bot can usually be created. Take your average FPS game. It is quite trivial to create a bot that follows a path, aims perfectly for the head of any opponent, even correct immediately for weapon jitter and so on. Likewise, with games like Guitar Hero or DDR, where the only challenge is basically to hit the right button at the right time (yes, yes, dear enthusiasts of either game, I know it's not trivial to do that as a human), it is fairly trivial to create a bot to do it.

      I do of course agree with you that it is incredibly hard to create a good AI for games that rely on strategy and tactics, where planning ahead and management skills are called for. I deliberately chose a game where the challenge is only in a field that an AI should excel at.

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    28. Re:I returned Return to Zork in one day by lpq · · Score: 1

      Ditto on this balanced bit -- games need to quickly adapt (automatically would be best, but manually is better than nothing) to the player -- to scale up their difficulty as the player shows they are having it too easy, but scaling down difficult if the player is clueless or dying alot. That's, IMO, should be a grail of game programming.

      Even if someone improves -- game play can be stepped up to provide a challenge.

      It's like in 'learning' any skill -- challenge too hard = discouraging. Challenge too easy = boring.
      Either way the 'attention' falls off and the player gets tired of the game.

      -l

    29. Re:I returned Return to Zork in one day by Ol+Olsoc · · Score: 1

      I still play E.T. on my old Atari.......

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    30. Re:I returned Return to Zork in one day by Anonymous Coward · · Score: 0

      Congratulation! You've lived up to your nick Yet Again!

      I, at the least, would be thoroughly disappointed if they didn't.

    31. Re:I returned Return to Zork in one day by Anonymous Coward · · Score: 0

      Xcom is how I learned the joys of hex. Using good old Norton Disk Editor to open the save game files and find the part of the save game that dealt with the base layout, general stores, completed research and soldier stats. I did the calculations to find the right hex codes on a napkin, multiplying out the decimal number for my ammo and so on to figure out which field was which. I ended up writing down all the codes and offsets on a big sheet of paper so I could have fun with base designs. Nothing quite as fun as starting up a new game, setting up a nice base to defend, and then repeating the awesome base defense missions over and over. I always liked them more than the Mars mission, it was hilarious to see your guys running around blowing up your own base.

  2. needs to be entertainment. by Anonymous Coward · · Score: 1, Insightful

    doesnt matter if a game is easy or hard. it needs to be accessible with a good UI and entertaining with a good story.
    everything else is irrelevant. trainers are easily available as are cheat codes for those who want them.

    1. Re:needs to be entertainment. by Goldberg's+Pants · · Score: 1

      Cheat codes are becoming rarer these days. Especially when on consoles at least devs can sell you an unlock for $5. (Burnout Paradise for example.)

    2. Re:needs to be entertainment. by Anonymous Coward · · Score: 0

      um.. for some of us, fun = challenge..I know, I know, but as you can tell, I grew up in the 80s. we 80s children like our games to be hard.

    3. Re:needs to be entertainment. by FreezerJam · · Score: 1

      ... like arcade Gravitar. Where you can get wiped out on the menu screen.

  3. Middle ground by Anonymous Coward · · Score: 1, Insightful

    It's like just about everything else in life...there is a nice middle ground between difficulty and accessibility. there is no point in playing a game that doesn't challenge at all, whether that challenge is a single player game, or a social experience; likewise there is no point in playing a game that is so difficult (I'm thinking of the lost levels on Super Mario All Stars) that it loses all entertainment value and becomes an exercise in frustration.

    a little bit of frustration isn't a bad thing, so long as it is used as a gameplay mechanic, rather than the point of the game.

    1. Re:Middle ground by montyzooooma · · Score: 2, Insightful

      Sure, a middle ground with the option to go go left for harder or right for easier. I don't usually get much fun out of games without difficulty settings. As a kid there were games I was never going to complete. Now I'm in my forties there are probably fewer games like that but it still irks if I spend forty quid on a game and can't get out of the first few levels. Honestly I don't want to be challenged so much as I want to be entertained. And it helps if I feel like a mighty god. My job challenges me already and improving my hi-score at work has more material benefit. Games, for me, are to unwind. YMMV.

    2. Re:Middle ground by CuriHP · · Score: 2

      Personally I liked the Lost Levels a lot. But only in the setting of All Stars where you got a couple extra lives and could save. That made for a good challenge and balance. If I had the original 3 lives and start over version, it probably would have gotten smashed to bits.

      --
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  4. I too enjoy a challenge in a game. by Pallazzio · · Score: 0, Troll

    I haven't played Demon's Souls (hell I haven't even heard of it), but I've been noticing lately that every time I get a new game that I'm excited about playing, it's over in about two days.

    1. Re:I too enjoy a challenge in a game. by Dr.+Hellno · · Score: 4, Funny

      In Demon's Souls, if you react a split second too late to the enemy hiding behind that dark corner, you die. In Demon's Souls, when you die, you not only lose a lot of ground, but the game actually makes itself harder. In Demon's Souls, you cannot revert to an earlier save, or even pause.
      It's a lot of fun though! Really!

  5. I don't find 'difficulty' useful in itself by Trepidity · · Score: 3, Interesting

    There are certainly hard games I've enjoyed, but difficulty isn't really a single-axis thing, so I don't find it that useful to talk about in the abstract, and I certainly don't see any benefit to games that are "hard" just for the sake of it. A game might be hard because it has complex puzzles, or because it requires highly honed twitch skills, or because it requires non-obvious inferences, or because it requires acute observation, or any number of other things. Sometimes those are useful, sometimes not.

    Plus, it's not even really something to set in opposition to casual games. It's really hard to get the kinds of low times on Minesweeper that aficionados get, and there are pretty hardcore communities based around such things.

    I do agree that not every game has to be for a mass market. But surely, if you're given the luxury of designing a game that doesn't have to appeal to everyone, there are more interesting niches?

    1. Re:I don't find 'difficulty' useful in itself by Noodlenoggin · · Score: 2, Insightful

      A game might be hard because it has complex puzzles, or because it requires highly honed twitch skills, or because it requires non-obvious inferences, or because it requires acute observation, or any number of other things. Sometimes those are useful, sometimes not.

      I totally agree with this. I've played PC FPS's for years and I don't consider them hard by any means, but the same game on a console with a gamepad makes them impossible. I wouldn't consider them 'fun' on the console just because the difficulty for me personally is way up there.

    2. Re:I don't find 'difficulty' useful in itself by Feyshtey · · Score: 1

      I don't think it's been suggested that you make a game that's just hard. If one were to design a game with that single premise (or any single premise) in mind they would most certainly find themselves in the same boat as so many failed designers; a protracted development cycle that eventualy (maybe) produces a cobble of mis-matched concepts into a craptastic POS.

      Obviously a rounded game design is essential to a successful and interesting title. But designers for years have become convinced that if the public cannot easily and quickly 'achieve' they will throw down their controllers and keyboards in disgust. That, to me, shows a rather low opinion of game players in general. While there are certainly the instant-gratification hordes (*cough*) out there , there are also certainly those who find near-certain and zombie-like success far more tiresome and disgusting than regularly getting their asses whooped till they get better and overcome.

      --
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    3. Re:I don't find 'difficulty' useful in itself by Sirusjr · · Score: 1

      I have no problem with hard games per se but I think when you have something as widely known for being hard as Demon Souls, it would be beneficial to sales for the game to include an easier difficulty for those of us who don't appreciate frustration as a key to enjoyment. Otherwise I'll just ignore the game and stick to my flexible difficulty rpgs.

    4. Re:I don't find 'difficulty' useful in itself by Monkeedude1212 · · Score: 1

      I agree - I don't understand the marketability of something based on the fact that its "Difficult". ESPECIALLY on such a subjective matter such as that. I have long since been the guy with no difficulty playing video games. Its not that I was always the Best, because I wasn't, but I never had any problems picking up a game and learning its symantics quickly. My friends played Halo 1, 2, and 3 religiously within succession of each other, never spending much time playing online in any other game. I had played Halo 1 for the PC when it came out, for about 4 months, then I hadn't touched it again. Then one day I was living on my own and I wanted to play Rock Band. Halo 3 came with the 360. After a weekend of playing I was in a comparable field with my friends. They didn't understand reaching rank 45 in a week. I had played it every once in a while with them at a party, but I mean a 10 minute round every 2 months was only enough to make me familiar with the controls. So now a days I'm on par with the guys who spent years playing the game whereas I've only spent months.

      So my buddy recommends Demons Souls, claiming its the most difficult game he's ever encountered. Spoiler alert ahead for those who haven't played it, you are intended to die on the first boss. It took me about 5 minutes, but I got that boss down to 1/5th health. I felt a little upset, knowing that I had actually bested most people who attempt that boss, and that its a horrible game element when something FORCES you to die when it can leave you wondering if you could have survived. If it had actually been able to drop a 1 hit kill attack across the entire room leaving me with ZERO chance of dodging or surviving, I would understand that fight a whole lot more. As it stands, hopping around for 5 minutes carefully attacking leaving me with the same end result left a dis-satisfied taste in my mouth.

      But whatever right? Moving on from that - the game never really got "Difficult", or at least in any of the ways I was expecting. All of the enemies were as easily predictable (even more predictable) than other video games and succeeding in killing them is usually capable with patience with block and attack, or if you know your class you have a few cheap moves at your disposal.

      And from there it essentially boiled down to either A) You're strong enough to do this area, congrats easy mode - or B) You're not strong enough to do this area - you got pwned by the boss's undodgable attack and blocking it destroys all your stamina. Try again later. The non-linear level design will accidentally lead noobs onto veteran bosses, which doesn't make the game hard it makes it stupid. It'd be like Super Mario Brothers having a level that you can't complete without a tail so fly to the other side, but leading you along various platforms to make you think there must be a way to complete the level. I don't recall dieing on any part that wasn't a boss fight. If they had set things up so that you were meant to go through the first boss first and the second boss second (like perhaps doors that required the keys of subsequent bosses) than the game would have been no more difficult than any other game to have come out this decade.

      Take your favourite game, put it on the hardest difficulty, and see how difficult it really CAN be. Not putting in any difficulty scalability, and then combining it with terrible level layouts does not constitute a "good" game. If their aim was to make the game difficult for the sake of being difficult, than they did it in the worst way possible. And for all the wrong reasons.

    5. Re:I don't find 'difficulty' useful in itself by ThePhilips · · Score: 1

      But designers for years have become convinced that if the public cannot easily and quickly 'achieve' they will throw down their controllers and keyboards in disgust.

      [ "throw down [...] mouse" you meant? ]

      It's not about achieving something. Some games I have played in past simply failed at showing me that I make some progress. Achievements are for pro/hardcore-gamers - I as casual gamer I want to see that I make the progress. Otherwise after few hours of grinding (so common to jap games) I simply become bored.

      Also, to the "throw down" remark. My own reaction is that I have tendency to stop playing after hour or so of boring gameplay. Not because it's too difficult or I lack patience. (Bit of that too probably - since I have enough challenges 8 to 5 in office.)

      But because my spare time is valuable and now more than ever I have plethora of entertainment types actually competing for the spare time and the money I want to spend on it.

      To be honest, console games lost me long ago to book-reading/movie-going/internet-surfing/etc. Every time I pick a highly rated console game, few hours into the game play, I constantly getting the feeling that reviewers/fanbois tricked me to pay money for the pleasure to be mind-raped. I stop playing immediately and move on to something more rewarding...

      That, to me, shows a rather low opinion of game players in general.

      To me it seems more that as game development was finally taken over completely by businesspeople and they simply want to have a sure formula for the profit. More accessible game - more potential sales.

      Not well balance difficult game would have puny sales.

      Not well balanced casual game - would have at least some sales.

      Business risk of developing difficult, challenging game is higher thus is less profitable.

      --
      All hope abandon ye who enter here.
  6. Having fun by Darinbob · · Score: 5, Insightful

    The point of a game is to have fun. Period.

    Some players find difficulty fun, and some players find that frustrating instead. Telling people that they must play on higher difficulties to have fun is like proclaiming that football is more fun than baseball or tennis.

    The problem really are those few players who seem to find fun in telling others that they're doing it wrong. People should worry about themselves, not what others are doing.

    1. Re:Having fun by brkello · · Score: 1

      Well, if they are having fun telling you what you are doing wrong, by your logic, who are you to tell them not to do it. Shouldn't you just be worried about yourself? ;)

      --
      Support a great indie game: http://www.abaddon360.com
    2. Re:Having fun by musicalmicah · · Score: 1

      The point of a game is to have fun. Period.

      Maybe that's the original intent of the user, but oftentimes what keeps a game selling is often not how "fun" it is, but rather, how "engaging" or "immersive" it is. Sure, games can have all those qualities, but sometimes when the "fun" disappears, lots of gamers will continue to play for the immersion. Case example: every massively multiplayer game ever made. I know I've definitely put in hour after hour while not having fun, but just being "sucked into" a game world or set of objectives.

    3. Re:Having fun by Feyshtey · · Score: 1

      And people should have choices.

      Your premise is sound; The point of the game is to have fun. Your logic is flawed.

      How does one have fun doing what they find fun, if no one makes a product they find fun because the majority (and that's an assumption) demand ease of access and nearly garuanteed progress.

      Quite often the people saying that they dislike the 'easy mode' games or the gimme skill levels are vilified as "telling others that they're doing it wrong", when the reality is those being vilified are just desperate for someone, -anyone- to make a game that they find fun themselves.

      It's easy to get pissed at a group who are telling you that what you're doing is wrong when you have what you want. But consider the frustration of that group who have little they find fun because every developer seems dead-set to make what you want. Consider that it's largely the whining about things being too difficult (i.e. - telling someone that what they find fun is wrong...) that has curbed the industry's practice of presenting challenges on any notable scale.

      --
      "But we have to pass the bill so that you can find out what is in it,..." - Nancy Pelosi
    4. Re:Having fun by Darinbob · · Score: 1

      Well part of my assumptions is that we're talking first of all about single player games, or at least games where soloing is allowed. Second assumption is that difficulty options are still available.

      So if you've got a choice between easy mode or testosterone poisoning mode, then it shouldn't matter to anyone else what some players choose. And yet we do see some players being loudly upset that a choice even exists. It's like they're mad at the developer for even attempting to attract a wider audience instead of sticking to "true believers".

      For the MMO realm, where you can't really choose difficulty levels individually except by deciding what content to do, the situation is trickier. Players want to see all the content they paid for, whether they're elite or not. So I'm all for having lots of games that aim for different styles of players and different difficulties, instead of ones that want to be all things to all players. Ie, the MMOs should aim for their own niche instead of futilely trying to be the WoW killer. I do think the age of the hardcore MMO that caters to a tiny minority of hyper competitive players with bladders of steel is over though.

    5. Re:Having fun by Feyshtey · · Score: 1

      On the MMO topic, I actually agree to a point. And the grand scale MMO's generaly benefit from a wider audience and vast variance in player skill levels. There should, however, be content within MMO's that requries a higher commitment of skill level to conquer. That, to me, is just a risk vs. reward equation, and further embracing that vast varriance in player skill.

      On the single player front, I still don't see your point. You're suggesting that the majority of games (if not all) be designed in a way that they can be scaled back and accessible to pretty much anyone. I disagree. In an economy of skill, I would embrace the design of some games that inherently price some people out of the market. Perhaps many people. I don't see how that's a negative thing. You provide a product to a group of people who desire it. If it's a game you don't want, don't buy it. If the design is compelling and just too hard for some, the market will correct with a new title (perhaps from the same developer) that follows the same design principles but scales back the difficulty. If there is just not enough of a market for that level of difficulty, again the market corrects by proving that such a title cannot be successful financially.

      More games, more choices. Who loses?

      --
      "But we have to pass the bill so that you can find out what is in it,..." - Nancy Pelosi
    6. Re:Having fun by Anonymous Coward · · Score: 0

      football is more fun than baseball or tennis.

      how can you even say that man

  7. People want accomplishment by Opportunist · · Score: 4, Insightful

    People like to win, of course. But if that win is easy to achive, the achivement feels hollow. Anyone could have done it. People also enjoy the feeling of being "special". And I don't mean in the PC sense. They want to have the feeling they did something not everyone could do.

    --
    We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    1. Re:People want accomplishment by interkin3tic · · Score: 1

      People like to win, of course. But if that win is easy to achive, the achivement feels hollow. Anyone could have done it.

      Seems to me that developers can often hide how easy a win is, making an easy win feel like an accomplishment. Peggle, like many puzzle style games, doesn't require much skill. A lot of it comes down to knowing the ins and the outs of the game, and chance. After you learn how to play it, you'll make a play that happens to come out well by chance. It's easy to feel like you played that well and have an enjoyable sense of achievement, when really you got lucky... although I guess another way of looking at it is not that your skill is making the ball go exactly where you want it, the skill is playing the odds.

    2. Re:People want accomplishment by Anonymous Coward · · Score: 0

      Something given has no value.

    3. Re:People want accomplishment by Anonymous Coward · · Score: 0

      Peggle (on the DS anyway) has challenge levels that are pretty freaking hard. There is some element of luck, but skill is a larger factor. The gameplay mechanic behind Peggle is very similar to pool or billiards: you can poke-and-hope, or you can take the time to calculate angles and trajectories, and the more skilled you are at that (along with some solid strategy) the better your scores will be. It's certainly casual, and it's pretty easy to beat the regular levels, but the challenge lies in beating them with high scores.

  8. Maybe the definition of "game" is too narrow by Anonymous Coward · · Score: 0

    Much as comics do not tell a story in the same way a movie or book does, gaming is also storytelling in a relatively new medium.

    Nothing dictates that there is one true way to tell a story. Some games are a walk in a beautiful park while picking up and eating sweets on the way, while others are a gymnastic hurdle to perfect or a triathlon to endure. It is all up to the story, the preference of the gamer - much like books span the breadth and width of infinite capabilities.

    Thus I find it disingenuous to try to bundle "games" as a coherent subject and comment on their evolution. You may as well lament the book market.

  9. King's Bounty by BikeHelmet · · Score: 1

    Similar to HOMM, but more of an RPG/adventure. It has difficulty levels ranging from easy to impossible - but many unfamiliar with the genre will find "Normal" to be challenging.

    I went with easy and challenged myself to lose as few units as possible. A very enjoyable game.

    Right now I'm playing through Torchlight on the hardest difficulty. Good thing there's no death penalty if you respawn in town. ;) I kill enemies in about 4 hits, but they do the same.

    1. Re:King's Bounty by Robert+Zenz · · Score: 1

      Same do I. I've enjoyed HOMM 5 on the hardest level until the moment I couldn't make it anymore (end of Queens campaign, yeah, I suck). Lowered the difficulty to hard and I keep going at the moment (with some minor setbacks, but hey, who needs towns anyway? ;) ). I've also played Half-Life 2 on Hard and found it fun. It's the first thing I do if I get a new game, I raise the difficulty (though, 'The Fall' really sends me to the brink of despair).

  10. Fake Difficulty by Idiomatick · · Score: 4, Interesting

    Difficulty is different than fake difficulty. I actually hated the xbox360 because all the games were fucking easy. Or they had fake difficulty. And fake difficulty fucking sucks.

    What I mean is when they use things like... Computers get psychic powers. Or they can 'cheat'. Like bots in a shooter that know where you are at all times. Or bots that have guns that deal double damage. It is a bit hard to define... but generally speaking, any time the game becomes more about w/e coded in cheats the computer gets than about the goals set out in the game then fake difficulty has been taken too far.

    AI can game break in the opposite direction as well. For example... max handicap disadvantage in smash bros melee vs a computer. You are no longer having a match. You are playing a game of fucking with the ai so it falls in a pit (yoshi sucks at this). In many cases, especially games that shoot for some degree of realism this sucks balls. In shooter, base infiltration games higher difficulty should not be merely adjusting their hp level. It should be tightening up their AI, their aim, their placements, hell number of troops and their weaponry. Otherwise the game plays like crap. (Nearly all games do it the crap way)

    1. Re:Fake Difficulty by Shadow+of+Eternity · · Score: 1

      Even this isn't always true though. Serious Sam FE/SE adjusted difficulty by playing with damage, hitpoints, pickups, and I think even the number of enemies that spawn but at the same time the difficulty is still "real" on most levels below the insanity ones.

      --
      A bullet may have your name on it but splash damage is addressed "To whom it may concern."
    2. Re:Fake Difficulty by CrazyJim1 · · Score: 3, Interesting

      Warcraft3 AI only was charged like 1 gold per unit or something so you couldn't starve the AI.

      Starcraft always knew all your units and built counter units.

      Starcraft2 they say is supposed to have really keen ai that even needs to learn through fog of war, but we'll see.

    3. Re:Fake Difficulty by KDR_11k · · Score: 1

      The AI in AI War is pretty much cheating (its units act like yours but it has no resources or unit caps to worry about) but then again using your brains to surgically exploit its weaknesses and beat a threat that could crush you if it ever took you seriously is kinda the point of the game. Make the AI really angry and you'll have an army that you couldn't even remotely obtain yourself annihilating your systems in no time.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    4. Re:Fake Difficulty by Idiomatick · · Score: 1

      And I'd suggest that makes wc3 a shittier game. Starcraft while being psychic didn't overly abuse it... Also, Starcraft AI was pretty brutally good compared to most games. I mean hell... look at mobs in WoW, they don't even have AI per say more of a roll the dice for which spell otherwise attack. The feeling of competition is comparatively strong in SC/SC2. You feel like you are playing against the computer as an opponent. In Warcraft3 it feels a bit more like you are playing against your arbitrary limitations. But it isn't a HORRIBLE example.

      Some of the shooter games on xbox at insane difficulty or w/e. It reduces the game to luck in some levels. This combined with near instant respawns and uber health regen makes the game fairly pointless. You run to cover and you either die or don't. If you die w/e you'll be up in two seconds, just keep holding down the forwards button maybe you'll make it next time.

      Or it is a memorization game: if i wait 3 seconds before running here they'll have their backs turned. That isn't skill or even luck at that point. You've just died and re spawned a bunch so you know when to go like some kind of psychic. Trial and error != fun.

    5. Re:Fake Difficulty by Supurcell · · Score: 1

      Or it is a memorization game: if i wait 3 seconds before running here they'll have their backs turned. That isn't skill or even luck at that point. You've just died and re spawned a bunch so you know when to go like some kind of psychic. Trial and error != fun.

      That's where I think you're wrong. You should be able to observe your opponents and predict what they will do based on that observation. If you die a bunch, then you are obviously having trouble with a part of the game, and need all the help you can get to beat it.

    6. Re:Fake Difficulty by hal2814 · · Score: 1

      "Fake difficulty" annoys the crap out of me in Madden. I'd like the AI difficulty in Madden to be the difference between going up against a Jerry Glanville coached team vs. a Don Shula coached team. Instead I get a team that rolls over and plays dead vs a team that consistently gets huge passing plays even when I make the best call on defense to stop them. It's really annoying and the Madden Karma (like if you go for 4th down and fail, something BAD will happen to your team in the next possession) only makes it worse.

    7. Re:Fake Difficulty by tepples · · Score: 1

      Or they can 'cheat'. Like bots in a shooter that know where you are at all times.

      That's not necessarily cheating. I once watched a Flash animation about scrubs who accuse skilled first-person shooter players of cheating. If you hear step-step-step, and you know it's not a teammate, run around and shoot. If you hear clank-clank-clank in a vent, and you know it's not a teammate, toss a grenade.

      (Nearly all games do it the crap way)

      Because the crap way is cheaper to pull off and doesn't sell measurably fewer copies than the hard way.

  11. Complicated = Interesting = Popular. Usually by Asadullah+Ahmad · · Score: 1

    In my personal experience, anything which is complicated and difficult to comprehend in the beginning, is most thrilling and exciting.

    But on the other hand, a large proportion of people will love simple and dumb stuff. And its such a shame that millions of years of evolution has still not decreased percentage of the latter bunch.

    1. Re:Complicated = Interesting = Popular. Usually by xyph0r · · Score: 1

      So it's a bad thing that people enjoy Blumps? And Peggle? These 'dumb' games? Get down off your high-horse. Mindless games are sometimes the best kind of games. One of the reasons being people like you don't appear half as often in multiplayer.

      --
      SQL programmer goes to a bar. Walks up to two tables and says 'Excuse me, may I join you?'.
    2. Re:Complicated = Interesting = Popular. Usually by Asadullah+Ahmad · · Score: 0

      Oh darn. I was afraid this might happen.

      Only if there were emoticons so I could strictly point out which half was a joke. Sorry if I offended anyone, but that was not meant as such

  12. Difficulty(&sometimes bugs!)gives a game chara by mykos · · Score: 1

    Developers have to strike a balance between what makes you go "f- this game" and "YES! I CAN'T BELIEVE I FINALLY DID IT!".

    Another problem they face is the fickleness of the community. For example, the Ninja Gaiden games on the NES would not fly in today's gaming community, except among a small, masochistic market segment.

  13. Difficulty by ShakaUVM · · Score: 3, Interesting

    I consider a game to be a failure if I can play through the whole thing the first time through without dying. Final Fantasy VII was this way - I only died and reloaded when taking on the optional challenges like Wrong Number or Ruby.

    A problem I've noted more recently is uneven difficulty levels in a game - they're easy hard at the beginning and then trivial by the end (Dragon Age, Mass Effect 1) or games that appear easy in the first couple levels or your first time through so you kick up the difficulty level to give yourself more of a challenge, and they become ridiculous (Halo 3 Legendary Mode).

    Some games also conflate higher difficulty settings with "being higher level", and make the game impossible if you think "Difficult" could possibly be played by an experienced player with a 1st level character. Dark Alliance 2 was this way. Sacred 2 and Diablo 2 were as well, but at least they made you beat the game once before you could turn on Nightmare difficulty. While you could still be underleveled for it, at least you couldn't stumble into it with a 1st level character, like you could in DA2. Even still, I hate game mechanics that have a "you must be this tall to play" mechanic in place, like in Diablo 2.

    1. Re:Difficulty by SharpFang · · Score: 1

      I dislike when games notch up only one factor with difficulty.

      S.T.A.L.K.E.R.: CoP being a notorious guilty: enemy accuracy. I can still step into anomalies (they hurt more but still one medikit later I'm as good as new, and medikits are as dirt cheap as on "beginner"), I can shoot mutants just the same as before, I have 1 minute instead of 5 to hide from blowout what means I can't cross the whole map and finish the current mission at my leisure, but must run to one of few nearby hideouts within range. Artifacts are as common, as powerful and as expensive as usually. You get the same falling damage and radiation does the same zilch damage as usually. But enemies start getting uncanny headshots and you fall after 2 headshots from mostly any weapon, including automatic. Which means battles against humans ridiculously hard. But they are rare, few inbetween and easily avoidable, except maybe one. Some can be done with sniper gun which puts you safely away from danger. Some can be ended in one precise shot from rocket launcher. ...and so on.

      They could have at least made bandits hostile by default on higher difficulties. You see a group of stalkers fight a group of bandits, and you loot the corpses of both sides while the last of each side finish each other up.

      --
      45 5F E1 04 22 CA 29 C4 93 3F 95 05 2B 79 2A B2
    2. Re:Difficulty by Anonymous Coward · · Score: 0

      At least in Diablo II you can rush through the easy difficulty really fast by being good. The original Diablo required that you level up before playing higher difficulties.

  14. Demon's Souls is a bad example by PaganRitual · · Score: 3, Insightful

    It started off as a cult game that looked really promising in it's original Asian release, then someone in the western gaming community got a hold of it and it became a real bandwagon game, being name-dropped everywhere. With a huge following of people that have probably hardly played it, claiming that they love difficult games, because that's what everyone else is doing. Also see : God Hand. Actually, Demon's Souls owes more than a bit to the Gothic games, for which it plays basically like a linear version of, except with bosses.

    Strictly speaking Demon's Souls isn't a hard game, as once you get into the hang of it you'll find that most deaths come from lack of carelessness. You can't simply rush head-long into everything and know that the game won't hurt you for it, like most games. It's just a very punishing one; when you do make a mistake it really does kick you in the nuts. And someone in the design team has confused flawed design with difficulty. No pausing? No ability to save, even to a single constantly overwritten slot, just in case? There is difficult, there is masochistic, and then there is just plain bad game design. I don't regard having to find a safe spot before being able to take a leak or answer the phone to be 'hardcore', just stupid.

    Speaking of God Hand, it is a much better example of proper difficulty. In Demon's Souls, if you tip-toe around, you'll go okay most of the time, and most lessons you learn once and you're okay from then on. God Hand kicks your ass early on, and you wonder how it got released in such an unworkable state (also, if you're an IGN reviewer, you'll likely go off and start writing at this point), but if you pay attention to the combat system and start out on an easy level, you'll become comfortable with the combat system, and then eventually you'll start tearing up the place, ready to advance in difficulty, and things that once seemed impossible will now merely present a fun challenge instead of sending you back, tail between your legs. Urban Reign did the same thing. They are great games.

    1. Re:Demon's Souls is a bad example by Neoprofin · · Score: 1

      This has always been my problem with some Atlus games. Never ending one way doors? Monsters that can instant KO your entire party? A game isn't fun if it doesn't beat me every once in a while. but it's not fun reloading all the time either. Designed to frustrate.

    2. Re:Demon's Souls is a bad example by Anonymous Coward · · Score: 0

      Strictly speaking Demon's Souls isn't a hard game, as once you get into the hang of it you'll find that most deaths come from lack of carelessness.

      Yeah, I know I really have a problem with that lack of carelessness.

    3. Re:Demon's Souls is a bad example by PaganRitual · · Score: 1

      Oops. I'm not even sure why I wrote 'lack of' in the first place. Lack of carefulness? That doesn't even sound right. Sigh.

    4. Re:Demon's Souls is a bad example by Anonymous Coward · · Score: 1, Interesting

      As someone who's currently playing and enjoying said cult game, I have to disagree here. Main point being the autosave feature. This is one of the things that really makes the game, since every single choice you make will have an irreversible consequence. In Demon's Souls, if you kill that NPC, he really is dead, there's no rewind button. This makes every choice you face a hard one. This isn't a design flaw, it's part of the game mechanic and, for lack of a better word, feel of the game. Constant saving and gaming using multiple save slots is something western players have gotten so used to, they've forgotten there's an alternative.

    5. Re:Demon's Souls is a bad example by PaganRitual · · Score: 1

      I never wanted constant saving, or multiple slots. Just a simple option for "save and quit" that actually saves the current level, not simply the soul and player level, and boss deaths, and then delete that save upon resuming. How hard is that. The current setup is simply bad design for the sake of trying too hard to be hardcore. Losing current level progress because the real world interrupts the game just isn't good design.

    6. Re:Demon's Souls is a bad example by Anonymous Coward · · Score: 0

      Hit Start, choose quit. Go to bed.

      Wake up, load game, pick up where you left off.

    7. Re:Demon's Souls is a bad example by KyoMamoru · · Score: 1

      The thing with Demon's Souls is that though the game is initially difficult, you find the design holes and exploit them. After all, you remind yourself, the game is hard, so I should use every cheap method of winning that I can think of. For example, every guide and player swears by using a Thief Ring [reduces aggro range] so that you can always have the first hit on your opponent at a range. In fact, many enemies won't even react to the first hit. Many guides suggest abusing this hole in AI/Game design as much as possible from the first foe to the final boss.

  15. IWannaBeTheGuy by Anonymous Coward · · Score: 0

    anyone played it ? that is fun. and hard.
    seriously.
    hardest game ever

    I'm in the half of the game. 1091 deaths...

    http://kayin.pyoko.org/iwbtg/
    try it, and die. many many times.

    1. Re:IWannaBeTheGuy by mykos · · Score: 1

      Lol...if you like that one, take a look at Syobon Action. There's a hilarious youtube video: http://www.youtube.com/watch?v=aLrWwmnt2po

    2. Re:IWannaBeTheGuy by KDR_11k · · Score: 2, Insightful

      I got annoyed at the first boss because I didn't manage to get past the third part and every death meant I had to repeat the first and second parts which were pure puzzle parts that are trivial once you know how to beat them. Hard is fine, wasting my time with piss-easy stuff before the parts that actually challenge me is not.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
  16. You gotta be kidding. by Balinares · · Score: 4, Insightful

    > The Wii and various mobile gaming platforms have done wonders
    > for the trend toward casual or "easy" games.

    Yeah. Care to cite specific examples? Because this, here, until proved otherwise, sounds like gamer nerd handwringing over their hobby's new mass popularity, no more.

    Have you played the new Super Mario game? Care to name some other Mario games that are harder? Take your time, I'll wait. Heck, has there ever been a Mario game where failing one time too many on a single level, no matter how many lives you have, means you can't reach 100% completion unless you trash your save game and start over from scratch?

    Hell, have you played the Wii poster child, Mario Kart? How are those mirror cups going? Unlocked the Rainbow Road expert staff ghost yet? Beaten it?

    Just because it's easy to get into for newbies does NOT make it unchallenging. Seriously, guys, this is the same line of thinking that gives us people who seem to think that user friendly and powerful GUIs are mutually exclusive. It's a real design challenge to reconcile both, I know. This makes it all the more important to recognize and laud those attempts that succeed.

    --

    -- B.
    This sig does in fact not have the property it claims not to have.
    1. Re:You gotta be kidding. by tcdk · · Score: 1

      I agree - I still have a few stars to collect in Super Mario Galaxy. I just don't have the time to reach the perfection it take complete those levels. They are hard!

      --
      TC - My Photos..
    2. Re:You gotta be kidding. by sznupi · · Score: 1

      Not only that; the submission seems to ignore the wonders that flashagmes, Peggle, Solitaire, etc. have done for the trend toward casual or "easy" games.

      --
      One that hath name thou can not otter
    3. Re:You gotta be kidding. by Toonol · · Score: 1

      Fire Emblem:Radiant Dawn. I've put over a hundred hours into that, and still some levels on hard will take a dozen restarts to beat. And the AI doesn't cheat; when you lose, it's because you screwed up.

      There's a lot of punishing games for the Wii (just like all the other consoles) -- and they don't have to be "hardcore" to be difficult. Go watch a youtube video of "We Cheer 2".

    4. Re:You gotta be kidding. by Anubis+IV · · Score: 1

      There's approximately one difficult level in the entire game (the one where you collect the purple coins off the 8-bit Luigi planet), and once you beat it the first time, it becomes trivial after that. Of course, I may be a biased source...I've gone through and cleared the entire game, as both Mario and Luigi, twice now.

    5. Re:You gotta be kidding. by LKM · · Score: 1

      Also, the unlocked rainbow levels are insane.

    6. Re:You gotta be kidding. by crossmr · · Score: 1

      Yes I've played it. It isn't hard.
      As a single player game. It is easy.
      Its the first time I sat down and beat a mario game in a couple of days of casual playing.
      What is hard is when you add 3 people... some of whom may not know what they're doing. Suddenly it is difficult because people are interfering with jumps, etc
      Without doing any life tricks I finished the game with dozens of lives without trouble.

      I really don't get how this is supposed to be some kind of benchmark for difficult mario games.

    7. Re:You gotta be kidding. by Anonymous Coward · · Score: 0

      There's no way you got every star coin, including world 9, in a couple days. That's 'beating the game'.

    8. Re:You gotta be kidding. by Cerberus7 · · Score: 1

      You just made the mistake of saying something was hard. All the "that's not hard, you just suck" folks ALWAYS come out of the woodwork for these situations. It's like having a 5-digit UID and claiming to have been around forever. The 4 and 3-digit folks magically appear. :)

      For what it's worth, I have cleared 100% on Mario Kart and Galaxy, but it WAS HARD. Fine, I suck, I can accept that. What I had the hardest time with was when Mario Kart's AI started ramping up the cheating. Mario Kart wasn't hard because of difficulty, it was hard because the AI got massive artificial bonuses.

      Mario Galaxy, though, was hard because of intrinsic difficulty, but also the controls. There were times when it felt like the control scheme was designed to make specific levels harder than they had to be. Beating the game is a challenge, but getting 100% is downright brutal.

      And then my house got broken into, my Wii stolen. *RAGE*

      --
      I don't know about you, but my servers run on the power of cotton candy and happy thoughts. -Anonymous Coward
    9. Re:You gotta be kidding. by xtracto · · Score: 1

      Have you played the new Super Mario game? Care to name some other Mario games that are harder?

      I've played and finished the new SMB Wii game.
      A game harder than this is notably SMB2;that is,

      the original SMB2.

      Just because it's easy to get into for newbies does NOT make it unchallenging.

      For me, challenging is not the same as difficult. I like games which are easy and interesting to play for the first 1 to 3 hours, yet they are challenging (but not difficult) for the next hours.

      I do not care how long or short the games are. For example "House of Death Overkill", quite a short game, easy to play, but challenging enough to deserve my attention until I finished Director's cut story.

      --
      Ubuntu is an African word meaning 'I can't configure Debian'
    10. Re:You gotta be kidding. by xtracto · · Score: 1

      For what it's worth, I have cleared 100% on Mario Kart and Galaxy, but it WAS HARD. Fine, I suck, I can accept that.

      My question would be, was it frustrating?

      I do not care about games being hard. What sucks is when a game is frustrating. Putting the "swords and soliders" game as an example: it gets pretty hard at some point, but after you lose you get this feeling that "I am sure next time I can beat it" and try again. Whereas in frustrating games (e.g., for me Battalion Wars 2), you just get frustrated after you fail because of the design of the game (e.g., you have to begin where you were 30 minutes ago).

      --
      Ubuntu is an African word meaning 'I can't configure Debian'
    11. Re:You gotta be kidding. by bigstrat2003 · · Score: 1

      You are either a phenomenally great Mario player, are letting the times you used Super Guide skew your difficulty assessment ("I can skip this hard level so the game is easy"), or a colossal liar. The game is not easy by any stretch of the imagination.

      --
      "16MB (fuck off, MiB fascists)" - The Mighty Buzzard
    12. Re:You gotta be kidding. by Anonymous Coward · · Score: 0

      If your goal is 100% completion then New Super Mario Bros. Wii is a challenge. However if to you, as it is to many, "beating" the game entails reaching the final boss and defeating him, then I would say NSMB Wii is much easier than many of it's predecessors, such as SMB3. While the final bowser battle in NSMB Wii was fun, I was somewhat dsappointed that I got through it on the first try (especially since I had racked up scores of lives while playing through the levels and was finally hoping to need to use a few of them.

    13. Re:You gotta be kidding. by Simulant · · Score: 1

      Parent is so right. I've been playing Super Mario Galaxy on & off for two years with my daughter and we still haven't beaten it. It's not easy... and I tend to lose interest, at least temporarily, after playing and failing on the same level for the 20th time in a row. Hell, even Bebbled on my Android is a challenge (anyone get past Xmas level 10?). On the other hand I've beaten every FPS I've ever installed on my PC on Normal to Hard difficultys. I suppose I'm a pussy for not playing them at the highest difficulty level but, personally, when I want that kind of challenge (and I frequently do) I rather play against people instead of AI. I can't say I get much gratification from beating AI at any level. I mean really, who cares if I beat MW2 on Insane?

          I would also like to point out that there is a difference between Hard and Complex. I don't mind hard as much as I dislike unnecessary complexity like, say, a billion secret button combos or tedious inventory management (on the other hand, I do like my keyboard mouse FPS controls and I hate the console controller equivalents but I don't find mouse/keyboard to be all that complex) I've got enough complexity in my life, and I don't feel the need or impulse to spend vast amounts of time mastering overly complex games for the sole reward of beating the AI.

          Finally, as for RPGs, I welcome the Mass Effect 2 interface/controls. It's the first RPG in years that I will probably play all the way through because I don't feel like I'm forced to repeat tedious tasks over & over & over again...

    14. Re:You gotta be kidding. by crossmr · · Score: 1

      Never used Super guide.
      I completed all the levels. There was one castle/level that was a pain. Super guide came up, but I never activated it.

      But one difficult castle doesn't make a hard game. Adding players immediately made it hard as there was no coordination and most people were not that skilled, but vanilla, there was no extreme challenge.
      I never said I didn't die, I just didn't find it to be soul crushingly difficult as everyone claims.

    15. Re:You gotta be kidding. by crossmr · · Score: 1

      100% completion isn't "beating" the game. Beating the game is rescuing the princess, for me it was that and doing all the levels. Half of the star coins are "secrets" and finding all the secrets has never been on the list of things to do to say you've beat it. They're for replay and challenge.

    16. Re:You gotta be kidding. by tepples · · Score: 1

      Have you played the new Super Mario game?

      No. I'm waiting for time.

      Care to name some other Mario games that are harder?

      1. Super Mario Bros. 2 (J) 2. Kaizo Mario World 3. Super Mario Forever

    17. Re:You gotta be kidding. by WraithCube · · Score: 1

      I wouldn't really put super mario galaxy into any kind of a hard category. I had a few friends trading off with me through that, but we still managed to get every star in under a week. Deaths were more from just screwing up and were few and far between.

      In response to both you and the GP, there is also a difference, at least in my mind, between the difficulty to beat a game and the difficulty to to achieve some kind of 100% completion. I've felt quite a few games have been easy to complete, but spending hours hunting down some hidden object gets to be both annoying, and frustrating.

      Mario Kart took a few hours to get used to using a wiimote, but after that the mirror cups were not that hard to beat. With a gamecube controller the mirror cups were easy, well, unless you count random blue shells 10ft from the finish line as a difficulty. I don't really consider the staff ghosts part of the games difficulty, though they are incredibly hard to beat (and yes I did manage to beat the expert staff ghost on rainbow road).

      The New Super Mario Bros is definitely a challenge though. I haven't had the time to make it all the way through that yet though. But that game is enough of a challenge even without needing to collect all of the 3 large coins in every level.

      Even games that are usually considered to be hard games have a difference between being hard and having 100% completion. I've managed to beat both Halo and COD4 on their hardest difficulties and enjoyed the challenge. However, spending hours hunting down skulls and intelligence pieces and completing every achievement is not something I would enjoy spending hours doing. Beating a game is one thing. Spending hours hunting down some arbitrary challenge just so your screen says 100% instead of 98% is another entirely. Even though I have spent the time to get that 100% completion on some games, I usually don't factor extra challenges in as the majority of gamers, even hardcore gamers, are often ok without extra random challenges.

    18. Re:You gotta be kidding. by Lueseiseki · · Score: 1

      You say there are hard games on the Wii, but you dont acknowledge the 10 "Imagine Babyz" and "Avatar: The Game", etc. for each of them.

    19. Re:You gotta be kidding. by Yosho · · Score: 1

      1. Super Mario Bros. 2 (J) 2. Kaizo Mario World 3. Super Mario Forever

      To be fair, SMB2J is one of the hardest games ever, and the last two are fangames that were intentionally designed to be sadistic. Just because NSMBW is easier than them does not, by any means, mean that is is an easy game.

      --
      Karma: Terrifying (mostly affected by atrocities you've committed)
    20. Re:You gotta be kidding. by bigstrat2003 · · Score: 1

      Then you're simply very good at the game. It really is quite difficult (and I'm not even counting getting all the star coins, which I'm sure will be much harder). I wouldn't quite call it soul-crushing, but it definitely is at the broken-controller level of difficulty.

      --
      "16MB (fuck off, MiB fascists)" - The Mighty Buzzard
    21. Re:You gotta be kidding. by brkello · · Score: 1

      Not that I think the guy knows everything, but if you think the Wii doesn't have many games that cater to the casual crowd, you are on crack. Everyone bought them for the casual games that their grand parents could play.

      As far as what you are talking about, that really isn't the challenge of the game. Achievements create artificial challenge. The first Mario didn't have achievements yet it was quite challenging. Does this Mario make you start all the way from the beginning if you die too many times? No? Achievements are just e-peen things for OCD people who have to do everything. ANY game can have an achievement that makes it challenging...that doesn't make it a challenging game. Do you understand the difference?

      Yes, different game difficulties help to cater to different players...duh. But if you think for a second that games on the Wii are more difficult than games on the 8-bit Nintendo...well, turn in your nerd card and don't let the door hit you on the way out.

      --
      Support a great indie game: http://www.abaddon360.com
    22. Re:You gotta be kidding. by Anonymous Coward · · Score: 0

      Have you played the new Super Mario game? Care to name some other Mario games that are harder? Take your time, I'll wait. Heck, has there ever been a Mario game where failing one time too many on a single level, no matter how many lives you have, means you can't reach 100% completion unless you trash your save game and start over from scratch?

      I haven't played it yet, but unlocking all the white toad houses in Super Mario 3 is very difficult. Also, what's a save state? ;p

    23. Re:You gotta be kidding. by Anonymous Coward · · Score: 0

      So, we should call you "Aprois"? :)

    24. Re:You gotta be kidding. by Anonymous Coward · · Score: 0

      The ultimate (?) SMB3 challenge: Killing Bowser with hammers.

    25. Re:You gotta be kidding. by Anonymous Coward · · Score: 0

      I thought New Super Mario Wii was pretty easy, really, once you get used to the speed. Just some of the Star Coins are borderline impossible to find without the video hints.

      Mario Galaxy, though, kicked my butt. Once I finish World 9, I'll have to go back to that one for more spankings. And Kart, as you said, can be very challenging if you want it to be. That's what I like about the Wii games. Since I'm not a jerk, I can play against older relatives on the 50cc and against my friends on 100cc or 150cc, depending on how badly I'd like to fail.

  17. Chromium B.S.U. is supposed to be hard! by Anonymous Coward · · Score: 0

    From the FAQ:

    Q: I keep getting killed. Why is is so difficult?
    A: Quitcher whinin', you ninny! It's supposed to be hard! Seriously, the game is intended to be a 15 minute adrenaline rush/mental cleanser. Frequent doses of explosions (even your own) can be very therapeutic.

    http://chromium-bsu.sourceforge.net/faq.htm

    1. Re:Chromium B.S.U. is supposed to be hard! by Mprx · · Score: 0, Troll

      It's not all that difficult, and it's not fast paced. This game is a slow battle of attrition. Can you collect enough shields/extra lives to make up for the unavoidable damage you'll gradually accumulate? What's more, it runs at 50fps, which guarantees jerky scrolling on any common monitor. This is a very bad game.

      For a Free shooting game that's actually fun, try rRootage:
      http://rrootage.sourceforge.net/

  18. Men In Black Playstation... The Horror... by __aaclcg7560 · · Score: 3, Interesting

    When I was a lead tester at Accolade/Infogrames/Atari (same company, two different owners, multiple identity crises), I was responsible for Men In Black (Playstation). Sony had a submission requirement where they wanted a videotaped play through. Normally, it took me eight hours to get through the whole game. The developers made a change for one level just before the final level that made finishing the game impossible. I told them to change it, they told me to screw off.

    I spent eight hours playing that damn level before I could advance to the final level and sent Sony two videotapes with 16 hours of video. My request to duplicate the last videotape and send it to the developers was denied. No one cares about the pains that a video game tester must suffer.

    1. Re:Men In Black Playstation... The Horror... by Aim+Here · · Score: 0, Troll

      "Normally, it took me eight hours to get through the whole game."

      Precisely what's wrong with today's games industry.

    2. Re:Men In Black Playstation... The Horror... by __aaclcg7560 · · Score: 2, Interesting

      Keep in mind that a video game tester will know every aspect of the game after four months and can play through the entire game rather quickly. The MiB title probably had 20 hours of game time for a "normal" player for the first time. When we had Neverwinter Night in test, we never did test the entire game. A complete play through that included all the side quests took up to 500 hours. Bioware had one programmer who tested the entire game in two weeks.

      Overall, the single player mode for most games are getting too short. Thirty hours of game play for a $30 game was the norm ten years ago. These days you get 20 hours or less for a $60 game.

    3. Re:Men In Black Playstation... The Horror... by am+2k · · Score: 1, Insightful

      Overall, the single player mode for most games are getting too short. Thirty hours of game play for a $30 game was the norm ten years ago. These days you get 20 hours or less for a $60 game.

      Well, that's why I buy games only after they've been out for about a year. That way I get 20h of gameplay for $20 instead. I don't see the point why I absolutely have to play a game right when it first ships.

    4. Re:Men In Black Playstation... The Horror... by itschy · · Score: 0, Troll

      When I was a lead tester...

      Dude, you really shouldn't do that.
      I heard its really bad and can make you ill and stuff.

    5. Re:Men In Black Playstation... The Horror... by __aaclcg7560 · · Score: 1

      When you get hemorrhoids from being a lead tester, that's when you know it's time to find a new job. Which is why I left the video game industry after six years. :P

    6. Re:Men In Black Playstation... The Horror... by itschy · · Score: 1

      OK, quick poll: Did nobody get the joke I intended or was it, indeed, not a joke?
      I was referring to the ambiguous term "lead" meaning not only "leading" but also the (sometimes toxic) chemical element lead, latin "plumbum".
      I'm not a native english speaker, so maybe it's not funny at all, but "troll"?

    7. Re:Men In Black Playstation... The Horror... by __aaclcg7560 · · Score: 1

      I think that joke got lost in the translation. The video game industry has a habit of working people to death. Staying healthy is a serious challenge whether you're testing lead or being a lead tester. :)

    8. Re:Men In Black Playstation... The Horror... by itschy · · Score: 1

      Sorry to hear that.
      I guess it's the have-fun-jobs that wear you out the most.
      Like Clown, Comedian, game tester...

  19. Get the amulet of yendor! by tempest69 · · Score: 3, Funny
    Yes, the nerdy grail of gaming, escaping the dungeon with the amulet of Yendor. Without the help of a search engine.
    That is no hollow achievement, a total waste of perfectly good time, granted. But boom, dead from food poisoning after getting the amulet. Fifteen years later and I'm still bitter.

    Storm

    1. Re:Get the amulet of yendor! by berashith · · Score: 2, Funny

      hell, getting the amulet with a search engine is hard enough.

      great, now i have to go try again. see you all in a month.

  20. Difficulty, what? by Kenoli · · Score: 1
    From gamespot:

    ...
    Demon's Souls is an extraordinary blend of the old and the new, and the result is so distinctive that it's hard to even find games to compare it to. Yes, it's a hard game. It is ruthlessly, unforgivingly difficult. But it is also amazingly compelling and rewarding, because the tools you need to survive are built into the very fabric of the experience. Demon's Souls is innovative, immersive, and immensely entertaining--and the best game of 2009.

    I wouldn't exactly call that 'compelling evidence that hard=good'.
    It's almost like they're saying it's good despite being hard, because of all other interesting things in the game.

    Either way, gamespot picking Demon's Souls as game of the year doesn't mean squat. Sure, difficulty is important for any game, but it's not the all-important defining characteristic that determines overall success.

  21. Re:Difficulty(&sometimes bugs!)gives a game ch by Anonymous Coward · · Score: 0

    bitch you will take that fucking bird to the head and you will like it

    you will also like that it keeps respawning every time you run left, then right

    you want to make that jump? you're the ninja, YOU make the jump, bird or no bird!

  22. Re:Difficulty(&sometimes bugs!)gives a game ch by IorDMUX · · Score: 1

    There's a trope for that.

    It's called Nintendo Hard.

    --
    >> Standing on head makes smile of frown, but rest of face also upside down.
  23. Case in point: Dragon Age Origins by cbope · · Score: 2, Informative

    I'd have to agree that in many ways games today are easier than in the past, however I too have noticed a swing back towards difficulty in a few titles. Most recently in Dragon Age Origins. Even played on the easy setting, it can be brutally difficult in some parts, the spikes are enormous. I prefer to play my RPG's in real-time, provided the game has such a mode, and while the easy setting in DAO is supposed to allow real-time battles, it is not strictly true. In many cases it still takes a huge amount of micro-management, pausing and tactics to succeed in certain battles, and party selection can be a critical point. If you have somehow chosen the wrong party members, spells or equipment, you will be utterly crushed without mercy. Re-loading saves and re-grouping and re-arming your party are common, even on easy difficulty.

    To be honest, the game would be more enjoyable if the difficulty spikes on easy mode were not so severe; several reviewers have also pointed this out. I cannot see playing through this game on the most difficult setting, it would not be enjoyable to me. I'm not saying it should be a walk in the park, a good challenge is welcome, but being brutally beaten time-after-time and re-loading saves again and again is not a good gameplay experience. Adaptive AI is the way to go here, where the game will recognize you have been killed for the 10th time in a row in the last 60 seconds and ease up the difficulty a bit.

    Don't get me wrong, this is one of the finest RPG's in quite a long while, and it has a depth and character development that is very enjoyable. This depth and feeling of character development was missing from recent games like Fallout 3 and Bioshock. While these games have some characteristics of RPG's, they are missing a large chunk of what makes a true RPG, and that's what DAO delivers, despite the difficulty.

    1. Re:Case in point: Dragon Age Origins by cbope · · Score: 0, Troll

      Hiding behind AC are you?

      I was probably playing RPG's before you were a stain in your father's pants. If you understood anything about proper RPG's you would know that you cannot compare one player's game experience with another. Every player makes different choices throughout the game, no 2 games will ever be alike. Unless you cheat by using a walkthrough or hacks.

      PC Gamer UK mentioned the difficulty very specifically, as have several other reviews.

    2. Re:Case in point: Dragon Age Origins by KDR_11k · · Score: 1

      I hate adaptive AIs, when I run against something over and over that means I want to develop the skills to beat it instead of it giving in because it doesn't want me to struggle.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    3. Re:Case in point: Dragon Age Origins by Dr.+Hellno · · Score: 1

      I'm playing that these days on the PS3 and I agree, the difficulty spikes are ridiculous and kind of make me hate the game sometimes. What really bugs me is that I know I'd probably love it on the PC, even though the big battles are reportedly substantially more "difficult" there. To my mind there's difficult (every battle is a tactical challenge. Weigh your options, choose your targets and your moves carefully. Fail sometimes.) and then there's difficult (every battle is a nightmare clusterfuck. Target selection is incoherent and unresponsive. AI pathfinding is a joke. Die all the time because your dog is humping Alistair's leg while he closely investigates a rock in a corner somewhere) It's the difference between fighting a challenge, and fighting the interface, and what a difference it is.

  24. NETHACK! by Anonymous Coward · · Score: 0

    Sorry. That's all I wanted to say.

    No, wait, one more thing.

    The new version of the amazing Dwarf fortress is about to be released.

    Now you can keep talking about those other inferior games.

  25. Well, after all... by WaroDaBeast · · Score: 2, Informative

    "To vanquish without peril is to triumph without glory."
    — Pierre Corneille, Le Cid

    --
    "The body may heal, but the mind is not always so resilient." -- Deus Ex: Human Revolution
    1. Re:Well, after all... by Sparton · · Score: 1

      "To vanquish without peril is to triumph without glory."
      — Pierre Corneille, Le Cid

      Sure, but what do you do when some of your audience wants the triumph and doesn't actually care about the glory?

      Thus, the conundrum of attempting to meet casual and hardcore in the middle.

    2. Re:Well, after all... by WaroDaBeast · · Score: 1

      The most obvious solution is to implement difficulty levels, and these have existed for a long time already. Moreover, you can reward hardcore gamers with extra content and/or alternate endings by making those only available at the hardest difficulty settings and/or after having completed say, side quests.

      --
      "The body may heal, but the mind is not always so resilient." -- Deus Ex: Human Revolution
  26. Re:Difficulty(&sometimes bugs!)gives a game ch by mogness · · Score: 0

    omg Ninja Gaiden.... i hated that game.

    --
    that's teh shizzle bizzle
  27. In World of Warcraft by Exitar · · Score: 1

    latest expansion, Wrath of the Lich King, the endgame has been made substantially easier than before.
    But has been added the possibility for players to unlock "hard modes" that present in many cases a much greater difficulty.

    You know what?
    People complain that the game is too easy (even if they never tried the hard modes).
    Or that hard modes are too hard.
    Or that hard modes are too easy because top world players (not them, someone else!) were able to beat hard modes in few days.

    1. Re:In World of Warcraft by Wildclaw · · Score: 2, Insightful

      People complain that the game is too easy (even if they never tried the hard modes).

      The problem with World of Warcraft is that the last expansion truly made the game too easy in several ways.

      Outside of dungeons, mobs have simply become ants. Annoying but 100% non-lethal. You almost have to disconnect while fighting multiple mobs to even have a chance of dying. In normal dungeons as well as heroics to some degree, the preferred strategy has become to basically collect as many mobs as the tank (and healer) can handle, have him keep them occupied (which is very simple nowadays) while the rest of the party uses multi target effect to kill them all at once. You have mages who have leveled all the way to level 80 and don't even know how to use the Sheep spell in dungeons, not to mention more advanced skills such as counter spell.

      For leveling characters, they have made leveling easier, not only by reducing experience needed (which is a good thing to reduce boring grind) but also by improving gear rewards and reducing effort needed to clear a dungeon while simultaneously nerfing any challenging mobs outside of dungeons so that a monkey could level a character to level 80 using only his tail. This wouldn't be so bad except if you could only challenge yourself by fighting more difficult mobs. But the experience as well as level system in WoW highly encourages people to fight mobs that are at most the same level as yourself, or preferably one or two levels below if they want to level quickly.

      Right now I am not subscribed, but depending on what I hear about it, I may join a month once WoW:Cataclysm comes out to see if it is fixed. But I don't have high hopes. The Blizzard WoW team has lost touch with reality when it comes to providing difficulty in many aspects of the game.

    2. Re:In World of Warcraft by Duradin · · Score: 1

      They probably nerfed the outdoor group quest mobs in the older zones to help people on low pop realms where finding a group can be a monumental task for any zone not in Northrend.

      "This wouldn't be so bad except if you could only challenge yourself by fighting more difficult mobs. But the experience as well as level system in WoW highly encourages people to fight mobs that are at most the same level as yourself, or preferably one or two levels below if they want to level quickly."

      You can fight higher level mobs. Nothing is stopping you from trying. Here you are trying to have both the fastest grinding speed and very challenging fights. If you were really in it for the challenge the less than optimal experience gain rate wouldn't be an issue.

  28. On Guitar Hero III and casual vs. hardcore gaming by jonaskoelker · · Score: 1

    A game might be hard because [list of reasons] [...] Plus, it's not even really something to set in opposition to casual games.

    I think Guitar Hero III is an excellent example of this.

    If you play at the easier levels, you can have some casual fun with friends (if you have two controllers or can put up with using a wiimote.)

    On the higher difficulty levels, you can get some real finger-twitching challenges, topping out at Through the Fire and Flames. I've tried hard, I've only completed it once on Expert. Raining Blood is pretty tough too.

    Plus, if you play in battle mode, you get to exercise your brain---the lefty switch and the amp overload (makes all the dots blink) requires you to pay attention, remember lots of data, and think fast.

    As a poster above you said: games being difficult is really about being an appropriate challenge. For games of opposition, that means playing against a roughly even opponent. For single-player GH3, you can choose between a wide range of songs, each at four different difficulty levels. I guesstimate that most people can find a suitable difficulty level, where they make progress but not blazingly fast.

    Now, the game is buggy, the menu layout is crap, the QA team has done a shoddy job, it ought to have better lag handling and ...; the game design is 9/10, implementation 4/10.

    But Guitar Hero really hits both the casual gamers and the twitch lovers, and it hits twitch lovers at various skill levels. Heck, you can even play casually with your friends and you still play at expert.

  29. Re:Games should not feel like work by Rennt · · Score: 2, Insightful

    Or designers making the games to be a struggle in the misconceived idea that people will play it more because of all the retrying and struggle.

    Sometimes they are dead right. Nethack, Dwarf Fortress, Mega Man, I Wanna be that Guy etc are all games of this type.

  30. Casual != Easy by KDR_11k · · Score: 1

    Many casual games are an endless highscore hunt that has you struggling until you die, I wouldn't call that easy. Casual gamers develop extreme proficiency at their games like Tetris or Bejeweled. It's the hardcore games that are easy, they are more designed around the spectacle and story now and that's stuff that you can't make the player replay so having him die often and replay scenes over and over again is seen as a bad thing. I don't know about you but to me a game where even a minimally skilled person can make progress past the next checkpoint and thus beat the game slowly but surely without any practicing is an easy game.

    --
    Justice is the sheep getting arrested while an impartial judge declares the vote void.
  31. Systems need some tactical depth by Anonymous Coward · · Score: 4, Interesting

    That's why I love Nethack. The permadeath gives you plenty of difficulty, but the challenge doesn't feel "false" because there's so much tactical depth. Yeah, sure, there are plenty of monsters that are pretty brutal ("go team ant!"), but if that stupid orc has a wand of death, you *get* that wand of death if you manage to kill him without him killing you first and he doesn't have infinite uses of it. And there are usually a dozen ways you could have survived that last death. Contrast this with, say, Angband (or many MUDs, for that matter), where the trend in many variants has been that "we want a harder monster, so let's give it 50% more HP and make it resist *everything*!" But the only way you could have avoided dying was having more heal potions handy or retreating.

    I used to be an immortal on a MUD, actually. Nobody knew how to write a mobprog except for random drops, or so it seemed at times, so almost everyone who made hard mobs just set them to aggro and cranked up their HP and armor so that you had to heal via potions for 3 hours while they dropped 1% at a time. I made the first actual mob that used intelligent spell selection to target player racial weaknesses and which used debuffs in a reasonably tactical manner, forced the player to solo it, kept the HP, armor and damage reasonable, gave it a limited number of low HP cohorts that allowed for a flanking bonus, and limited the player's ability to gulp potions so you couldn't just set an autoquaff trigger and watch TV while waiting for it to die.

    People had a lot more fun inventing clever tactics to use against it and watching their use of mana for healing vs. damage over a relatively short (~5 minute) fight, vs. other critters where the main challenge was making sure you had enough potions in your bag before attacking and chatting or something while you waited for it to die.

    1. Re:Systems need some tactical depth by Idiomatick · · Score: 2, Insightful

      Yeah, nethack is a game of knowledge. While one of my peeves with games is when you die until you figure out w/e they needed you to do as difficulty... Nethack is sort of designed with that in mind from the beginning as it is a knowledge based game rather than one of skill. Like... something a stats major would do well in.

      As a side note wow also hasn't figured it out. Mobs from level 1~80 (excluding bosses) have these strats for each time it can attack:
      - If humanoid and hp under 20% flee randomly for 7 seconds
      - If - Target highest aggro player (each attack or heal builds agro)
      - If in range hit it else run to it
      - When picking attack roll die, 1~3 regular hit, 5~6 use a special if available

      That is literally it. Bosses are generally scripted to do different things at different percents. They have more of a metroid boss feel though so its ok..... (you kind of solve the boss with a strategy... metroid bosses you learn the boss and work against it). But a tinnnnny bit of intelligence would be nice, mobs would probably need more tools available to them though. I mean... a lvl10 human charging a lvl 80 orc in full epic gear is pretty retarded.

    2. Re:Systems need some tactical depth by IndustrialComplex · · Score: 1

      a lvl10 human charging a lvl 80 orc in full epic gear is pretty retarded.

      It's a problem with the concept of gear, and not skill. Lets face it, intelligence doesnt really factor into a game where a 'level 80' singular entity can walk up to a fortified city and literally walk around as a god as thousands of soldiers are unable to do anything to combat them. I call it the Van Cleef effect. So here is a guy who can manage to organize the near overthrow of an entire kingdom, has armies AND a budding navy at his disposal but can be killed by a level 60 mage using no spells but his bare hands? (Yes I took my level 60 mage and had fisticuffs with VanCleef.)

      But back on topic:

      A level 10 soldier SHOULD be charging a level 80 orc regardless of his armor. It is just an Orc in armor. The fact that it is completly pointless is just an artifact of the mechanisms which WoW uses to keep your progression (satisfaction) slow.

      --
      Out of modpoints but really liked a post? 1BDkF6TtmmeZ3yqXbz9yhdYVqRYnwFoXDj
    3. Re:Systems need some tactical depth by kalirion · · Score: 1

      A level 10 soldier SHOULD be charging a level 80 orc regardless of his armor. It is just an Orc in armor. The fact that it is completly pointless is just an artifact of the mechanisms which WoW uses to keep your progression (satisfaction) slow.

      Unless said level 10 soldier has just witnessed said Orc in armor punch out a dragon.

    4. Re:Systems need some tactical depth by IndustrialComplex · · Score: 1

      Unless said level 10 soldier has just witnessed said Orc in armor punch out a dragon.

      I like to think of it like the Matrix. There is the story, and then there is the simulation behind it. The simulation broke when your Orc punched out a dragon. That was the dejavu cat walking by, a glitch in the matrix as the simulation broke down as your character entered into an area where it shouldn't be.

      As far as the WoW world goes, your character shouldn't have been able to do that. Nor should your character be able to wade into stormwind tossing hundreds of guards into the canals without breaking a sweat. Your character, while part of the storyline, isn't supposed to be able to do things like that. So it is just a glitch. The level 10 character SHOULD be running towards you, because if you designed the story to react based upon your character's strength as told by the 'matrix' it would break down the true purpose of the world, to tell a story.

      So either you balance the game along the idea that experience and Armor can do a lot for you, you are still just an orc or human in armor. If you took off your armor, it wouldn't make sense for you to be able to deflect blows from swords with just your skin regardless of how much combat experience you have.

      So I agree that IF you saw someone punch out the dragon, they should run away, the fact that you DID punch out the dragon is simply a flaw in the game and not the story, so the NPCs must react according to the story and not the flaw.

      --
      Out of modpoints but really liked a post? 1BDkF6TtmmeZ3yqXbz9yhdYVqRYnwFoXDj
  32. Translation please... by Angostura · · Score: 1

    Demon's Souls was a sleeper hit

    Would I be right in thinking this translates as "Me and my friends liked it, but it didn't sell very well"?

    1. Re:Translation please... by Narishma · · Score: 1

      No it means nobody was (over)hyping it, it got good reviews and sold more than was expected for such a game.

      --
      Mada mada dane.
    2. Re:Translation please... by Dr.+Hellno · · Score: 2, Informative

      sleeper hit means it sold well, just not right away.

  33. The Perfect Quote on the topic... by Rollgunner · · Score: 1

    From the movie Avalon... this is delivered to the protagonist by one of the shady Game Masters who control the virtual reality game :

    Which is the greater challenge ?
    Which is the better game?
    Which would you choose, given the choice?

    The sort of game that you think you can win, but cannot,
    or, alternatively, one that seems to be impossible, but isn’t?

    Maintaining a precise, delicate balance somewhere in between, throughout every level of the game – That’s what keeps it going.

    And it is all up to us.

  34. I play easy and hard games by lena_10326 · · Score: 1

    I'm not sure I understand what the big deal is with worrying about some "pendulum". Sometimes I have time; sometimes I don't. (Given hard means it requires more time.) I just like games. It's not an either or proposition.

    There is nothing to worry about here. The casual game market was just an expansion to reach a previously ignored segment of players: the very old, the very young, and the very busy. Your hard games aren't going away any time soon and neither will your easy games. Stop fretting over it.

    --
    Camping on quad since 1996.
    1. Re:I play easy and hard games by Eudial · · Score: 1

      The problem is that the game industry is to an extent making the same mistake as the film industry: Catering to too wide a demographic with the same product. If you make a 3D romantic comedy in space surrounding a mysterious murder during a high speed car chase and cast everyone as a teenager, you will indeed have squeezed most genres into the film, and it'll probably be watchable for people who like those genres, but it will never surpass watchable. You'll maximize the revenue, but pay a hefty price in quality.

      Same thing goes for making a game that attempts to cater to both the casual and normal gamer groups.

      --
      GAAH! MY PRINTER IS ON FIRE!!! PUT IT OUT! PUT IT OUT!
  35. IWBTG anyone? by happygrue · · Score: 1

    This story reminds me of a hilariously hard little gem of a game: I Wanna Be The Guy. It's the kind of game that makes me laugh out loud when I realize yet ANOTHER way I can die on a particular level. Try it out a bit, and have a good laugh if you haven't already.

    1. Re:IWBTG anyone? by Shoe+Puppet · · Score: 1

      I'm not an expert, but what's the point of having separate downloads for frameskip vs. slowing down the game - is it difficult to make that an in-game option?

      --
      (+1, Disagree)
  36. Re:Difficulty(&sometimes bugs!)gives a game ch by Lisandro · · Score: 1

    or example, the Ninja Gaiden games on the NES would not fly in today's gaming community, except among a small, masochistic market segment.

    I hear that the newer versions of NG (XBox et all) are insanely difficult, just as the original.

  37. Wow... by Anonymous Coward · · Score: 0

    ...Some random loser on Slashdot considers one of the most heralded video games of all time to be a 'failure', because he claims that he only 'reloaded' (wtf?) twice.

    Anything else you'd like to share, Mr. game expert?

    1. Re:Wow... by ShakaUVM · · Score: 1

      >>...Some random loser on Slashdot considers one of the most heralded video games of all time to be a 'failure', because he claims that he only 'reloaded' (wtf?) twice.

      Says the Anonymous Coward?

      FFVII was indeed a shitty game, in very large part because it was so easy (as well as the annoying linearity of the game). As I said, the only two combats I died were to Wrong Nnumber and Ruby Knight, or whatever the giant robot thing was. I didn't even spend much time leveling my party - I think I finished it somewhere at 30 or 40 hours. Uninstalled it, deleted my save files, and happily went back to better games. If a game can't provide even a basic enough challenge to lose once, then it doesn't interest me.

      My wife beat FFVII the smart way - she downloaded all the FMVs and was done with in within an hour.

      I'm not singling it out, though. Mass Effect 1 was trivially easy by the end of it, and Dragon Age as well. Why does it matter? Well, I got so annoyed at how easy it was by the end, I have no interest in buying any of the DLCs for it. (Sorry, Bioware.) And I did like all of these three games' stories, so it's not like I was prejudiced against them or anything. I just start rolling my eyes when it becomes apparent the game has a very low expectation of the intelligence or skill of its players. I'm much more of a Braid or Ikaruga person.

      I'm playing through ME2 right now on Veteran difficulty, and it's about right on that setting. Every so often I get a combat where I actually have to think a bit about how I'm going to beat it, without the combat being overly ridiculous or impossible, and that's exactly what I want out of a game.

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

      If Dragon Age was "trivially easy" to you, you need to play the unpatched version of Normal difficulty. Or just set difficulty to Hard.

      I can't believe you favorably mention Mass Effect 2. Unless you totally suck at shooters, it's *much* easier than DAO.

    3. Re:Wow... by bigstrat2003 · · Score: 1

      The AC below you is right, if you want difficulty in a game, it's odd that you consider ME2 to be better than Dragon Age. Dragon Age was really fucking hard, even on the normal difficulty. ME2 has its challenging moments on normal, but overall, it's infinitely easier than Dragon Age, which was what they call Nintendo Hard.

      --
      "16MB (fuck off, MiB fascists)" - The Mighty Buzzard
    4. Re:Wow... by ShakaUVM · · Score: 1

      >>Dragon Age was really fucking hard, even on the normal difficulty.

      It can be. Unless you have two mages. Then it's really fucking easy. You can keep enemies crowd controlled for the entire combat. The patch reduced the power of CC effects, but it was still really easy, since there's so much CC in the game.

      I played through DAO on normal difficulty, and went through the entire final level without calling in any of the army I'd built up, without dying once. Actually, I take that back. A dispel magic bugged out once and failed to remove a Curse of Mortality from Alistair, and he went down once. But never got TPKed.

      Just off the top of my head, a normal combat would go something like:
      Sleep
      Wait 9 seconds
      Waking Nightmares
      Cone of Cold
      Mass Paralysis
      Crushing Prison on any big bad guy, alternated with Force Bubble or whatever it's called ...with the fighter and rogue stunning and chewing through the monsters one at a time. By this time, all the cooldowns would have come up again, rinse and repeat.

      All my characters were in full plate except my rogue, who was in superior drakeskin leather, and everyone had a Con of at least 20 to avoid burst damage effects.

      The only really hard combat in the game was with Flemeth, and that was because I tried it at level 8, without much of any potions on hand. When I tried it again with a party prepped for it, she went down pretty easy.

    5. Re:Wow... by ShakaUVM · · Score: 1

      >>If Dragon Age was "trivially easy" to you, you need to play the unpatched version of Normal difficulty. Or just set difficulty to Hard.

      It started off hard. Before you get Heal, and are limited in the number of healing potions you find and money to buy new ones, you really would have to think through each combat, which I liked.

      After you get two mages with Heal and CC through the roof, there's pretty much no combats that can really challenge you.

      >>I can't believe you favorably mention Mass Effect 2. Unless you totally suck at shooters, it's *much* easier than DAO.

      ME1 has the same problem that DAO has - the crowd control in it is waay too powerful. In the final fight with Saren in ME1, he spent the entire time gently floating above the battlefield getting tossed about by my biotics like a balloon, while he got pepped down by three pistols.

      In ME2, you can't use any CC effects on a monster until you've at least blown through their armor and shields, and on Veteran difficulty, the monsters do enough damage to drop you pretty quickly if you're not careful. Heavy Mechs have presented the biggest threat so far, because they can kill you in a couple seconds if you don't have cover, and they walk around cover. If there's two or more of them, this can be problematic to deal with.

      Most fights, though, you're right - ME2 is pretty easy. You can one-shot pretty much anyone with a sniper rifle, and my class (Infiltrator) even gives you an easy-mode time dilation effect when you aim, meaning it is trivially easy to get headshots every time. The only limiting factor is the bizarrely low amount of ammo you get.

  38. Re:Games should not feel like work by KDR_11k · · Score: 1

    Sometimes pushing yourself to the limit and trying to figure out just how the fuck you're supposed to beat that is a part of the game's fun. Some multiplayer games feel like stupid repetition unless you deal with someone of an appropriately high skill. E.g. RTSes aren't really much fun if all you do is amass a gigantic army and then attack move over anything of a different color, they are much more fun when you have to balance your constraints like resources and leaving yourself open in the hope that your opponent cannot capitalize on it fast enough.

    --
    Justice is the sheep getting arrested while an impartial judge declares the vote void.
  39. A rock falls from the ceiling! by Anonymous Coward · · Score: 0

    Congratulations, you have reached level 10... a huge rock falls from the ceiling. You die...
    Would you like to see the last messages before your death?

  40. New games need to get rid of auto health regen by Joe+The+Dragon · · Score: 1

    New games need to get rid of auto health regeneration or at least make it a power up / upgrade that uses power.

    I don't that deus ex 3 will have it deus ex 1 had a good system it was a upgrade that used up power. IF you don't want people to back track a lot add more med kits / have no limit on how many you can carry at one time.

    1. Re:New games need to get rid of auto health regen by SharpFang · · Score: 1

      I'm not so sure. Call of Pripyat has health regen (which IS a an upgrade, but dirt cheap). It doesn't get in the way of gameplay and provides value comparable to the price: a Fifteen minutes to get from ~zero to max doesn't change results of battles and encounters.

      --
      45 5F E1 04 22 CA 29 C4 93 3F 95 05 2B 79 2A B2
    2. Re:New games need to get rid of auto health regen by Aphoxema · · Score: 1

      New games need to get rid of auto health regeneration or at least make it a power up / upgrade that uses power.

      I don't that deus ex 3 will have it deus ex 1 had a good system it was a upgrade that used up power. IF you don't want people to back track a lot add more med kits / have no limit on how many you can carry at one time.

      Nonsense, auto-regen and more health kits are both desperate hacks to the real problem: Bullets need to stop hurting so much!

      Honestly I'd like to see more games that, you know, actually make bullets lethal and humans much more human. I'd have fun with that.

      --
      "Most people, I think, don't even know what a rootkit is, so why should they care about it?"
  41. Re:Games should not feel like work by dskzero · · Score: 1

    However, Mega Man is an excelent game. Back then and now. They aren't good because they are difficult, they are good as a whole. The other three games are simple niche games. You can't throw Mega Man in there. If anything, do throw Battletoads.

    --
    Oblivion Awaits
  42. Players' skill levels differ by tepples · · Score: 1

    Likewise, it's frustrating if a game is so friggin' hard that it simply is not fun anymore either.

    But players' skill levels differ. One person's challenge is another person's so hard it's not fun. This is true of DDR and Tetris and even platformers.

  43. Why the challenge is important by RobertLTux · · Score: 1

    making something insanely hard "just because" does not make something fun

    1 always have some way to move the game forward (have a couple answers to "what do i do next??" at hand at all times) note going to some distant area of the level ripping a random object off the wall and then using it on some random decoration does not count unless the player could have grabbed it the previous time they saw said object

    2 killing any opponent should be discoverable (use "houses of magic" or a rock > paper > scissors system or have clues) note use random object on the opponent (or surrounding items) 9 times in a 4-6-7 pattern then use charging superweapon to hit an area thats the size of a microsd card and repeat 8 times before you can have a DEM effect enable you to actually hurt the opponent is never a good idea

    3 tools and upgrades should be findable (always have 2 of everything even if you have to have some DEM move a part of The Ultimate Super Weapon between sites to do this) note having the only place to get a critical tool or weapon a remote/off track area of a level/zone that is a massive shoot your way through "bug out of here" setup
    is another "never happen" type thing

    4 ammo/health/powerpacks have a reasonable amount findable but don't have enough to allow for "spray and pray"
    note having a noticeable cache include a plot device would be very legit and if you take a player to "max ammo" you are allowed to have them need to use said ammo

    5 is the game possible without using The Hint Guide?? if not then include the needed hints somehow
    (journal pages "sidekick" characters sign posts whatever)

    --
    Any person using FTFY or editing my postings agrees to a US$50.00 charge
    1. Re:Why the challenge is important by Anonymous Coward · · Score: 0

      Can you rewrite this, only in English?

    2. Re:Why the challenge is important by Impy+the+Impiuos+Imp · · Score: 2, Informative

      Excuse me, stewardess. I speak Excited Nerdling.

      Making a game insanely hard "just because" does not teh fun make.

      1. Always have some way to move the game forward. For example, have several answers to "what do i do next??" available to the player at all times.

            Please note that enabling a wall decoration as a "grabbable item" only after a player reaches some other point, and has already passed it, is rather irritating. It was not "takeable" when they first encountered it, so it would not be obvious to them that they should re-scour that area.

      2. Special ways to kill particular opponents should be discoverable. For example, standard "houses of magic" enable various spell styles, some of which may have a greater effect than others. Also, don't forget about the rock-paper-scissors concept when designing different styles of attacks. It's also a good idea to have clues to what the more productive attacks or spells might be, rather than the player having to figure it out the hard way by trial and error.

      Note that obscure attack chains as a requirement to kill someone is difficult for the player when said chains are not an easy discovery. Adding the requirement for high skill or a lucky shot as an intermediate step is also infuriating since, when that step misses, the player must start all over again.

      3. Tools and upgrades should be findable, and in general, it's good to always have at least two ways of doing anything. Be careful not to cause the player to get de facto stuck because they have to plow through a "Get to da choppa!" number of baddies to get the required magic trinket to advance the game.

      4. Have plenty of ammo, health, and power packs available so players aren't chronically running on empty, but don't have too much so the players don't just run around ignoring the dangers because they can chain-chug dozens of healths and have nigh infinite ammo. This isn't to say you can't have a huge topping off station just before big encounters, where the challenge is just surviving in all-out mayhem.

      5. I know "hint guides" are profitable accessories for many games nowadays, and that therefore you have enticement to put a few goodies into them to justify the buy, and I'm fine with that. However, if you do have such hidden goodies, and do not produce a hint guide for sale, could you remember to include it in the in-game journal or something?

      --
      (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
  44. Re:Difficulty(&sometimes bugs!)gives a game ch by flitty · · Score: 1

    NG1 was great at balancing difficulty, without being cheap. It never felt cheap (other than a single section of the game where you had to jump like a maniac to stop from being frozen by attacks of ghostfish), and it really is a great example for how to do difficult games without being cheap.

    NG2, not so much. It was more frustrating due to bad camera angles, cheap enemy tactics, and broken balance.

    --
    Whether or not there is some sort of god, I'm not supposed to say/god is a word and the argument ends there-Smog
  45. DNAS Error -103 by tepples · · Score: 1, Insightful

    Well, that's why I buy games only after they've been out for about a year. That way I get 20h of gameplay for $20 instead.

    True, but in that case, you get only 20 hours. After that point, if you try the multiplayer mode, you'll likely get something like "DNAS Error -103: This software title is not in service" after the publisher pulls the plug on the matchmaking server.

    1. Re:DNAS Error -103 by fotbr · · Score: 1

      Why is that a bad thing? Multiplayer isn't everything. For some people, it isn't anything.

  46. Re:Games should not feel like work by Rennt · · Score: 1

    These were just picked quickly of the top of my head, but I think you are being a bit arbitrary in your judgment of the games.

    The only "simple niche" game in the list is IWBTG. Mega Man was defined by its difficulty, this isn't a criticism and does not mean it wasn't a mainstream success.

    Nethack is brutally difficult, extremely deep, and with decades of development is at a level of polish commercial publishers can only dream of.

    Dwarf Fortress fits because there is no way to beat it. You are supposed to lose every time.

    I guess I don't understand why you are drawing a line under Mega Man here. It may not be the same genre, but it fits the class of games discussed perfectly.

  47. Completing the single-player campaign by tepples · · Score: 0

    Well, that is one of the things the single-player campaign is supposed to do. It starts with beginner tutorials, and if you can finish it, you should have a basic level of competence.

    So I gather that you almost want to make multiplayer unlockable. But if you were designing a video game like Dance Dance Revolution, would you set the bar for completing the single-player campaign to something as difficult as this?

    1. Re:Completing the single-player campaign by Chris+Mattern · · Score: 1

      No, I don't think multiplayer should be unlockable. But if you're totally lost in multiplayer and never played the single-player campaign, you've got nobody to blame but yourself. Granted, this doesn't solve the pain of other players having to deal with someone who has no clue and won't learn.

  48. Sense of Accomplishment by formfeed · · Score: 1
    If a game is too easy you feel like just wasted your time.

    But after you spent months mastering a difficult game,
    you can proudly emerge from your basement,
    knowing that you accomplished something in life.

  49. Un-Mod Troll by Anonymous Coward · · Score: 0

    I do not know why this post and all sub-posts are marked as trolls but they make valid points. While, I personally didn't think the Lost levels was as insanely difficult as some people think it is, it is hardly a reason to mark the parent and all children posts as troll.

  50. Challenges are good. by Aphoxema · · Score: 1

    I never get pissed at games, I just can't understand when anyone throws a fit over getting shot or something. I either step away and come back later or push until I succeed.

    What's depressing about how I treat gaming, however, is that it's nothing like how I treat life.

    --
    "Most people, I think, don't even know what a rootkit is, so why should they care about it?"
  51. Has the author even played Demon's Souls? by jinushaun · · Score: 2, Insightful

    Or did he just read some reviews about how difficult it was?

    The game isn't difficult as so much as it is sadistic. No pausing at all, not even when checking inventory. On screen elements that totally block 80% of your screen during battle—effectively making you a sitting duck until it goes away. Remember, no pausing during all this. WTF?! No real story or purpose, so only the masochists will continue to play through if only to prove to themselves that they can beat it. The lack of plot elements mean you really have to rely on the PSN feature of the game whereby players on PSN leave you clues about what to do next. You can kill any NPC, including ones critical to the game such as the girl that levels up your character. It's just a poorly designed game. The whole time I was playing, I was like, "Seriously? WTF?"

    However, despite all of its flaws, all the reviewers are right about the game having a strong sense of achievement. There were a lot of comparisons made to the old cartridge days when the only way to beat a game was all the way through in one go. Or where you had to collect more 1-ups to prevent death. Demon's Souls is kind of like that. No save points and if you die, you start back at the beginning of the current level and lose all your unspent money/souls.

    Dying in modern games isn't as big of a deal as it used to be. You often start off right where you died with all your items and full stats. A lot of games nowadays have auto-regen health so you just wait it out and you're good as new. Demon's Souls makes player really adverse to death.

    And lastly, casual doesn't mean easy or unfulfilling. A game doesn't have to be "difficult" to be challenging. For example, my favourite game is and always will be Tetris. Easy to learn, but challenging to get really good at. I can spend hours trying play the perfect game, get the highest score or see how fast I can play, etc.

  52. A virtue for what? by Soiden · · Score: 1

    OK, a game can be very difficult and be considered GOTY.
    But what about a game that's easy but sold millions and surely gave mone profit to its company than Demon's Souls? And I'm speaking about New Super Mario Bros. This game is not easy as most 'casual' games, but a gamer can finish it with 99 lives without much effort. And still, it sold a lot, it recieved very good critics, and more importantly, it's fun.

    --
    Minti: What's that huge shuriken in your back?! Kin: It's the instrument of my victory.
  53. And that's why God gave us difficulty settings by kalirion · · Score: 1

    And yet even within a single difficulty setting some games can have inconsistent difficulty.

    I recently finished JK2: Jedi Outcast for the first time - used Jedi Knight difficulty. The early levels were just frustrating, considering the weapons sucked for the most part. The one where you have to protect escaping prisoners was especially annoying, I lost count how many retries I needed there. Fun improved drastically once you got the lightsaber and some force powers (force speed especially), and much more when you got the Force Healing. And yet, Force Healing basically made the game into one of those rather easy "regenerating shield/health" shooters, where you can just charge into the enemies swinging, knowing that you can always just wait in a corner to recharge without having to hunt down med packs.

    However since I sucked at light saber combat, the dark jedi (especially the two bosses, and to a lesser extent encounters with multiple black-armored mass produced fodder) fights were always rather hard. I could barely land a hit on the final boss, so I left the game unplayed for a month or two, before coming back and using the cheap trick of "hang back until he throws the saber, then force speed in for the kill" to win. Didn't get a great sense of achievement out of that one.

    1. Re:And that's why God gave us difficulty settings by PaganRitual · · Score: 1

      I remember the female boss fight from Jedi Knight 2 as being insanely hard. I couldn't beat her fairly. In the end I waited for her big jump to try and get over your head and I force pushed her as high as I could then let her fall, and she splat hard. I don't know if that was an intended way of beating her but my god was it satisfying.

  54. I have another name for this concept by NotSoHeavyD3 · · Score: 1

    In contrast to "AI" which is "Artificial Intelligence" I call the thing you're talking about "RC" which stands for "Real Cheating"

    --
    Did you know 80 to 90% of the moderators on slashdot wouldn't recognize a troll even if one dragged them under a bridge.
  55. Un-Mod as Troll both parent & replies by cmdrwhitewolf · · Score: 1

    Don't know why this post and all of replies are marked incorrectly as trolls. None of the posts seem to warrant such moderation to me.

    --
    [Now, I'm off to lift my le... Um, visit... at another place.]
  56. My Attitude towards game difficulty is this... by cmdrwhitewolf · · Score: 1

    I should have the option of turning it down on the days when I want a "bubblegum play" experience where I can play for while and just be entertained. Then on other days, I'd like to be able to turn it up when I want to be "challenged".

    Yes, there are times where I don't mind be frustrated a little, (note the emphasis!) but I don't care for situations that go way beyond that. (and I think a lot of other people do as well, judging from the recent wave of 'casual gaming' trends.)

    And I absolutely hate it when I'm confronted with a dead end situation, like when I can't complete a game because some game book author made a deal with the programmers to write in special stuff that requires their game book in order to "win the game". (I won't bother mentioning which companies engaged in this behavior because they don't need any more advertising and besides, a lot you probably already know whom I'm referring to...)

    So there you have it in a nutshell.

    --
    [Now, I'm off to lift my le... Um, visit... at another place.]
  57. Difficult Saying by Anonymous Coward · · Score: 0

    There was a wise man who once said "If the game doesn't drive you insane at least once, you're not having fun."

  58. Mega Man 9 by sesshomaru · · Score: 1

    Gentlemen, I give exhibit A, Mega Man 9, WiiWare, a game which I truly think counts as masocore.

    Trust me, the Wily Wars never ended.

    --
    "MIT betrayed all of its basic principles."
  59. Winning examples: Supermetroid, Castlevania by Spy+der+Mann · · Score: 1

    That's what difficult levels are for: Feeling that you could achieve what many couldn't.

    One of my personal favorites, is "Castlevania: Aria of Sorrow". You have the normal mode, and the hard mode. But my favorite part is battling with Julius. There are numerous youtube videos of fighting with Julius in restricted circumstances: i.e. no armor/weapons, all abilities disabled, no healing potions, etc. Of course, the Boss Rush mode is a must.

    Supermetroid also manages to do this, in the form of Speed Runs. The reward pics of Samus add a lot of replayability, like, defeat the game with less than 10% items, or with 100% items under a time limit, and so on.

    Winning the game may be easy or difficult, but the ability to play the game under restrictions, AND obtaining a unique reward for it (even if it's just a praise in youtube calling you "awesome"), is invaluable.

  60. Have you tried Ikaruga? by smd75 · · Score: 1

    One of the best games I have ever seen was Ikaruga. I had to use a continue on the Training mode set on EASY. The game is freaking fantastic though.

    I think difficulty is a good thing, but frustratingly impossible is another thing altogether.

    I love Final Fantasy Tactics, but if you forgot about what you were doing and went into a particular mission underprepared, the previous 4+ hours you put into the game were for nothing, since you cant win and you cant leave.
    I even got frustrated (after I beat Super Mario Wii) in trying to collect all the coins, that was tough, but beyond necessary.

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    Im a troll because I disagree with you.
  61. Civ 2 by PaganRitual · · Score: 1

    It's likely similar to later Civ games, but if you want to see real CPU player cheating, turn Civ 2 onto a hard difficulty, then enable the cheat to see all the map from the start, then watch the CPU player turns. 2 settlers coming out of a level 1 town on the first or second turn is enough to make you cry.

  62. Oblig xkcd by dmlr3d · · Score: 1
  63. Races that you have to finish to continue... by mattack2 · · Score: 1

    I realize that games have certain goals that must be finished to continue onto the next puzzle or section or whatever.

    One of the problems is that some games have different kinds of goals in the same came, and the various kinds of goals can have hugely varying difficulty to different players.

    In both Ratchet & Clank and Sly Cooper, I'm stuck at stupid cartoony races. They're not even good races (e.g. obviously car racing games or even Grand Theft Auto type games with a racing element). Both of them put races in as impediments to continuing. Even though the games in general are 'kiddie' games, the races are pretty darn hard (hard enough that I've given up on them at least for a while), and having things that are THAT much of a pain make games overall less fun. Compare that to something like God of War, which at least in the main game (not the challenges), I got stuck in many places, but trying it enough times, I can succeed. Plus the game itself generally rises in difficulty as you go along.

    Psychonauts is another game that's mostly easy but I haven't tried finishing Meat Circus for a few years now. The Escapist's review of Psychonauts is very funny too (http://www.escapistmagazine.com/videos/view/zero-punctuation/2-Psychonauts).

  64. Demon Souls reviews by therufus · · Score: 1

    At least there is one game reviewer that pulls no punches! Here is Zero Punctuation's Review of Demon Souls.

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  65. Confidence boost = Sales boost by CuBeFReNZy · · Score: 1

    I agree that there has to be a slight challenge. If I think its hard, and then persevere and beat it, I will feel good about my self. Then I will want to play more and more. Its a basic self-efficacy formula... I have to consider it as a teacher all the time.

  66. Re: by Anonymous Coward · · Score: 0

    No pausing? No ability to save, even to a single constantly overwritten slot, just in case? There is difficult, there is masochistic, and then there is just plain bad game design. I don't regard having to find a safe spot before being able to take a leak or answer the phone to be 'hardcore', just stupid.

    How many good multiplayer games can be paused? I think it is safe to say that From may have chose not to include a pause function due the pseudo-persistent world design of Demon's Souls. Enabling/disabling pause every time you got invaded? Sounds like fun. You must be a game designer.

    In soul form, you could stand in a lot of places on almost any level and be completely safe forever. It is not that difficult.

    Also, from the in-game menu inside any of the five worlds, choose Quit Game or whatever it is called. The game saves your location and progress, and you can pick up right where you left off.

    Seems like a single, constantly overwritten slot to me.