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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."

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  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.

  2. 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.

  3. 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.

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  4. 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.

  5. 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.

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