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."
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.
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.
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.
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)
> 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.
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.
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!