Are Games Getting Easier?
An anonymous reader writes "I can't help feeling that this generation of games for both consoles and PCs are getting increasingly dumbed down and easier to complete. There's no challenge in today's games, most of which can be completed on the day of purchase. Triple A titles such as Halo, Modern Warfare 2 are the worst of the lot. The whole reason for this article is Medal of Honor, this can be completed within hours of purchase. Where's the fun in that?"
In multiplayer.
It's a business decision, pure and simple. The more people your game is accessible to, the more copies you sell. Why spend a lot of time developing a game 5% of the potential market will want when you can spend the same effort appealing to the other 95%?
Isn't enough that I ruined a pony, making a gift for you?
It seems the way to make AI these days is to make it really stupid and easy for the player to beat, unless the player turns it on hard mode, in which case, they see you from 5 miles away and one-hit you before you were aware the map had finished loading.
Studios are under a lot of pressure to churn out games as fast as possible these days and AI is suffering. The solution to making games challenging is to make them either never miss and insta-kill the player or to just give them tons of health and attack power, but keep them stupid. Neither strategy is entertaining and it would be nice to have actual care put into building intelligent, challenging AI instead.
I'm not sure - I haven't played a new game in years. Still working on Myst. I hope to have it completed by 2015, and then I'll move on to Riven. I may just finish this series before I die...
(All opinions expressed herein may not reflect the views of my employer, and in fact we try to avoid falling into this trap but it's a pretty prevalent attitude in the industry right now):
I work as a game designer on big-budget shooters for a living, so here's my take:
Game companies are consciously making the decision to do this for two reasons:
1) Easier games have broader markets, by increasing the likelihood and rate at which the user receives validation we increase sales, and much more importantly:
2) It's unusual for more than 50% of the people who beat the first level of your game to beat the last level. Money spent on later levels is generally money wasted, and shortening the experience altogether is a function of the increasing development cost per hour of gameplay and ROI of even having more than 10 hours of content at all. If 95% of the people who bought the game complete the first level (as tracked by developers through achievement systems) but only, say, 35-40% finish the game, that necessarily influences how you invest your limited development funds.
--Ryv
What I wouldn't have given to only have to walk up hills. Everything was mountains in my day. And the 'game' was called Getting Poked In the Eye With a Stick. And we were grateful.
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