Levels of difficulty: good, bad, or ugly?

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Recently I've put together a rather beefy PC, so I am finally getting into some of the great titles like BioShock, Crysis, and Half-life 2, but also, I am finally sitting down and playing Super Mario Galaxy (can't really say why I hadn't before).

It has occurred to me that both BioShock and Crysis give the player the option of difficulty, while Mario Galaxy and HL2 don't (correct me if I'm wrong). Now on one hand, scalable difficulty seems to prevail simply because it gives the player the option to create a more or less challenging setting, but at times it can feel like I'm chickening out, or less of a gamer if I choose an easy setting. This brings to mind the flex-factor of Halo's "Legendary" setting, and how some gamers will hold silly things like that over others' heads.

On the other hand we have games like HL2 and Super Mario Galaxy with their set difficulty levels. Granted that, on the whole, these games aren't hard by any stretch of the imagination, but they do have their tough moments (Bouldergheist daredevil run anyone?). I have been able to play through these with much more ease (probably because I chose high difficulty levels for BioShock and Crysis) but personally, HL2 and Mario Galaxy have been just as much fun, if not more, despite one-size-fits-all difficulties.

So where do you all stand on the subject of scalable difficulty? Give everyone the same experience? More options is always better? I R L3gend4ry Pro-zor?

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LobsterMobster's picture
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Well, when you say difficulty do you mean something that's hard, or something that's challenging? I love a good challenge, one where if I fail I can see what I did wrong, understand it, and correct it. Thing is, that's a hard thing to do so most games are just hard. They cheat.

I think there was a discussion about this on the GWJ podcast, right? Their conclusion (and I'm inclined to agree) is that there is no "right" difficulty setting and when people tell you a game is "meant" to be played some way, it's because they want you to have the same exact experience they did. Making games so difficult no one can ever beat them made sense in arcades but I find forcing a player to become a master is now something of a relic. There's nothing wrong with someone playing a game on easy just to see what it has to offer. I like a bit more of a challenge but that the easy setting is THERE doesn't diminish my experience any.

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Kannon's picture
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HL2 does have a difficulty slider. It's in the options menu somewhere.

Really, I'm fond of the way DMC does it. You start on normal. You get your ass kicked, it offers you easy mode. Beat the game on normal, you unlock hard, and so on.

But as far as people and the whining goes, I don't see the point of it. So they beat the game on an easier setting than you. The point? Just because I can whip DMC on Dante Must Die mode, doesn't mean I look down on people who can't. One of the best FPS gamers I've ever known (She honestly makes Pharacon look like a wimp behind a Laser rifle.) can't get past the second stage of any action game that isn't a FPS. The e-penis comparisons of that sort are kinda stupid, IMO.

It's a flipping game, adjust the difficulty how you want it and be done with it. (So yes, I think games should have a difficulty slider unless there's really no point. Like Portal or something.)

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I always start games on "Medium" or "Normal" and then in the middle I regret it when I have to load some savepoint for the 15th time to kill some retarded Boss that has a special hidden insta-kill move. Then I curse the planet of the game designers pandering to their hardcore audience and set the game on Easy and get on with my life.

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It depends on the game. A lot of the time, and Halo is a good example, the difference between easy and hard mode is so great that you might as well be playing two different games. If hard mode just means enemies that are tedius to kill and inhuman reflexes are a necessity, then I won't touch it. If hard mode means you start thinking about how to use the environment and fight tactically, then it's a great thing to have in there.

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For skill-based games, I definitely appreciate having options, as long as they're not cheap. When done properly, they can help you get through a game without excess frustration, while giving you a good reason to replay them. Halo 3 is a good example I think -- I had great fun playing through on Normal, but from the small bits I've played on higher levels, it feels like a totally different game, since the enemies have a lot more intelligence, rather than just a bunch more hit-points.

Super Mario Galaxy may not have a difficulty slider, but it still has pretty significant difficulty scalability by offering 120 stars, and only asking you to collect 60 of them to finish the game. If you just want to beat Bowser, you can skip the harder levels and go for the low-hanging fruit in other worlds instead. Getting all 120 stars, though, is a real challenge, and some of the hardest stars are remarkably difficult to get. Getting all of the stars also unlocks something that's slightly akin to a more difficult play mode, too.

I don't think puzzle-based games really benefit from it, though. Braid is a great example -- I'd hate to neuter its difficulty, since you just feel so damn smart when you solve one of its puzzles. You can't really get stuck in the same way you can in a skill-based game, either, since none of the puzzle solutions are that difficult to execute.

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Personally, I'm a big fan of games that let you adjust the difficulty at any time, particularly since the difficulty curve usually doesn't kick in until a third of the game through. The most common reasons why I never finish a game are because either a) it's so lacking in challenge for me that I'm bored to death or b) I've reached a point so frustrating, and I can't fathom improving my skills as much as it seems to demand, that I stopped enjoying myself. Games that let me change it on the fly are a godsend.

Also, while I'm sure it's crazy difficult to program in any game other than a twitch action title, I'm a big proponent of adaptive difficulty, like they had in the Max Payne titles. People usually refer to how hard a game is by how many times they had to die, but I think the ideal scenario would be to die as rarely as possible, but also feel like you're always on the brink of losing if you don't keep your guard up. Mind you, this would likely increase complaints about how short games are, but I'ld like it, especially since beating a section after you've died several times has little to you improving your skill or tactics and more to do with how you now know exactly how the pre-scripted battles are going to occur.

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psu_13 wrote:
I always start games on "Medium" or "Normal" and then in the middle I regret it when I have to load some savepoint for the 15th time to kill some retarded Boss that has a special hidden insta-kill move. Then I curse the planet of the game designers pandering to their hardcore audience and set the game on Easy and get on with my life.

Exactly - the average level of difficulty isn't what causes me to get frustrated with a game, it's some idiotic skyscraper of a difficulty curve mixed in down the line. That's fine if I can adjust the difficulty on the fly, but I'm not going to start the game over because the designer couldn't get over their Super Awesome Boss Encounter fixation.

Instead of a slider, I wish they'd set it up so that, after the Xth time you've failed a particular boss fight/required mission/etc., it just said "Looks like you're probably not having fun. Want to skip to the next section?" The l33t can get their masochistic groove on by saying No, and I can actually enjoy the game by saying Yes.

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I never know what setting to play at. And it always seems like the setting is either too difficult or too easy.

I think (in fps games) they should just have one difficulty level balanced for the middle of the bell curve.

For folks that want easy give them autoaim and bigger crosshairs. For folks that want hard give them a smaller cross hair and other hardships.

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Zelos's picture
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I read the other day that Heavenly Sword and Uncharted do a subtle auto-adjustment on the difficulty. If you're doing well the bad guys in HS will mob you, but if you're struggling they'll attack one at a time. Uncharted apparently does things like detect if the player is really bad at hitting fast moving targets and adjusts the enemy behaviour accordingly.

I'm not sure what to think about that, really. I mean, I enjoyed HS a lot and it felt like the perfect level of challenge for me, but finding out about the auto-balancing cheapens it somehow.

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Hey, Good, Bad, Ugly: weren't they difficulty settings in Outlaws? That was a fabulous game.

I usually choose lower difficulty settings, especially in the shooters, as I don't have too much time to get to that one game-stopping boss again and again... I like adaptive difficulty (God of War) or possibility to change difficulty at will (Knights of the Old Republic). The best so far for me is The World Ends With You - you can set your own difficulty any time and revisit fights with enemies to get loots that differ with each difficulty. Moreover, you can lower your character level, raising the probability of getting drops from enemies (and experience points). You can tune the difficulty to your liking in very fine steps, which is great.

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Zelos wrote:
I read the other day that Heavenly Sword and Uncharted do a subtle auto-adjustment on the difficulty. If you're doing well the bad guys in HS will mob you, but if you're struggling they'll attack one at a time.

I'm not sure what to think about that, really. I mean, I enjoyed HS a lot and it felt like the perfect level of challenge for me, but finding out about the auto-balancing cheapens it somehow.

Ugh? Surely if you enjoyed the game and felt that it was the perfect level of challenge for you should mean that it was good for you? It's not like the game makes it so you can win no matter how bad you are (though some others could depending on the level of auto-balancing) so in fact you experienced a game all the way through that met your level of difficulty at all points. There were no insurmountable difficulty spikes like in Metroid stopping you from progressing and completing the game for instance...

I like both ways of doing it though if auto-balancing were a perfect art then i prefer that over a traditional easy/difficult/hard. This allows all players to enjoy a game without becoming overly frustrated and doesn't limit a game's appeal to a certain segment of the audience: experienced gamers can enjoy the game at their level while beginners can enjoy it at their level though there is generally a certain lower limit on the game difficulty e.g. a platformer's levels do not change.

Instead of placing such importance on difficulty and not experience greater challenges should take the form of Time Trials, finding secrets and such things through being able to replay segments of the game over and over again: e.g. the latest two Lara Croft endeavours. This is a perfect way to satisfy any e-penis mentality, the completionists (as it allows completion without having to restart the entire game from scratch) and the more casually minded gamers.

[edit] Oops! OT: I usually play games on medium difficulty. With the exception of 4xRTS games such as Civ and Gal Civ 2 types... The only other game i've played on easy in my memory has been Gears of War. Found it impossible to get into due to the game mechanics and had to quit out the game and restart on easy just to be able to enjoy it..... not that i have.

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Duoae wrote:
Ugh? Surely if you enjoyed the game and felt that it was the perfect level of challenge for you should mean that it was good for you?

Yes, that was how I looked at it. There's just a nagging remnant of my hardcore gaming days in the back of my head that considers it cheating or something.

I think Uncharted did something similar with the platforming aspects as well. It was very hard to miss a jump, but if you mistimed it you'd be 'punished' with an animation of Drake just catching the platform and dangling from one arm for a few seconds before struggling to pull himself up. So you didn't have to time every jump perfectly, but there was still that drive there to do well.

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I've experienced both good and bad things with difficulty session. Call of Duty 4 is a particularly lame example of crappy gameplay design to artificially ramp up the difficulty level. There's the exact same number of baddies, in the same places, but they are all instantly blessed with x-ray vision, superhuman reflexes and extra-hurty bullets, meaning (especially in the later, checkpointed, timed levels) that completing the game becomes an almost balletic exercise in hitting very specific points at very specific times and knowing almost to the pixel where you need to aim and shoot. While there's a certain satisfaction in finally getting through it, it can become frustrating to the point of punching things.

I really like, in contrast to that, the difficulty curve in the Brothers in Arms series. On highest difficulty, the enemies become more aggressive, actively try to flank you and you lose the handy indicators telling you exactly where they are. A rifle bullet to the head will still kill them the way it does on Easy, but there's far more chance that they'll grenade your position, rush in and try to bayonet you or even just show up on your flank where you didn't expect them. I'm really hopeful that the new BiA will improve on this even more.

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Happy Dave wrote:
There's the exact same number of baddies, in the same places, but they are all instantly blessed with x-ray vision, superhuman reflexes and extra-hurty bullets, meaning (especially in the later, checkpointed, timed levels) that completing the game becomes an almost balletic exercise in hitting very specific points at very specific times and knowing almost to the pixel where you need to aim and shoot.

Even worse in GRAW because your health wouldn't regenerate and the weapons did more realistic damage. Typically I'd go through the level until I took one hit, then spend the rest of the level creeping slowly forward until I memorized where each enemy sniper was. Then they go and rub salt in the wound during a particularly cinematic scene where you're running from a helicopter that's firing a machine gun at you (and of course you somehow survive).

I think this is what I mean by the distinction between "Challenging" and "Hard." The enemies in GRAW (and CoD4) are CHEATING. Compare that to a game like SWAT 4 which was extremely unforgiving but totally random so you couldn't just memorize the locations of your enemies. Instead, each mission relied in a mix of tactics and skill. If you walked into a room and you or your squadmate took a shotgun to the back of the head you didn't think, "that's lame and shouldn't have happened," you think, "I was reckless when I breached that room."

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I'm with Lobstermobster on this one: I like challenge, I don't like cheap.

Racing games are my bain when it comes to difficulty. In the podcast one of the fellers said he got to the point in GT4 where you have to beat some fabulous muscle cars while driving a tricycle (not having played GT4, I can only assume he was being hyperbolic). I don't mind a challenge, but if one mistake is going to cost me the race... well, let's just say I'm all out of perfect.

As for setting the difficulty slider, I realized a few years back that nobody I cared about was going to think I had small... thumbs because I never finished Viewtiful Joe on hard. I play games to have fun. If a game isn't going to be fun, then I don't want to play it. So I start pretty much every game on easy. If I like the game enough, I'll come back to it at a higher difficulty. If not, then I'll be glad I didn't subject myself to the frustration. There's no reason to-- especially since game designers stopped pulling the "Oh, izza widdel baby pwaying on Easy? Well, den widdle baby duzzent get to see the end" bullcrap.

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kuddles wrote:
People usually refer to how hard a game is by how many times they had to die, but I think the ideal scenario would be to die as rarely as possible, but also feel like you're always on the brink of losing if you don't keep your guard up.

I think this is the key. I don't want a challenge, I want an experience. The moment I have to start reloading a save over and over again to get through a particularly difficult part, my sense of immersion flies right out the window.

One thing game developers need to realize is that instant-death scenarios are not a lot of fun: for example, the elevator section in the Citadel core in HL2 Episode 1. If you fail to shoot a piece of debris, you automatically die. This is annoying. A much more interesting scenario would have been one in which the debris merely damages you or maybe stops the elevator until you repair it - now we have a situation that gives you an opportunity to learn from your mistakes without having to reload a save.

A good example of this was the beach segment in HL2 - if you step on the sand, Antlions pop out and attack you. If touching the sand automatically killed you, this section would have been incredibly frustrating. Instead, touching the sand made the game more exciting, because now you're frantically trying to kill a bunch of giant bugs while at the same time staying off the sand so that more of them don't come after you.

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Difficulty settings are a tough call. What I really like is when the game designers make my preferred setting the default. Unfortunately, the world is rarely designed around my unique needs, so I prefer to have an incremental slider. I'm pretty much a game tourist, so I usually prefer to play on less brutal settings, but there are games where difficulty makes a HUGE difference in how much fun the game is to play. I'm mainly thinking sneaker games like the Thief games, NOLF, or STALKER. Playing these on hard difficulty makes it impossible to just FPS your way through scenarios and really makes learning the game dynamic mandatory, which in turn makes playing much more fun. This is why NOLF is remembered as a classic and Contract JACK was quicky forgotten.

Portal is a good example of how a game can not have a difficulty setting, but still be very focused on the gamer. The game teaches the player how to navigate the puzzles and provides many layers of scaffolded instruction to support learning how to think with Portals. For skilled players, there are timed and fewest portal challenges, but for wimps like me, there is a well designed learning environment.

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In the days before saves/checkpoints were commonplace in games, I always used to play on the easiest settings (except where the game would penalise you by, for example, not permitting access to the later levels). Nowadays I always start on normal/medium difficulty, partly for the challenge, partly to not look like a little bitch.

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Discussions like this just make me want Left4Dead now. The game is supposed to have a good AI for difficultly setting. I believe they call it "The Director". It's supposed to monitor how you and your friends are doing and adjust difficultly and pacing in game.

In theory it sounds amazing I'll have to wait to see how it comes out in practice.

COD4 had a cool function of making you do a quick test to determine your best suit for difficulty. Unfortunately, I did too well on it and ended playing it up on a lower difficulty.

As long as when I die I can see how I screwed up and can do something better I'm fine with it. If I die repeatedly and can't see a better way of doing it. I tend to rage-quit.

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ChrisGwinn's picture
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It seems like every time I want to decrease the difficulty because the game is too hard, the slider doesn't effect that part of the game. The first Ninja Gaiden's a great example of this - I had no trouble with the combat on normal, but I couldn't do the platforming parts at all. I died a lot, and accepted the offer to go to the easy difficulty. It didn't make any difference to anything except the combat.

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Switchbreak's picture
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My problem with adaptive difficulty is that it tends to flatten out the dialogue between player and game. Paradoxically, by reacting to the player more, the game creates an equilibrium state in which the mechanics of play and the actions of the player, rather than informing one another, cancel each other out and deliver a singular experience that is roughly the same for everyone. On the one hand, this allows that singular experience to be very well honed and never frustrating, on the other hand, it reduces the interactivity.

Left 4 Dead looks like it is approaching this problem in a fascinating way, considering that (as I understand it) the game is designed to be replayed multiple times and give a different experience each time, and that they are allowing other humans to control certain enemies and throw a wrench into the player's progress. It could very well hit that sweet spot where the game reacts to the player enough to accommodate everyone, but still requires the player to react to it as well.

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ChrisGwinn wrote:
It seems like every time I want to decrease the difficulty because the game is too hard, the slider doesn't effect that part of the game. The first Ninja Gaiden's a great example of this - I had no trouble with the combat on normal, but I couldn't do the platforming parts at all. I died a lot, and accepted the offer to go to the easy difficulty. It didn't make any difference to anything except the combat.

That's an interesting point, actually. I can't think of many combat-oriented games where the difficulty setting affects anything other than the enemies.

How could you change platforming difficulty, I wonder? More platforms? Slower moving objects? Less hazards? Allowing the player to jump further?
I guess the Portal advanced levels are actually a good example of how to change platforming difficulty, since they took existing test chambers and either removed platforms or added barriers to make things harder. It probably wouldn't work on a sliding scale, but you could definitely have easy, normal, and hard versions of a platform puzzle.

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Zelos's picture
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muttonchop wrote:
How could you change platforming difficulty, I wonder? More platforms? Slower moving objects? Less hazards? Allowing the player to jump further?

Devil May Cry 4 did that - on Human difficulty (Easy) the jumping puzzles were easier. Jump targets that were moving in the Normal mode were stationary in the Easy mode. At least, they were in the small bit of the game I played before I got bored.

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I like difficult games. There's something really satisfying about running into a brick wall and then beating that motherf*cker down. The key is thing is, it shouldn't ever be unfair. Punishing difficulty is okay as long as you losing is always your own fault.

Skill based games should have a difficulty setting you can adjust at any time. Anything else is rubbish.

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Switchbreak wrote:
My problem with adaptive difficulty is that it tends to flatten out the dialogue between player and game. Paradoxically, by reacting to the player more, the game creates an equilibrium state in which the mechanics of play and the actions of the player, rather than informing one another, cancel each other out and deliver a singular experience that is roughly the same for everyone. On the one hand, this allows that singular experience to be very well honed and never frustrating, on the other hand, it reduces the interactivity.

I tend towards agreeing with you here, if we're talking about the traditional approach to scaling the encounter in the background by making enemies pushovers or hyper accurate. To me, that's just not honest. It's telling me as a player that I have overcome an obstacle when in reality the obstacle shrank. It limits my ability to accurately judge my own growth in evaluating my surroundings, and I don't appreciate it.

Switchbreak wrote:

Left 4 Dead looks like it is approaching this problem in a fascinating way, considering that (as I understand it) the game is designed to be replayed multiple times and give a different experience each time, and that they are allowing other humans to control certain enemies and throw a wrench into the player's progress. It could very well hit that sweet spot where the game reacts to the player enough to accommodate everyone, but still requires the player to react to it as well.

Another aspect of the Director that has me looking forward to this game is that the background evaluation isn't adjusting the difficulty of the individual enemies, but the overall size of the encounter. They've released a video of two groups hitting the same encounter, where the first group is a shambles and manages to fend off some zombies, and the second group with their act together has to deal with swarm of the undead that ends in a huge explosion. So the game can be seen as rewarding the badass players rather than punishing the novices. The size of the next encounter is a judgement on the players' performances in the last. In that way the dialogue between the player and the game is preserved, heightened even. That's my hope, anyway.

As far as more traditional difficulty options, where the game isn't adjusting it in the background, I prefer it when a game feels like it was built with the hardest difficulty in mind and the lower difficulties are meant for learning the in's and out's. Good examples here being Guitar Hero and Halo. You're supposed to start on Normal or Easy - no stigma attached - but the point of the game is to progress.

Another thing I like is when a game allows me to customize the way in which it becomes more difficult. The best example I can think of is the skulls in Halo 3 that augment mostly how the enemies behave. I can't think of another example, except maybe Goldeneye where you could customize the experience like that. Then there's the addition of all the honor rule handicaps the player can put on themselves, like Chiggie's Gunslinger (revolver only) run through Resident Evil 4.

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Every video game needs to be playable by someone who has never played a video game before.

You never know what game it is that will capture the attention of a non-gamer. Rainbow Six: Vegas caught my wife's interest. It was very frustrating that there was no "super-easy" mode to let her play without getting slaughtered. We ended up playing online a lot, because there it didn't matter if she got killed 30 times, the game would continue and she would still get to play.

Conversely, I was able to set Halo on its super-n00b setting and hand my father the controller. Despite the fact that he struggled with the walk-into-open-space, not-into-walls stuff, he was able to play and move forward because the enemies shooting him did very little damage. Games are about challenge, and when getting started, the challenge is simply wrapping one's head around the vocabulary of a game, and the skill set players are assumed to already have. And new players want to go through that challenge on your game, the cool game that interests them... not some other n00b-friendly game you might try and direct them to. As soon as you have to say, "you can't play this yet, you need to go play that first", you just lost a potential new gamer player and new game buyer.

If you're developing a game, and the lack of sufficiently scalable difficulty prevents a newbie gamer from being able to pick up the controller and start playing the game, you have failed. Even if it's a hardcore game like an FPS, and a low difficulty setting would essentially have to be All But God-Mode, it has to be there.

Anything less is a guaranteed blown opportunity at adding a new gamer to the hobby and your customer list. Because somewhere, there's someone who doesn't play games, but sees someone playing your game and thinks, "hey, that looks cool, maybe I should try that". And as soon as excessive difficulty throws up a wall to prevent that, the opportunity is lost.

Given how much focus there currently is on "expanding the market", it boggles my mind how many developers don't get that.

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*Legion* wrote:
Every video game needs to be playable by someone who has never played a video game before.

If you're developing a game, and the lack of sufficiently scalable difficulty prevents a newbie gamer from being able to pick up the controller and start playing the game, you have failed.


So... who is going to brake the news to Bay12? Someone is also going to have to tell GSC Game World that they are doing it wrong.

Making a single, rigid standard like that is a little silly. There are all types of gamers and game developers, and it is hardly a duty to make a game as accessible as possible, especially if it starts to compromise design or intent.

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Tannhauser wrote:
There are all types of gamers and game developers, and it is hardly a duty to make a game as accessible as possible, especially if it starts to compromise design or intent.

If you think that is the argument I was making, then you quite missed the point.

The point most certainly wasn't to compromise design. That is, in fact, the opposite of the point. The point is that the lack of sufficiently scalable difficulty should not exist as an extra barrier on top of simply learning how to play the game.

Good example: Civilization IV. Complex game, but the ability to drop the AI level to super-dumb allows someone from outside the gaming hobby to be able to get into the game and scale the wall of understanding the game, without having to deal with being unnecessarily pummeled by the AI along the way. The design is not "compromised", yet it is playable to a non-gamer that is interested enough to learn the game. There isn't something that prevents him from starting at ground zero with this game. That is the point. It's the difference between "learning the game" and "being good at the game" (requiring a certain high threshold of skill before one can play the game at all). The game can be as complex and require as much learning as it wants, but it should not have excessive, punitive roadblocks like unscalable difficulty that prevents a new player from undertaking the task of learning the game.

If it makes sense in the game to have AI difficulty scaling, then there is simply never, ever an excuse to not have that scaling extend down all the way to a first-time entry level gamer's ability. Falling short of that is, flat out, a failure. A shooter without the ability to scale down difficulty requires you to "be good at the game" before you can play it at all. A shooter that does allow you to scale the difficulty down doesn't have that roadblock. Get the difference?

Don't misread "every video game needs to be playable by someone who has never played a video game before" as saying "every game needs to be simplistic enough that someone that has never played a video game before can get right into it immediately". What it means is that, with any game, a new gamer should be able to sit down at the game and continue to make progress in learning the game without having unnecessary obstacles like an unscalable AI jumping in and slaughtering the player and preventing that progress. Dealing with this problem does not change the way that the game plays for experienced players one single iota.

Gaming / PC Tech Blog: www.blastprocessing.net
Xbox Live: Legion SB / PSN: Legion_SB / Steam: legion028 / Twitter: legion

tits || gtfo

Spy Sappin my HD
CrashedHardrive's picture
Location: Bad Sector 549

Ninja Gaiden for the xbox! That game angered the crap out of me. I had to return it to the store for credit because I was afraid I would smash my xbox. I would get to this one part where you fight this female pink/purple demon in a church, and everytime I would figure out how to counter her ungodly super abilities there would be another one that I would have to spend hours trying to wrap my brain around. For those that don't know I absolutely hate having to look at a guide to complete things and I often flat out refuse to do it, but for this boss fight I had to look up the guide on how to beat her...and I still couldn't do it. That chick had my number every damn time.

The Gaming Chronicles

PSN ID: Harbinger01

Steam ID: [GWJ] CrashedHardrive

Elysium wrote:


I want to make babies with Diablo III.

Coffee Grinder
sHADE's picture
Location: Everywhere and Nowhere

Once you beat 'I wanna be the guy' nothing seems difficult.

A lot of games try to do the whole "this game is so friggin' hard your going to wet yourself" thing, for some it works, other... not so much.

Examples of this well implemented:
-I wanna be the guy (because at least it makes you laugh when you die)
-Ninja Gaiden (really, really frustrating, but once you pull off one of those sweet ninja moves, it's hard to stop)
-Starcraft (I may suck balls at it, but, I still play hours upon end, loss after loss)

Examples of this not-well implemented:
-Devil May Cry 3 ("What the crap do you mean they're invincible? I have to do what with the wall" 20 minutes later "Yes, I knocked it out, sunofabitch, 3 more?! Oh great and it's awake again, screw this game")
-Halo 3 (legendary, if you can do it alone, there's something wrong with you)

-T.A.s.