There is one thing that my gamer friends complain about over and over
again. Since I now have a bit of a lull in regards to things I want
to talk about, I might as well address it this week. Are games too
easy nowadays? The answer is not nearly as simple as you probably
think. A game's difficulty is affected by several different,
overlapping factors. Furthermore, easier games and harder games each
have their own benefits and drawbacks that must be considered. I will
attempt to touch on all of these topics, but this will not be
comprehensive by any means.
First off, it is important to discuss the factors that affect how
difficult a game is. One of the biggest of these factors is the
experience level of the player. If you own a gaming console/PC and
play it often, I want you to either look at your controller/keyboard
for a moment or visualize it in your head. You know everything about
that controller, do you not? That controller feels comfortable in
your hands and you know the layout of it. What gamers often forget is
that for those who either do not play games or do so very rarely,
that controller is much more complex than we realize. Take a PS3
controller for example (because it is the one I use): There are four
buttons on either side of the controller for various inputs. Another
four button on the top, two on each side. There are 3 buttons in the
middle for out-of-game inputs like pausing or turning off the system.
Lastly, there are 2 analog sticks towards the bottom, with buttons
built into them as well. This adds up to a grand total of 19 possible
inputs. To the unfamiliar, that is both a staggering and intimidating
number. We take this for granted because we grew up with them, but
those who want to join in and play games have to not only learn the
layout, but then learn what each button does and then re-learn them
when they play another game. Again, we can do this because we have
been conditioned to expect certain control schemes with certain
genres/types of games. The shoot button is almost always R1. The Jump
button is almost always X. New players are devoid of this
conditioning and have to figure it out, giving them a harder time
than gaming veterans.
This is where adjustable difficulty comes into play. One of the
major reasons games include adjustable difficulty is because they
cannot be sure of the level of experience the player will have.
Inexperienced players or those who do not want much of a challenge
are encouraged to play on easier difficulties in order to get the
best experience for them. On the other hand, the experienced and the
challenge-lovers within the target demographic are encouraged to play
higher level difficulties. This feature is intended to insure that
the player can get the most out of a game, no matter what level of
experience. That being said, some games do not always get this right
by either making varying levels too easy or too hard (which is more a
QA issue, so I will not discuss it) or they do get the difficulty
balance right but get the implementation of difficulty wrong.
Something that I have seen a lot of games do is lock the difficulty
choice in at the start of the game after the player chooses it. This
is a stupid move and there is no reason for that. If a player
initially chooses to play a game on Hard mode, and then realizes
several hours in that he/she may have gone in way over his/her head,
why should he/she be punished for this? Why should the player have to
choose between sucking it up and trying to proceed, quitting the
game, or starting a brand new playthrough on another difficulty,
losing hours of progress? The answer is that there is no reason for
that. If a game is going to have adjustable difficulty, then it
better allow the player to change it at any time throughout the game.
One of the last factors of difficulty in games, and I believe one of
the most noticeable ones, is the player reward versus player
punishment ratio. What do I mean by that? Well, in old games, if the
player died or otherwise lost, it would be customary to set them back
a considerable distance and force them to redo a good several minutes
or so of progression in the game. No other skill-based activity does
this and this is a considerable barrier of entry. For example, if
someone were to want practice swinging a baseball bat, they can swing
over and over, with only a little time between each swing to give the
ball back to the pitcher (or to reload the machine in a batting
cage). If it were a video game, the batter would be teleported out of
the area and be forced to walk all the way back, relocating the
baseball bat before getting another shot at swinging. This would
hinder the ability to practice and improve. It sounds ridiculous, but
gamers do it all the time. For new players, it can be discouraging be
forced to redo entire sections just to get another shot at trying to
get past the part that gave them trouble. A lot of modern games have
done away with this principle by throwing in more checkpoints and
more mechanics that help the player get back into the action faster.
This creates an illusion that games are easier than they were in the
past, but it may actually be the case that we just notice difficulty
less because it does not cost us as much time to go back and redo one
part of a section as it does to redo an entire section.
Now that I have discussed the factors that contribute to difficulty,
it is now important to consider the pros and cons of both games being
easy and games being hard to discern why games might tone down the
difficulty. There are significant benefits to games being easy. One
of the most obvious benefits is that an easier game has a greater
potential to appeal to a broader audience. Think about it: A game
that 60% of the population is able to play through is obviously much
more likely to sell than a game that only 20% of the population is
able to play through. This also appeals to those guys who are playing
games for the first time. This is NOT a bad thing. When game
developers reign these people in with easier games, then we are able
to transition them into playing more difficult games, help them learn
the controls, and eventually bring them up so that they can play and
enjoy games as much as average gamers do. “Gateway games” are
important if we want the medium to grow, mature, and expand. Another
benefit in having lower difficulty in games is narrative cohesion.
Games are much more than the series of “beeps”, “boops”, and
pixels that they were 20 years ago. In modern times, games have grown
to be full-fledged narrative mediums like books and movies. Most
games have some sort of story or campaign that they want the player
to go through and serves as more than just a reason to go out and
blow things up. If a game becomes too difficult, then the player will
take several times to go through a section. This breaks narrative
flow and the player may forget details in the story or even stop
bothering with the story if a game becomes too tough. Books and
movies do not have this barrier. It takes no effort to turn a page in
a book or stay in place to watch a movie. It takes effort and active
engagement on the audiences part in order for the story to play out.
This is a good thing because the player will engage more the world
and the characters and empathize with them, but bad because a high
difficulty will immediately shut people out of enjoying the story.
Difficulty can be played with to help immersion or to hit home the
themes or morals of the game, but it can never be so hard that the
consumers are turned off by it.
On the other hand, there are advantages to games being difficult.
The prime advantage of a hard game is that there is appeal to seeing
a challenge, facing it, and then overcoming it. There are tons of
thrill-lovers out there that embrace challenge and derive pleasure
from success after repeated failure. Appealing to this audience can
be just as rewarding as appealing to the mass market. While these
people do not outnumber the masses, they are far more loyal. They
will often stick with a developer if they continue to produce quality
products (or even if the do not. Am I right Sonic Team?).
Furthermore, a difficult game brings a feeling of excitement and
tension with it. Think about it. Would you not agree that a fight
where you ended with low health, few bullets left, and you got by
with the skin of your teeth much more exciting than one where you
launched a mini-nuke at the enemy and killed 80% of them in one shot?
Players love the feeling of overcoming obstacles and figuring out the
best way of proceeding through meticulous planning and strategy. This
is part of why gamers decry the notion of games being “dumbed down”
for the broader audience.
Difficulty is the kind of thing that takes a lot of effort to fine
tune property. And sadly, even if a developer does, people are not
going to be happy about. It is also something that developers cannot
turn to any precedent in order to figure out. Difficulty has to be
analyzed and determined on a case by case basis: A never-ending
juggling act that is constant in flux. The next time you play a game
that you find too easy or hard, do not immediately accuse the
developer. Instead, think about why you find it too easy/hard and try
to figure out what the developers intentions were. The answer you
arrive at might surprise or even impress you.
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