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NGai Croal's picture

By NGai Croal

August 18, 2009

The Harder They Come

As regular readers of this column know, difficulty, challenge and progression are three of my pet topics when it comes to videogames. The extremes are easy to agree on: no one wants to press a button marked ‘Win’ to complete a game, and no one wants to play a game that’s so impossibly hard that it’s unbeatable. But the vast landscape in between is often tricky for developers and players  alike to navigate.

Like other media, videogames may be mass produced, but the ability of an individual player to progress from beginning to end can be halted at any time by the mechanics of that particular game, something that you don’t have to worry about when you’re keeping your eyes open to watch a movie or turning the pages of a book. At the same time, developers can’t live in fear of a player’s progress being halted by failure, because failure is one of the ways in which players learn how to play and how to get better. But as triple-A games become more and more expensive, the developer-as-torturer model of game design is harder than ever to justify. As Resident Evil creator Shinji Mikami told me as far back as 2001, players used to want to scale mountains in terms of game difficulty; these days, many of them want a gentle hike.

One of the simplest solutions has been around for years: let the player choose among three or four difficulty settings. But an issue that quickly arises is that players are often asked to decide on a difficulty setting before they’ve even seen the game’s opening cutscene, let alone experienced a second of gameplay. This in turn places a lot of pressure on the developer to balance their game in such a way that it meets the expectation of individual players that they’ve never met, while also placing pressure on the player to make a decision at the start in hope that the ramifications of that decision will still be to their liking five or ten hours into the game. Some games, like Call Of Duty 4, use your performance on an early mission to suggest a difficulty level; that’s better, but it’s still too early to be truly representative. Dynamic difficulty adjustment is a favourite tool of certain developers, but it inevitably runs the risk of making the game easier than the player wants or harder than the player can handle.

Nevertheless, developers who try to come up with unique solutions to this problem can quickly find themselves under fire from gamers who not only want to climb a sheer rock face, they want everyone else to do so as well. Take a look at the response to the news of Nintendo’s Demo Play patent, which proposed three solutions to assist players when they get stuck. The first, ‘Game’, lets players bring up video-recorded hints. The second, ‘Digest’, allows players to see video of the game being played; what’s more, they can jump into the actual game at any time, thanks to game saves that are downloaded in the background. The third and final solution, ‘Scene Menu’, lets players navigate through sections of the game in a manner similar to the chapter function on the DVD. The responses on a number of blogs and message boards were fairly negative, and that only intensified when a USA Today interview with Nintendo’s Shigeru Miyamoto suggested that players could use Demo Play to have the AI to take control of the player’s avatar, then resume play at the moment of their choosing.

Developers I spoke with directly also expressed scepticism. “A game is not just an interactive story,” says Pete Wanat, who has produced such games as The Chronicles of Riddick: Escape From Butcher Bay and Scarface: The World Is Yours. “Beating the game is important, and having the game play the hard parts for you cheapens the bulk of the interactive experience.” All things being equal, Wanat prefers dynamic difficulty adjustment, though he acknowledges that it requires a lot of “tweak time” that developers don’t always have. Mark DeLoura, a veteran of companies like Nintendo, Sony and Ubisoft, was dubious about Demo Play as well. “Demo Play on its own is deficient from what I ideally want as a player because it is all or nothing,” he told me.

While I’m not as opposed to that aspect of Demo Play, I do wonder whether a better compromise for veteran gamers might be to let them ‘play’ with difficulty settings at any time. The God Of War games, for instance, ask players if they want to drop down in difficulty after they’ve failed  repeatedly. I like this system – but I’ve only ever used it on the final boss. Why? Because I don’t feel as though I should reset the difficulty of the rest of the game simply because I’m having trouble with one particular section. What I’d like is for the game to ask me whether I want to reduce the difficulty until the next checkpoint, at which point the game will return to its original difficulty setting. Or better yet, let me change the difficulty at any checkpoint, if I so choose. After all, the only person who knows exactly how much of a challenge I’m looking for at any given time is me.

N’Gai Croal is a writer and videogame design consultant. You can follow him online at ncroal.tumblr.com.

Gryffin's picture

I have personal issues with dynamic difficulty adjustment. Resident Evil 4 employed it, and every time I died, I would exit out and reload my save file rather than press "try again." In video games, I expect to fail a few times. That's the point. Video games take full advantage of the adage, "if at first you don't succeed, try, try again." Dynamic difficulty systems undermine my ability to learn and to eventually succeed. At the very least, games should give you the option to turn off dynamic difficulty. I'm currently playing through the new Prince of Persia, and I'm a fan of its respawn system. If you die, you are automatically brought back to the most recent time you touched ground. And during bass battles, Elika automatically saves you when you lose, and you're put right back in the fight, except the boss regains a good chunk of health. Part of the reason this system works is because the game has a uniform, baseline difficulty (super easy! zing!), meaning every players deals with the same levels and the same combat. For games like first-person-shooters, however, this may not work so well, and some sort of adjustable difficulty system might be advised. I remember playing some game recently, can't remember which, and having the option to change the difficulty at any time, which was really nice. Concerning Nintendo's Demo Play patent, I think what they're doing is a great idea. Nintendo is designing for its own crowd, parents, kids, most Wii owners who don't have the skill, time, or patience to put into mastering what could be considered a difficult. Additionally, Demo Play was show with New Super Mario Bros. Wii, and with four-player co-op, Demo Play will allow for the less skillful of the group to keep on playing while their friends or family figure it out for themselves. It is also important to remember that video games are a service for which consumers are paying; Demo Play is only allowing them to enjoy that service more if they get stuck. People play games for themselves, anyway; no self-respecting hardcore gamer is going to use Demo Play for a whole game and then say he or she conquered the game. Gamers like to be challenged, and will likely use Demo Play sparingly, but it also their right to use the system once they've stopped having fun.

GMartin's picture

It is a fairly complex system, as often difficulty can be based on poor mechanics, and what is supposed to be a "I am awesome moment" is just relief at finally getting past a particularily boring stamina excersise. I find most difficult games nowadays falling into the catergories of cheap design, and it is certainly hard to find the well balanced mammoth boss battles of games like metroid prime 1 and 2.

What is an interesting proposition is Assassins Creed 2s difficulty setting, where when entering a mission you can choose the level of synchronisation to attempt. The idea being that more requirements appear the higher the level you choose, and the rewards increase equally. This would allow you to adapt your difficulty as you move through the game, but also encourages you to attempt challenging situations, such as remaining undetected, or completing the mission in a time limit. This of course requires the developer to put things worth spending your hard earned gold in the game, and It will be interesting to see how this kind of challenge mechanic works in a story based game, but if its successful I wouldnt be suprised to see it turn up in the next GTA...

Ivor_Biguns's picture

"What I’d like is for the game to ask me whether I want to reduce the difficulty until the next checkpoint, at which point the game will return to its original difficulty setting. Or better yet, let me change the difficulty at any checkpoint, if I so choose."

No! Just play the game. Learn to play the game. If you're struggling at a particular section then play harder and get good. There is no game I have ever played that has presented a challenge (on normal difficulty setting) to me that could not be beaten with a bit of grit, determination and gamer skills. Sure it can be frustrating but the pay off for overcoming that WITHOUT tinkering with the difficulty is surely one of the most delicious fruits of gaming. That beautiful moment where you realise that final hit is gonna land, you've made that last tricky jump or beaten the goddamn chochobo race and you scream "yes!", throw your controller down and dance around the room. That's what gaming is all about. Jeez when did gamers become such wimps?

Jack_'s picture

I wish I was as lucky as you; you must only play good games. On the other hand, there are plenty of games with incredibly hard and mandatory segments that have nothing to do with the rest of the game's context -- minigames. The arcade games weren't what Donkey Kong 64 was about, it was the action/platforming. Yet I never beat the game because I couldn't beat one minigame that I couldn't progress without. Sandbox games are notorious for this. If it's not the main focus of the game, then I don't want it to be tough.

The real meat of the game I want to be challenging, though. I enjoyed Resistance 2 and the Riddick games all the more for their difficulties, and I definitely would've been immersed in Bioshock more if it was tougher. Modern FPSes are (mostly) easy-peasy, and I wish more games used dynamic difficulty based on the player's performance, since it's not like the difficulty choices at the beginning are really informative of how hard the game's going to be.

So basically, if it's the point of the game, make it pretty tough. If it isn't, and it's just a distraction along the way, I want to be able to go by it without much of a fuss.

Ivor_Biguns's picture

If you're properly stuck then get a couple of mates round. I guarantee you at least one of them will have what it takes to get you through it. :-).

StealthBadger's picture

I've still never managed to get through the electrocution on the original MGS, and see the "good" ending. Admittedly, this didn't stop the game progressing, but it's still a needlessly tough mini-game, in my eyes.

quietIdentity's picture

Just as well though cut scene for the death of Meryl is far better than if you save her. How old were you when you last played that game? I played for the first time in seven years just the other day and was able to beat the torture scene retaining a full life bar at the end of every round. However when I was young I remember Meryl dying and Snakes emotional monologue about no being a hero.