Hard Mode Unlocked – Why Difficulty in Games Matters

Default_picture
Wednesday, September 16, 2009

Editor's note: Gamers should be able to enjoy their games on whatever difficulty level they desire. Ben points out that while games may have settings that cater to the casual and the hardcore, they rarely have something for those in between. -Jason


Doom_Difficulty_ScreenLike many others, I enjoy something that challenges me to think creatively or that pushes me to my limits -- but then, with some perseverance, rewards me with something that's well worth the effort.

However, it seems that games are sometimes unable to straddle the risk-reward gap effectively. Some games, such as Batman: Arkham Asylum, showcase exactly what happens when difficulty settings are just a little bit too far apart.

Starting out on normal, I quickly realized that the visual indicators above enemy’s heads would likely make combat far too easy for the average gamer. If you know exactly when to hit a button, doesn’t combat transform into one long quick-time event, albeit one with slightly subtler prompts? Regardless, I persevered into my first stealth section, hoping that these would provide more of a challenge.

Short answer? Nope. Long answer? Hell, no.

 

The enemies were so brain dead that they didn't seem to notice an extremely burly man dressed in a cape walking around right behind them. The only time that they did notice me was when the last in a group turned around, petrified with fear, and unloaded almost an entire clip into Batman’s chest -- before falling over with just one punch.

Christ Almighty, I thought -- if Batman can take that much punishment, what's the point of stealth in a game designed with stealth as its key mechanic? I could just as easily make a racket and succeed.

So I decided to try again on hard, and dear lord, did that make a difference. Without those blue sparks, combat felt much more natural. I had to rely on my own sight to tell whether an enemy was going to punch me or not. The stealth sections become so much more rewarding when you know that even a second of gunfire could send you to a screen where Mark Hamill's Joker gloats at you for not being careful and letting an enemy see you punching one of his mate’s lights out on a catwalk.

Arkham Asylum’s hard mode made the game feel more like the experience the developers wanted it to be, rather than the watered down “My First Stealth Game” feel of normal. I'd hate to think what easy would've been like.

20061031-godhand

This got me thinking -- what difficulty is the right mix of challenge and reward? Surely God Hand, Clover’s beat-em-up extravaganza, is downright sadistic. You've got to pay attention after killing the last enemy in a room -- a blue demon rises from his body and will destroy you if you aren't playing a perfect game of dodge-and-hit.

That kind of game design needs to be taken to the nearest Swiss clinic and shoved through the door against its will, never to be seen again.

However, you get the opposite of this in games such as Teenage Mutant Ninja Turtles -- Turtles in Time Re-shelled, which provide so little challenge that clearing the entire game in one life seems not so much an achievement as a marketing bullet point.

Games need to find a sense of equilibrium when it comes to difficulty, be it dynamic difficulty like the first (and only) Sin episode, Emergence, or quite simply the God of War approach, which simply asks you (once you fail enough times) whether you want to try an easier option.

Difficulty in games is a tough subject. When it comes to difficulty in a game, what do you prefer -- getting punished or having your hands held? Or do you prefer something in the middle, which seems to be the road less traveled, but one that's more rewarding in the long term.

 
Problem? Report this post
BITMOB'S SPONSOR
Adsense-placeholder
Comments (12)
Default_picture
September 10, 2009
I don't think it should either extreme. There should be a gradual increase in difficulty as they introduce new concepts and mechanics. The problem with most games nowadays I find is that when a game is made from the group up to be "tough", it ends up just being punishing. That is a bad thing, because there are two types of difficulty. There is "unforgiving", where the PLAYER makes the mistake (Bad timing, etc.) and the game doesn't let you get away with that and the other is "punishing" where the player is punished by poor game design and sloopy controls. Most difficulty nowadays is because corners are cut and controls suck. Ever go back and play Super Mario Bros 3? That game is awesome because every time you die, it is because of you, not the game. You missed the timing of a jump, miscalculated a distance or something else. Now that games try to have all these controls and so many buttons, it leaves a lot of room for error. That error translates into circumstances where the player is punished for something out of his control (controls and poor gameplay mechanics). Difficulty is fine, as long as I'm punished for something me, the player screwed up on in the game. Not some silly developement choice.
Redeye
September 10, 2009
I write a whole lot of difficulty related articles on here lately. I'm usually on the other side of the spectrum. I think games need to focus less on difficulty. Particularly memorization based difficulty and things that require too much trial and error. Ultimately our goal is the same I think though. People need to make games that allow the player to choose their level of challenge and provide reasonable means to do so. If a game is completely a cake walk all the way through it would lose many hardcore gamers, but if it's a masochists dream it would lose gamers with less patience. The newest batman game I think doesn't really work for you because it was designed to be easy first and foremost, then all the difficulty was things they added on after the fact that don't really mesh too well with the game's design. Meanwhile it doesn't work for me because I liked that it was designed to be easy, but near the ending half of normal mode they throw in tacked on stuff to add challenge that really adds nothing to the game.
Default_picture
September 10, 2009
David, You are absolutely right. when a game is punishing, its absolute hell to play. god hand was my example of this. the fact that the tank controls make it hard to face your enemy quickly means that often a lot of unfair hits are gained on you. Your Mario 3 point is spot on, and that was my major plus point with batman on hard. when i died in those stealth sections, it was because my patience got the better of me and i suffered for this. As long as the difficulty in the game is skewed towards the player, and not the developer's own intentions, then the experience of playing the actual game is a load of fun, and not an exercise in frustration.
Lance_darnell
September 11, 2009
Is this your first Post on Bitmob Ben? If so, Welcome to the Mob!!!!! I love difficult games as long as they require skill and not just trial and error, so I guess I agree with Jeffrey. However, Ninja Gaiden on the hardest difficulty is evil personified.
Default_picture
September 11, 2009
thanks for the welcome lance, this is indeed my first post ;D hopefully there will be many more!
Robsavillo
September 17, 2009
I agree completely with David, as well. Spot on. Ben, you should give [i][url=http://www.demons-souls.com/home.html]Demon's Souls[/url][/i] a try when it's released in North America this October. I'd argue that this game handles difficulty perfectly.
Default_picture
September 17, 2009
Great post. My favorite games are usually the ones that don't have dynamic difficulty levels- where everyone is on an assumed 'normal' difficulty. In games with mutliple options I always play through first on normal. If I find there's no challenge in that I'll bump up to hard- but to be honest I usually don't put the time in to play through on the upper difficulties. It just makes the game more like work than fun. Then again I like grindfest JRPGs just fine and that's as much like work as Bioshock on hard, so I suppose that might nullify my point.
Default_picture
September 17, 2009
I like games which give you an option for something in the middle. In terms of Arkham Asylum, I went normal because I didn't exactly know what I was getting myself in to, so the default tuning seemed fine. My goal is more to experience the content and have some fun doing it. I did the same thing with Mass Effect because I don't play RPGs, so I figured the default difficulty would be the right one for me. If it's in a genre I'm familiar with, I tend to bump up the difficulty a notch to give myself a challenge, especially if it's a PC game with saving anywhere. For example, I never considered playing Half-Life 2 on anything but the hardest difficulty.
Default_picture
September 17, 2009
Good point on the God of War approach. Instead of "Continue?"s (which have already gone extinct, by the way), just lower the difficulty. How could Batman:AA have done the opposite? At what point can a game say "hey, this guy's pretty good, let's offer him a bigger challenge"? And something similar happens in Bowser's Inside Story. It's an accessible game by design, but in some cases it's too wordy for experienced players because it's trying to cover all the bases. There used to be "Do you want me to explain this?" dialogues, where the default option was "Yes". But they're not very enjoyable; you either feel like an idiot because you *do* need the explanation, or you feel like an idiot because in your haste you didn't move the cursor and selected "Yes" anyway. So I can see why the Bowser designers decided to make it all mandatory. Again, how can Bowser's Inside Story determine that you're an experienced player and therefore it needs to cut down on the hand-holding?
Default_picture
September 17, 2009
I've yet to play it, but I hear that Guitar Hero 5 has difficulty that automatically adjusts to how the player is doing in-game. And I think Left 4 Dead does something similar. This seems like the way difficulty in games should be handled, because playing a game through on a difficulty that's too easy kills the experience for the second time through on a harder difficulty, and a game that's too difficult the first time through discourages the player to play through it.
4540_79476034228_610804228_1674526_2221611_n
September 17, 2009
I've always thought that "difficulty level" options in games should be renamed to "AI cheapness level" Or here's a good example of what a 5 tier difficulty level should be named in a game: 1. Easy as shit 2. Still easy as shit 3. Normal (yes, easy as shit) 4. Ridiculously more difficult than normal for no good reason 5. Nobody will play this mode.
Default_picture
September 18, 2009
Hey does any remember how changes in difficulty worked in some of the old N64 games, most notably goldeneye/perfect dark and Lylat wars(aka star fox 64)? The difficult spikes in the goldeneye/perfect dark added not only tougher enemies, less ammo etc but new areas and objectives to completer. Opening up new content basically. Providing incentives for repeated play throughs besides the challenge. Star fox is also interesting in the way it handled level difficulty, in that, the player's skill level would determine the pathway to the end boss. The way could be easy or difficult depending on the skill level of the player. A dynamic difficult something which never took off. I would love to see these kind of approaches return.

You must log in to post a comment. Please register if you do not have an account yet.