games  anime  |  toys
Destructoid is gaming news, community, videos, and sometimes love. Take the tour or jump in with Facebook:

 


A difficult subject photo

[I had no idea that a Cblog on the subject of difficulty was written, or that it would get promoted. Now you get to read two articles on the same subject.]

Difficulty in videogames is a subject that crops up often. Retro fans lament how games are getting easier and easier. Reviewers are often called out for "sucking" at a game if they mention any unforgiving elements or perceive an unfair challenge. It's difficult to tell where skill level ends and the game "being cheap" begins. Difficulty is, in and of itself, a difficult subject to tackle. It's also been weighing on my mind for a while.

There are difficult games that I enjoy playing, and difficult games that I do not enjoy playing. Sometimes it is because of the difficulty itself, or sometimes it's in spite of it. As I look back on the various games I've played and how their challenge levels enter into the enjoyment, I've been able to collect examples of what I call "good" difficulty and "bad" difficulty, and I've also been able to consider what it is about certain hard games that are so unappealing to me.

Read on as we examine what a game needs to do in order to adhere to the tradition of good difficulty, and how bad difficulty can ruin the experience.

One of my favorite games of all time is Metal Arms: Glitch in the System. The obscure third-person shooter stars a little yellow droid named Glitch who must save his enslaved friends from the evil Milbots. It was incredibly fun, but it one of the most challenging games of the last generation. The thing was seriously tough, with near-invincible enemies being thrown at you regularly, punishing boss battles and relentless robot-on-robot violence. It was a very hard game, yet I loved it.

Another taxing game of the last generation was Dragon Quest VIII: Journey of the Cursed King. This was an old-school RPG through and through. You know you're dealing with a hardcore roleplayer when you're on the last boss and your character's HP isn't even out of double digits yet. DQ VIII was tough because it constantly limited you. Experience was handed out in small doses, and benefits for leveling were not astronomical. Still, I loved the almighty bloody Hell out of that game. 

WWII stealth game Velvet Assassin was, by all accounts, a bloody awful game. One of the big problems I had with it was that it was quite difficult, due to the weakness of main character Violet and the extreme limitation imposed on her ability to sneak around. I was turned off by the difficulty for sure, yet it was not more challenging than Metal Arms. Not by a long shot. So, why was the difficulty a problem in Velvet Assassin, and not in Metal Arms

I am also currently playing Black Sigil: Blade of the Exiled on DS for review. This is another game with a challenge level that I absolutely cannot stand. The encounter rate for random battles is horrendous, with fights occurring literally every two seconds in some areas. The game also has considerably incremental stat boosting with each level, and limits characters in very much the same was as Dragon Quest VIII did. However, it is not as challenging as DQ VIII, yet I am consistently turned off by how hard the game attempts to be. 

With these examples, the simple fact is that a difficult game needs to be able to justify its existence by being excellent. If you're going to do a hard game, you need to be able to validate it, as far as I'm concerned. I sometimes feel that developers think it's "enough" just to make a game hard and people will flock to it with their arms wide open. In some cases this is true. However, if your game is mediocre to start with and you've ramped the difficulty up, I can only use one word to describe that title:

Arrogant. 

It takes a degree of pure arrogance, I feel, for a game to make you work hard for something that is not worth it. This is the problem with both Velvet Assassin and Black Sigil -- they have nothing worth fighting for.  Velvet Assassin's story is barely there, and when it is there, the poorly acted scenes where nothing at all really happens serve only as a slap in the face to whatever poor gamer worked so hard to get there. These games forget the idea of "risk and reward," where what you invest into a game should be reaped back. 

Comparing Velvet Assassin to Metal Arms, it's easy to see why difficulty was only a problem in the former. The bland and boring story of Velvet Assassin is put to shame by the constantly humorous, tongue-in-cheek and sometimes subversive humor of Metal Arms. Despite being balls-hard and often frustrating, the humiliation and pain was always worth it, because the game delivered not only amazingly violent gameplay, but a story and dialog that was truly worth the effort to reach. Why the Hell should anyone put themselves through Velvet Assassin's challenge? What were they getting out of it? Nothing. Absolutely nothing.

Black Sigil wants so much to be Chrono Trigger (an insult in itself) but it could not hope to be such a fine RPG. Its story is not as interesting, and the gameplay is pointless and convoluted, trying to take Chrono Trigger's battle system and adding needless movement commands. The game demands so much, yet gives nothing to the player in return. Once again, you contrast this with DQ VIII, and you can see why I don't mind the difficulty of one game but can't stand it in the other. DQ VIII's attempts at humor, unlike Black Sigil's, do not fall flat on their face. The story is presented with charm, the characters are genuinely likable and the player feels like they are constantly getting something for all their hard work.

The lesson here is that if you're making a hard game, you better make it good or you're just slapping people in the fact. A bad game is bad, but a bad game that is a bitch to play through is ten times worse. This is why reviews will bitch about the difficulty in one game and yet praise a title that's much tougher. It's all about how you do it, and some games do it badly. 

There is one form of difficulty that kind of disgusts me, and I call it "hard for the sake of hard." This is often found in Japanese action games. The genre is a particular favorite of mine, but the way in which some Japanese developers try and force difficulty down your throat, seemingly just to inflate the metaphorical penis of the person who designed it, is rather obnoxious, and sometimes really turns me off. These games exemplify the issue of a developer thinking that all he needs to do is throw a fuck-ton if enemies at you, beef up their attributes, and he has a Triple-A videogame on his hands. 

However, playing the Devil May Cry and Ninja Gaiden games, I sometimes see what I perceive to be a hint of desperation there. A developer drowning the player in "challenge" as if to try and prove something to himself and the hardcore gamer. A game marketed on how hard it is has no appeal to me, because I know the developer has simply ramped up the difficulty by making it cheap -- merely surrounding the player in opponents and saying "deal with it." It's a style of development that has been popular since the days of the NES, when games like Battle Toads did nothing but force extreme trial-and-error and armies of difficult opponents into the game with no thought towards balance and fairness. At least back then, there wasn't much else to do to make a hard game, but it's odd that some developers still think like it was twenty years ago. 

The main point here is that I don't even consider games like this a challenge, because that affords too much dignity to what was actually done. It's not a "challenge" to stack the odds against the player and make them attack enemies mindlessly until everything is dead. Any developer can do that, and ones that show off how "hard" their game is with crowds of enemies that take cheap potshots at the player really have nothing to boast about. Yeah, sure, Ninja Gaiden is "hard," but it doesn't take a genius to work out that if you beef up a load of ninjas and make them gang up on another ninja, the solo guy will probably get raped. There is no style, no finesse and no class to the difficulty of a game like this. They may be very good games (as I said, I like Japanese action games) but a game desperately trying to be hard for the sake of hard.

It reminds me of how Mirror's Edge expected critical praise and accolades simply for being different. Some games seem to be made just to be "hard," with little regard to any clever level or enemy design, and they garner praise from a jaded public who are sick of games that are too easy in the same way "innovative" games garner praise from those bored of the same old shooters.  People who are sick to death of one thing will easily accept the other, just because it's different, and I think that's the mentality that a lot of so-called "challenging" games are made with.

There's nothing wrong with difficulty in games, obviously. It's true that way too many games are being dumbed down and over-simplified. There are many games out there, far too easy to be considered interesting. However, it goes both ways, I feel. Once a game crosses a certain challenge threshold, it too becomes as boring as an easy game. This is why I'm rarely a fan of Atlus titles. It's true that some of those games are pretty well crafted, but when you get that hardcore and impregnable, it's as boring as Prince of Persia's "press A to do everything" gameplay. At least to me, personally. 

A hard game cannot just be hard to make me care. I am more than happy to play a ridiculously difficult game, if and only if, it's also well designed and with a story or something rewarding enough to make me feel like I'm not wasting my time.  Too many games that try to be difficult these days forget that, and I don't have enough time in my day to be frustrated by something that is going to demand so much and offer nothing of value in return. Basically, a game that wants to be hard should deserve to be hard.

Sadly, I think the last games I played that truly deserved to be as hard as they were actually might have been Metal Arms and DQ VIII.

[Further reading: Check out Colette Bennett's Difficulty Arc: How frustration ruins the gameplay experience]


Continue: More Worth thinking about stories





prev 50 comments
next

60 comments | showing # 51 to 60

Eve's Avatar - Comment posted on 06/21/2009 11:10
Eve
Essentially difficulty and subsequent frustration is measured by what kind of gamer you are.

On the one hand we have the gamer who gets off on a kind of "memorization" difficulty - which I think could include anything from early platformers (where you had to know each level off by heart in order to save those precious lives) to something like guitar hero (hand-eye coordination is required, but there's also a degree of pattern memorization)...

On the other hand there's "problem solving" difficulty. Adventure games like Zelda or detailed RPGs like Fallout require thorough exploration and research in order to solve the problems of the game's characters.

Each can be viewed as frustratingly diffucult to the opposing gamer. I personally fit into the latter category: I despise putting in the effort to memorize levels etc, and yet seem to have no problem devoting hours upon hours reading dialogue trying to pinpoint where my next quest location is. But to the "memorization gamer" this kind of leg-work can feel unfocussed and boring. I understand this.

Perhaps I'm over-simplifying the issue at hand. I can however admire the dedication of those who play games the kind of games I find frustratingly difficult - but ultimately we all play for games for our own enjoyment. Call me a "crappy gamer" but I'll stick to my adventure/role playing games because that's the kind of game I find rewarding.
Fleet3000's Avatar - Comment posted on 06/21/2009 13:33
Fleet3000
games that cause me to throw my controller in anger from the frustrating qualities in it is not a game i enjoy playing. therefore, i validate playing it because of the achievements. or at least the ones that are fairly easy to get.
Nic128's Avatar - Comment posted on 06/22/2009 09:29
Nic128
There are so much things I agree on with your article, yet, I can see the point in others who disagree with you.

I'm like, that's totally true the game validates itself with the reward it gives you. Nothing more satisfying then beating a good game's hard mode (Metroid prime's hard mode for instance was freaking hard, but such a good game, therefore, the level of satrisfaction is given a boost)

And I'm also like "If I suck at this game, and it doesn't appeal to me, so it's a bad game." Then I agree on the counterpoints of the comments, I lack skills at that game. But I don't like that game, anyway.

It all comes down to the player itself. Do you like that game? Do you think its hard mode is justifiable? Good, play it. But don't go calling others pussies for not liking the hard parts.

Also, cocks.

............................

Note to myself : Make up your *** mind.
Skylance's Avatar - Comment posted on 06/22/2009 12:50
Skylance
Good read, and largely I agree with you. However, for those bitching about NG and DMC, I've never really understood how they got such a reputation for difficulty. I mean, at their highest difficulties, sure, but their normal modes aren't anything too hairy. I almost think people are psyching themselves out into believing a game is more difficult than it is. NG1 and 2, on normal, is a piece of cake. Really. Just keep moving, memorize three or four useful combos for each of the weapons, learn what situations each of the weapons is useful *for*, learn when it's better to dodge or block, and you should be straight if you pay a little attention to what you're doing. It's really not hard. At all.

Unless, of course, you're talking about Master Ninja mode. I mean, I hope people aren't setting games on their hardest settings, then expecting the game NOT to rape them. It's fucking absurd, like getting pissy at Guitar Hero 3 because Dragonforce on expert is difficult. Well no shit, what did you expect? If you set a game to "difficult", it stands to reason that it'll be, you know, difficult.
Holyetheline's Avatar - Comment posted on 06/22/2009 13:20
Holyetheline
If you have the patience for CoD grenade spamming than hard for the sake of hard isn't as bothersome.
Dexter345's Avatar - Comment posted on 06/22/2009 17:57
Dexter345
Reminds me of EndWar. I had a blast playing through on Normal, but playing on Hardcore is completely ridiculous. It's not that the AI is *better* on Hardcore (well, it is in one minute way), it's just that your opponents have units that always outmatch yours. No matter how strategic you are, if you are afforded the same number of units, and the enemy's are stronger, there's not much you can do about it. Lame.
ThaFNFreak's Avatar - Comment posted on 06/22/2009 18:07
ThaFNFreak
I tend to break it off into three distinct categories. Difficult, Frustratingly Difficult, and finally just Hard.

Difficult games are any games where the difficulty is a factor you can change, and still manages to enhance the game at whatever difficulty level you choose. A good example is any Resident Evil game, if you choose a higher difficulty, you may end up with zombies that do more damage, and less ammo for the weapons you use. However, despite these hinderences the game can be finished and enjoyed. The ways the developer attempts to hinder your progress in the game affect the game sure, but they can be overcome by being good at the game (having good aim to get more headshots on zombies) or by playing the game smartly (getting zombies to gather near a barral so you can blow it up and take a lot out with little ammo.)

Frustratingly Difficult games are ones that a person cannot change the difficulty of, or even if they can the harder aspects remain in no matter what. RPGs are the games I think of most when I think of this, be it through a sidequest or trying to obtain a rare item. In Earthbound if you want Poo's Sword of Kings or Ness's Gutsy Bat, you have to get lucky and hope there's the 1/128 chance enemy that can carry it drops it. In addition, these areas can only be visited once. They are not essential to beat the game, but very helpful. You can't control anything about the difficulty when trying to obtain them, but they also don't hinder the game. If the items were essential to the game, then this would qualify in the final category.

Hard, any retro or modern game which is favorable to the enemies to the point where it is close to unplayable. These games can be good or bad, for example Devil May Cry 3. The game is extremely difficult, enemies are overpowerful, powerups are difficult to obtain, and sometimes luck determines if you win or lose a boss battle. However the game itself is enjoyable, and if it wasn't for the crippling difficulty this game would possibly be the best in the series. However this is just an example of a game that has it's difficulty as it's one flaw. In a retro game like Super Mario Brothers 2: The Lost Levels however difficulty ends up enhancing it's other flaws. With beneficial powerups few and far between, compared to powerups that can kill you nearly everywhere. Jumps that are at the very limit of how far your character can jump, leading to very easy deaths. And of course areas where enemies must be carefully avoided for fear of instant death. The flaws in both games sound similar. Yet Devil May Cry has the feeling like the developer wanted the player to be challenged, and just went a little overkill on it. Mario 2 gives you more of the feeling like the developer wanted you to be frustrated, and stop playing when you couldn't continue anymore. It's a fine line, that needs to be treaded carefully.
Gryzor's Avatar - Comment posted on 06/23/2009 10:44
Gryzor
Wasn't Swingin' Ape bought out by Blizzard to finish Starcraft: Ghost? Since that game never panned out, it was kinda assumed they ended up in the WoWmines like the rest of Blizzard's rank-and-file.

(Maybe they'll be able make their own games again after Pharaoh's pyramid is done..)

Either way, it's pretty discouraging that it had to happen to such an obviously talented team. :P

Back on topic: if I read the words 'hardcore' or 'pussification' again in reference to a videogame, I think I'm going to throw up. If it's that much of a hangup to you, I'd recommend lightening up a little, cramming your silly gamer machismo and playing some Kirby.
FatherChesz's Avatar - Comment posted on 06/25/2009 13:45
FatherChesz
I didn't see any mention of Call of Duty 4 on here. For the most part, I thought it was great, then I played the end of the sniper mission with Lieutenant Price and Captain MacMillan. Holy shit. God damned grenade hail if you sit still, dogs attacking you if you try to move, and if you stand up you get shot from 3 sides. I had to hide between the apartments to pass that mission. This just seems like unfair game design. I finally got to the Mile High Club. This really struck me as old-school game design here. The only way to get through it is pure memorization and blind luck, since the enemy spawns and friendly AI is random at best. I won't ding them for this one, but damn if I didn't nearly snap the controller in two trying to play this level. Still haven't bested the bastard.
Scrixx's Avatar - Comment posted on 07/04/2009 08:54
Scrixx
Man you're so picky and whiny. You're supposed to feel that it's a tough battle after another, not "waaaaaaah, there's more of them and one of me" (NG/DMC).
prev 50 comments next

Comment with Facebook





Click connect and comment instantly!

Comment with Dtoid





New? SIGN UP - it takes 5 seconds

Comments policy

Destructoid is an open discussion community. You don't need to "audition" to post a comment - just speak your mind. We respect differing opinions on the site, so have at it. Be smart, funny, insightful, clueless, or cute -- but back it up with substance. Keep your cool, keep it fun. We only ask that you act respectfully and above all: don't be a troll and ruin it for everyone else. Don't bring down gamers or we'll, you know, gently shoot you in the face and stuff you into a flaming mailbox. Each comment is your opportuntity to make this community awesomer. Is that even a word?

Avoiding the banhammer only requires common sense: spamming, trolling, racism, NSFW stuff, and other forms of sucking will not be tolerated. If anyone is griefing please report abuse. Be good. Don't suck!

 
New on Destructoid.TV play all videos

Loading
Loading Destructoid Videos


    Win this!
    Dive in! meetup+play for a chance to win a PC

    Dtoid Twitter    Got news?   tips@destructoid.com

    Reviews & Previews
    Resident Evil: The Darkside Chronicles review
    Left 4 Dead 2 review
    Call of Duty: Modern Warfare Reflex review
    Arkedo Series - 02 SWAP! review
    EyePet review
    more reviews
    Legend of Zelda Spirit Tracks
    Monster Hunter Tri
    Hooking onto, under and above Just Cause 2
    PS3's 256-player MAG
    Rooms The Main Building
    more previews


    - The Dtoid Army is 50742 strong -

    Showing Cblogs with 3+ faps   show all

    Call for entries: do the wrong thing

    New to Dtoid? Read the survival guide




     Originals
    Jim Sterling: The ultimate PC gamer to-do list





















    More Destructoid Originals




     Popular now more






















    Team Destructoid   tips@destructoid.com
    Nick Chester
    Editor-in-Chief
    Niero
    Founder, publisher
    Jim Sterling
    Reviews Editor
    Hamza Aziz
    Community Manager
    Dale North
    News Editor
    Rey Gutierrez
    Video editor & director
    Anthony Burch
    Features Editor
    Colette Bennett
    Tom Fronczak Brad Nicholson
    Ashley Davis Ben Perlee
    Conrad
    Zimmerman
    Chad Concelmo
    Jonathan Holmes Jonathan Ross
    Brad Rice Jordan Devore
    Will Maddock Matthew Razak
    Dyson Joseph Leray
    Topher Cantler Samit Sarkar
         
      Dexter
    Adam Dork
    Daniel Lingen
    Hollie Bennett
    Joe Burling
    Mikey
    Stella Wong

    Josh Tolentino




     

     
      get involved

    register or login
    post a blog
    post a forum
    enter a contest
    contribute a news tip
    suggest a feature
    be a guest editor
    support

    new member's guide
    login assistance
    tech support
    report abuse
    email our editors
    read our dev blog
    nuclear crisis?
    keep in touch

    RSS feed
    Twitter
    Facebook
    Myspace
    Flickr
    Game nights
    Meetup+play online
    seriously

    about Destructoid
    advertising
    terms of use
    privacy policy
    jobs at MM
    buy our crap
    our network

    Tomopop
    Japanator
    Despingation?




    Destructoid is an independently-run publication forged by our love of video games and the gaming community's need of accountable enthusiast press
    living the dream since March 16, 2006