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About
In loving memory: PAX 2009 (thanks ZombiePlatypus! And WalkYourPath, of course)


I'm Kauza, which is pronounced like cause-uh. My real name's Andrew Kauz, if you'd rather go for that.

I like talking to Dtoid people, so please add me on your favorite social networking site:
Twitter: http://www.twitter.com/kauza
Gchat: santakauz[at]gmail.com.

Basics: I'm 25, and I write things.

Eternal thanks go out to Y0j1mb0 for the amazing header image you see above. So, thanks, sir!

Look at some of the things I've written.

Things on the Front Page:

Mass Effect, Metal Gear, Moon Unit, and more: An interview with Jennifer Hale
The Future: Demanding more from the voices of videogames
Love/Hate: A plea to play as a female Shepard
A warning: Regrets from a former life and experiences yet unlived
Top ten games for people who hate Thanksgiving
The wrong thing: Being evil should be more like sex
Staying dry in a sea of spoilers is a matter of building a boat
Lessons on taking games just seriously enough
Come, take your pilgrimage to gaming's one true mecca
Here's to you, random-JRPG-dialogue-writer-man
The forgotten: Crushing disappointment at the hands of Crash 'n the Boys
The people who have the power to change the world
Improving game communities: Enough with the negativity
The draw of exploration: Antarctica to Oblivion, Shackleton to Shadow Complex
I suck at games: BlazBlue and a slapdash attempt at fisticuffs
I, the Author: My Everest
Untapped Potential: The Gamer's Education
Other Worlds than These: Our World, Only Different

A series sort of thing about status effects
Toxic Megacolon and other fresh status effects
Curse you, status effects, stop confusing my heart
Status effects are poisons that turn my silent heart to stone
Also check out the related forum thread.

The Fall of the Titans (wherein I talk about dead or dying gaming companies)

The fall of the titans part 3: What once was shall be again
The fall of the titans: Sega died so that we might dream of the future
The fall of the titans: Why do the giants of gaming die?

Stories from the Past (a series about my experiences playing certain games):

Stories from the Past: Tobal 2, Tomba! 2, and console double-vision
Stories from the Past: Diablo and the Dark Ride
Stories from the Past: What the f*ck, mom?
Stories from the Past: Xexyz and the battle aboard Turtlestar Lobsterica
Stories from the Past: The One-Balled Man-Bear
Stories from the Past: The Battle of Olympus
Stories from the Past: Suikoden 2

Storytelling (a series about, well, storytelling):

Storytelling: The Problem of Genres
Storytelling: Mass Effect, Vonnegut, and the Fourth Rule
Storytelling: Doing Nothing in "The Darkness"
Storytelling: The Power of a Single Line (Yeah, it was my first post.)

Other stuff that is good:

Lessons on taking games just seriously enough
A consuming power: The demon and the borderlands
Can games transcend good and evil?
Nothing is sacred: We won't let you go alone, but we have made a tragic decision
How Destructoid single-handedly changed my mother’s opinion of gaming
Why Tecmo Super Bowl is the greatest sports game of all time
Seven reasons that I will end you in creative ways if you don't play Folklore
Mother Nature and the Impending Death of the Gaming Spirit
Times Games Forgot: The Dark Ages
The Sins and Successes of In-game Collectibles
The Lock is Broken
When Music Surpasses the Game
Truckasaurus Rex and the Humor of Games
I Want to Cry (storytelling related, but not part of the series)

I have others as well that you can check out on my blog. You'll enjoy them or your money back.

Since it seems like the cool thing to do, here a list of my favorite games that is coming straight out of my ass and onto your computer screen, and in no particular order.

Fallout 3
Uncharted 2
Suikoden 2
Mass Effect / ME2
Metal Gear Solid followed by any number you can think of
Tales of Somethingendinginia (OK, and the Abyss)
Crackdown
Battlefield: Bad Company
Flower
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Who's ready for a shortblog on Bastion and a bit of a fireside chat? I hope you are! Let me start with the chat part. The big theme? How's everyone doing?

To be honest, life has been absolutely insane over the past few weeks, and it is only getting crazier. I'm going to be moving to the D.C. area in a matter of days, a move that I found out about a mere couple of days ago. Stressful? Yes. Potentially ruinous financially? Oh yeah. Awesome? Thankfully, yes.

Why should you care? Well, for one, I need to apologize that the craziness has kept me away from you, and might do so again for a little while. I have so much that I've been meaning to do: bring back a weekly community recap, start some new cool things in the blogs, etc. I'm incredibly thankful that the good Sir Mr Andy Dixon Man is awesome and has been helping out the blogs so much in my stead. But at the risk of you thinking that I'm all talk, I want you to know that I have a lot of things in store.

I also want to ask you how everything is going. Yes, you. I want to make sure to keep up a constant dialogue regarding what you want out of the blogs. It's less about system upgrades (though if you have a great idea let us know that too) and more about what kind of content you most like seeing, and what sort of fun things we can provide for you. How awesome was the Community CREATE? Do you want more of that? Want some cool discussion based things from us? Tell us what you like to read, and then we'll also be sure to try to provide content that you like and encourage others to create the same kind of stuff.

Also, sorry about those travel blogs. Tricky bastards.



Anyway, I do want to talk about videogames a bit too. More specifically, videogame. Even more specifically, Bastion, which I've enjoyed quite a bit. After finishing my first playthrough, I couldn't help but be a little disappointed in the whole "narrator" thing, and falling off of the world happened a few more times than I could really tolerate, but you can't deny that the game had some awesome character, incredible music, and was simply fun.

It also had the best approach to difficulty that I've experienced in a long time.

If you've yet to play the game, here's a little description of how the difficulty works. I can't imagine that this could be considered a spoiler, but if you're super sensitive to that sort of thing, I guess you could stop reading.

The game creates an added challenge by allowing you to activate the power of various deities. Each deity has a specific effect: one deity makes enemies regenerate health, while another makes them drop explosives when they die. Each deity also provides a nice experience and currency bonus to you. Want it to be insane? Activate every single god's power and get wrecked.

This is awesome for a number of reasons. Most obviously, it gives the player direct control over the difficulty rather than the indirect control afforded by most "hard" modes. Because of this, you can make the game more difficult in the way you want it to be difficult. Want smarter/harder enemies without a bunch of fuss? Go for it. Want crazier options like enemies that randomly turn invulnerable? Do that instead. You can make it just a little harder by turning on one option, way more difficult by activating them all, or anything in between.

I think my favorite part of this system, however, is the fact that it puts an actual reason behind each difficulty increase. It tells the player exactly what is going to become more difficult and exactly how the game will reward you. I like to know what I'm getting in to when I'm increasing a game's default difficulty; if I'm just going to end up hitting dudes thirty times more than normal in order to defeat them, I'd like to know ahead of time so I can break my fingers instead.

So, where does difficulty go from here? Can a system like this be improved? Are you crazy and prefer traditional difficulty levels?

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I'm not crazy, I think the idea of difficulty needs to do some serious evolving and game like Bastion are doing it right. I'll tell you what absolutely needs to stop though, and that's easy modes that aren't easy at all, like in Dishwasher Samurai. Easy should mean that anyone, even a beginner, should be able to smash through the game like it was nothing. I say this because as a designer, I want as many people to experience my games as possible. This can only happen if I let the people who want to take it easy and the the masochists have their fun.
First of all, welcome back, and good luck with your move! Also, please tell Barack I said, "Told you so."

Second of all, I played the demo for Bastion and absolutely loved it. (I wasn't at all put off by the narration, but I hear a lot were.) I didn't realize at the time how the difficulty choices worked, but that sounds phenomenal; certainly serves to make New Game + more engaging. Soon as I store up some more points, it will be mine :D

Third of all, boner <3
Interesting. It sounds similar to the skulls system in Halo games, but with a tangible reward rather than just bragging rights. Glad to hear you're doing well. Good luck with your new mystery job! D.C. is a lovely city. Just be prepared for everything to shut down when half an inch of snow falls.
Great blog! I think Fable used something like that with the brag system, where you basically said "I'll do this quest nude" and if you did you got more gold/xp. I didn't really use it there, but it sounds like when I finally get my hands on Bastion I'll be doing a lot
Bastion's difficulty system is very cool. I love that not only is it very customizable, it also functions as an in-game plot device, not just a knob you twist on a menu screen. Obviously that isn't something that would be appropriate for every game, but its nice to see it well executed in a game where it works.

As for C-blog stuff, I think I'm in the minority here but I wouldn't going back to Monthly Musings rather than weekly ones. We've seen some great articles out of these weekly topics, but IMO we've also seen a lot of fluff. I love the C-Bloggers, we have some brilliant people here. And I liked how the monthly musings encouraged those smart people to write long interesting articles. The weekly topics seem to encourage shorter two-paragraph comments more than full fledged articles. That is just my opinion though.

Maybe we can have both. Small and focused weekly topics and larger more broad monthly topics.
What Bastion did was very cool, but I didn't use it. I like to play my games on easy, but I do like that the difficulty is customizable to my desire.
I'm totally with you on the difficulty in Bastion. I love it. I played most of my first playthrough with 15-20% bonus xp going on. I'm on NG+ and so far succeeding with more like 45-50% bonus. It's crazy. It's pretty hard. It's super fun. Actually, turning on some of those skulls--ahem, deities--materially changes the pace of the game.

as far as cblogs go, the current state of things is not bad. I like some topics. I don't like others. I think maybe bi-weekly might be better, though. I often don't have the free time to develop an idea fully in one week, but usually can in two.

grats on DC
Aw, you're moving to DC right as I'm leaving for Boston! I hope you enjoy it here...I really haven't except for the food honestly. Then again, I hate politics ;]
I agree with Wrenchfarm and knutaf about the Musings. It can be a lot of work to fully develop an idea for the Musings, so perhaps spacing them out to every two weeks (or back to monthly) would be better.
Am I going to be seeing you in Seattle later on this month? I haven't seen you since East 2010, and that's a damn shame. Although, I'm glad to hear you'll be moving closer! Get yourself onto the Baltimore mailer, and register for Magfest!
I believe the controllable risk/reward difficulty is the games single most innovative feature. More so than the narration, which tapers off after a few predictable triggers and between story segments.

Good luck on that move.
I completely forgot about this game until now. I remember reading bits and pieces about it on here and thinking it sounded like a fun game to try. Being able to control your difficulty level is an added bonus, especially how much you can vary it. The narrator thing worries me, however. Seems like it would be a big distraction while playing the game. I'll absolutely try out the demo and take a look.
First, congrats about the job!

As for Bastion, I've yet to play it, but after listening to the soundtrack the only thing stopping me is $15.

As for the difficulty, I'm interested in the idea and yet at the same time a bit in the dark as I can't quite grasp the concept without seeing it.

Can't wait for new blog features, which are always a treat. If you need some muscles to help I'm always available : )
I hope your move goes well , I've been meaning to buy bastion for a while but Jim's review did put me off somewhat , however, after reading about the difficulty system I feel pretty excited about it. I'll start by downloading the demo so that I can examine how the combat feels, because that feels like a huge factor deciding if I'm going to enjoy it or not. And I'm with you , I would love to see this kind of difficulty system in other games, if they implant it well I think it could raise the replayability by a huge amount!
You're moving to the DC area?

What?!

WHAAAAAAT?!

Um...I live here! Let's do something!
I really need to get on with Bastion. Hearing lots of good things. $15 is the thing. :/ Maybe next weekend.

Setting your own challenges is a good move. its great when you can get some life out of the awesome gear you got in end game by ramping up the difficulty a bit.

Also good luck with the move!! Dtoid Baltimore / DC will be glad to have you!
Also, blogs.

Maybe work in a larger, general musing for the month for the long thinkers? seems like extra hustle for less yield, though...

Personally, i totally have had no time to spend on participating in the blogo sphere. The weekly gait isn't the thing, though: I write over like 2 days most times, if not one night. Just time and stuff. It looks like weekly musings are bearing sweet fruit.
Wow... you had to move with only a few days notice? That would indeed be stressful! Best of luck!
Bastion is super fun, and the controls are extremely tight when you're in combat and rolling all over the place to dodge. I would definitely recommend it to anyone on the fence. The narration is just some extra frosting on top of the cake, it doesn't really take anything away from the main game.

I definitely agree with the implementation of deities and the risk/reward that comes with them. It's also a welcome feature that, if you die with a bunch of them turned on, it immediately gives you the option to turn them all off and restart.
Good luck with the move and new job Andrew!
I am very happy to hear about the move, and I hope the Zero Cool listeners will be happy as well.

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