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Bit.Trip Beat, Difficulty and Me.
SurplusGamer | 11:25 AM on 06.16.2009 17 comments




Oh, how some people endlessly and boringly lament the decline of difficult games. There are plenty to be found, though, for those who would like to look. Mega Man 9, for example, is there for those looking for a more retro-styled experience but even more modern stuff such as Left 4 Dead on higher difficulties could hardly be described as 'easygoing.'

Then there's Bit.Trip Beat, a WiiWare release that has got me thinking about this whole issue of difficulty and forced me off the fence about it.

As an game, Bit.Trip Beat is admirably pared down. A Pong paddle which you move up and down by tilting the 'mote is all you need to play. The game sends a series of objects your way in very cleverly designed and rhythmic patterns for you to bat away. It's difficult not to marvel at the way the stages are put together and the whole thing is packaged in a delightfully retro feel.

The problem is, it's difficult in the wrong way.



Okay, let me explain this a bit. In each of the three long stages of the game, when you miss too many hits, it sends you into a black and white mode which is basically warning you 'stop making mistakes or you're out.' It's a cool effect and panic inducing in the good sense. If you continue to make too many mistakes and not enough successes, it's game over.

All of this is fine but the problem arises when the part I am having trouble with is, say, eight minutes into the stage. The way that you get better at a game, especially one like this, is by practice and that happens through repetition. So let's say I need to practice this section ten times to get it down. Well, that's going to take me eighty minutes to do and about seventy five of those will be spent just getting to the part I need to work on.

Not only that but the sooner people retry after failing (as long as it isn't in anger), the more likely they are to learn from their mistake, as they remember more clearly what went wrong. So that eight minute gap not only wastes my time directly but also indirectly - it makes it less likely that each attempt will teach me anything.



So I came to realise: it's not so much the difficulty of the gameplay - it really doesn't matter to me if an individual jump/rhythm/enemy/puzzle/whatever in a game is extremely hard. When it starts to get on my nerves is when the game takes away opportunities to improve.

Bit.Trip Beat's levels are ingenious indeed but even they are boring after too many replays in a row to get to the bit I am stuck at - and they are time-consuming too. These things are a barrier to improvement - I would like to get better and if the game gave me a better chance to do so I would still be playing it instead of on here writing about it. Even Mega Man 9 checkpointed once per level and before the boss so that I could at least give it a few quick-fire tries before being shown the door; in comparison this is just brutal.

So, games. Challenge me all you want. Bring it on. Do your worst. But when you do, you'd better make sure that my journey from pwnee to pwner is a pleasure and not a chore.



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16 comments | showing # 1 to 16

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Elsa's Destructoid Blog
Personally I prefer easy games and like it when games give varying difficulty levels to choose from. For offline gaming I just want to relax, so I usually choose the "easy" setting. When I want a challenge I generally play online competitive games... there is almost always someone better than me, so the challenge is always there.
... so no whining about the "decline of difficult games" from me! :)
Jesus H Christ's Destructoid Blog
You make some great points. It took me way longer than it should have to get past level two because the part I was having most difficulty with was about seven or eight minutes in.
Magnalon's Destructoid Blog
Decent write up, but honestly, I beat this game in a day, so I can't relate at all, but I'll try and understand how you feel.

So that eight minute gap not only wastes my time
The game is created while honoring nostalgic Atari 2600/NES mannerisms. Old Mega Man games also didn't checkpoint you as much as 9: this is just the way it was back then. I honor the developer's decision to put the "restart level" mechanic in the game, because nowadays, 99% of games have those "every 30 second checkpoints". In fact, I'd say the black and white world is even a privileged! A difficult game amongst a sea of ease was actually quite refreshing: plus, there's always levels 1 and 2 ;D

Also, for most games, just use the "easy" setting, like Elsa said: they have them. As mentioned, I liked your article, but there are way too many people whinging about "how hard/fake hard" games are, when the fact is, the overwhelming majority are laughably easy.

Most of the "game of the year" candidates coming out in 2009 can be beaten by the average gamer without losing a life on the default difficulty setting, much less easy mode. Plants vs. Zombies immediately comes to mind. Gamers looking for a challenge have to find their diamond in the rough. For others, ease is just packaged into their AAA games.
SurplusGamer's Destructoid Blog
@Magnalon -

I had a NES and earlier systems so I can totally appreciate retro difficulty but my argument is that sending you back so far was stupid then and it's stupid (and completely unnecessary) now.

Also, it's level 2 that I'm stuck on. And I'm not TERRIBLE at games.

@Jesus H Christ:

I think you were stuck at exactly the same place as I am. Bad news for me: I just squeezed past it, and there's a lot more level to go after that. I didn't finish it.
Tristero's Destructoid Blog
I loved this game, but I get what you're saying about difficulty and the ability to learn from your mistakes. In newer styled action games I definitely prefer the close to instant respawn. Uncharted did a great job with this.

However, for some games, especially retro throwbacks I don't mind the punishing difficulty. Along with the frustration comes a trade off: a palpable sense of thrill and accomplishment. If there isn't a punishment for not performing well (in this case, the punishment being some of your time as you slog back through the level), then you can't really experience the thrill of narrowly avoiding death. If the death is meaningless, you really can't get a rush from narrowly avoiding it.

In most cases I think your maxim holds true about deaths and applying knowledge you've learned from your mistakes instantly. But there are exceptions, and for me, Bit.Trip.Beat is one of them.
SurplusGamer's Destructoid Blog
@Magnalon -

Oh yeah, and I just remembered. Megaman 2 definitely had a mid-level checkpoint and boss checkpoint, just like 9.

But anyway, my point wasn't even that there should be checkpoints (though that would be one solution), just that there should be useful ways to help me get better at the game. It's practically a rhythm game, so a Guitar Hero style practice mode wouldn't have gone amiss. Or a mode which just throws specific types of pattern at you over and over, like Rock Band's drum trainer.
Magnalon's Destructoid Blog
@Surplus
Yea I didn't mean to make you sound like you were terrible, haha, sorry about that. I guess it's me ranting about how people think there aren't enough easy games, when it's actually the exact opposite: flawed design and all, it's welcome, for me.

Mega Man 2 did have a halfway checkpoint (I said it didn't checkpoint you "as much"), but on standard mode the difficulty was so hard, and extra lives were so sparing, it was much harder than MM9. In fact, Mega Man 1 is twice as hard as MM9, I'd say. I actually do think that MM9 had more than 1 checkpoint on occasion, but I might be wrong in that thinking.

As for the practice mode cop-out of Bit.Trip Beat? Lazy design, or time constraints on a bare-bones $6 game? We'll never know!
SurplusGamer's Destructoid Blog
@Magnalon

Not that I want to turn this into a Mega Man debate but I find Mega Man 2 -way- easier than Mega Man 9, and not just because I know it better. I'd say some MM2 levels are as hard as MM9, but the easiest MM9 levels are as hard as some of the hardest MM2 ones.

Also, I don't really count stuff like 'number of lives' as changing the difficulty. It certainly makes it harder, but only in a cheap sort of way. If games are going to be hard I think they should do it by presenting gameplay difficulties which take practice or effort to overcome, not by arbitrarily erasing my progress. I think those are different sorts of difficulty.
Magnalon's Destructoid Blog
@Surplus
On the American easy setting, MM2 is the easiest MM game out there. I would contend though, on the Japanese normal (American hard), setting, it's leaps and bounds harder than MM9.

Also, Heat Man>>>>>>>>>>>>Plug Man.

And yea, I agree about the unfortunate addition of fake difficulty, but it is there, and makes it harder, like you said.
Nic128's Destructoid Blog
Bit trip beat : I last like 10 minutes at most. I need more people, I can't do this by myself XD.
vexed alex's Destructoid Blog
Excellent post, SurplusGamer.
Jonathan Holmes's Destructoid Blog
I see your point, but I have to say that I would not have liked Bit.Trip Beat as much if it had more checkpoints. It's really exciting to have that seven or eight minutes under your belt and know that the pressure is on to survive that tough part that you know is coming.

I also think that playing the parts building up to the tough parts in the game does increase your skills. I definitely got better at getting into and staying in "the zone" the more that I played the game.
GLORNS's Destructoid Blog
Great debate :)
CommanderVideo's Destructoid Blog
Nice post Surplus! It's a difficult thing to master, difficulty tuning. And you'll notice that in BIT.TRIP CORE, the system is exactly the same way as BEAT. But for #3, BIT.TRIP ????, we've added something to help with your notion of practice--a notion that I agree with to a certain extent. To a certain other extent, though, I don't want to give away the win, you know? I'll be very interested to hear what you think of the difficulty in CORE and then the way the new system in #3 works out for you.

And @Magnalon, you can rest assured that you are correct, it was not because of lazy design. Your assessment of quick development and a small game are right on. We are but three men. :)

Pro-tip: Hold two controllers together and play a one-player multiplayer game for a bigger paddle! This is what we jokingly refer to as easy mode.
SurplusGamer's Destructoid Blog
@commandervideo

Thanks for the insight! I hope I didn't sound too harsh on the game, too... it's really -because- I love the design too much that I hate not being able to see half of it.

From the video of Core it looks like it may drive me equally if not more insane, but if it's as well made as Beat I'll still be all over it. Very intrigued about ???? though.
Ben PerLee's Destructoid Blog
Hmm, I have to say that this game is one of the few games that I'll come back too over and over again, even with the difficulty. I would be pissed if the game had more than 3 levels, seeing as I cannot get past the second one yet.

However, I do think it's kinda how you approach the game. I like giving the level a couple of goes every day in between other gaming sessions. Sure, it doesn't help me get in the zone, but I like it for its quick little bursts of play.

Also, I don't mind the 8 minutes in issue. I like that I can feel really pro at it, and sure, the blue bouncy balls can be annoying, but I feel that once i get those down, an immense sense of satisfaction will fall upon me.


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