As a kid, I would (and still do) get very excited after a game purchase, tearing off the plastic wrap and pouring through the manual as soon as I got in the car for the ride home. Before I even put the cartridge (and later, the disc) in the slot, I would know intimate details about the game's characters, settings, and controls. I couldn't wait to get home and start playing, but there is one thing that almost always got in the way - the difficulty selection screen.
Especially true for games where you go in not knowing anything about how they play, this can stop an eager player dead in their tracks. Games that present just 'Easy, Normal, Hard' are being lazy and straight up wrong. For giving you only three options, it's actually a lot of choice. Most games today are sufficiently complicated that this three option menu is far from ideal for representing the actual difficulty. What abilities or attributes are you losing by selecting 'Hard'? Do the levels change significantly, as in
Mega Man 10? Do the enemies get improved, more intelligent A.I.? There are countless such aspects that make a modern game difficult.
An example of what not to do. Might as well have no description at all, if you provide no information other than the glaringly obvious.
I think of myself as a pretty skilled gamer. When presented with this option, I almost always choose hard. However, this can backfire severely in some situations. In most games, like the
Resident Evil series for one, 'harder' means you die extremely fast and enemies are tough to kill, while ammo is scarce. As said, there are a lot of factors at work here that directly affect gameplay. Why limit the player to three options, when each option affects so many things? One should be able to pick and choose these factors individually, which would not be too hard to implement as they are able to be changed already (just as a group). There could even be presets, such as 'survival-horror', 'glass cannon' etc that would have these options set to a configuration that would make sense for the mode name.
For the examples above, the 'survival-horror' difficulty type could reduce ammo, make enemies stronger and the player weaker, while 'glass cannon' might move such sliders to have it so the player is extremely weak but able to dish out above average damage. Of course, 'custom' could also be an option letting the players fiddle with the sliders in a way that they would enjoy the game the most. Personally, I am not a huge fan of running low on ammo no matter what game I am playing - to the extent that I will sometimes not use a weapon in fear of wasting its precious ammo, only to complete the game and realize I never fired it once. I would set the sliders that would give me the most ammo, but lower my health to the minimum. That is the kind of challenge I prefer, and this mode of difficulty selection would allow players to truly play the game how they want to play it. The player can increase the challenge where it is fun for them, without being forced into something they might not want to change.
Ghost Recon: Sniper Elite had the right idea, letting the player see exactly what elements are being tuned.
Even a few sentences explicitly stating what the three main options of Easy / Normal / Hard do is a good step which many games are taking. I have been replaying
Half Life 2 recently, and noticed exactly that in the menu.
HL2 is also interesting in the way it handles difficulty, in that one is able to change it at any point in the game. I think this is great, but at a cost - if you are stuck, you can lower the difficulty and make a section easier to complete. Alternatively, you can increase the difficulty later as you get a better handle on the mechanics. However, with a method like this the player might forget it exists, especially if it is the case of moving up to a harder difficulty. A player might breeze through the game, having selected the easiest difficulty to begin with, and then feel less satisfied after completion having forgotten to ramp it up as they got better at the game. With all the statistics tracking in games these days, I don't think it would too hard to have the difficulty fluctuate based on performance (headshots, completion time, damage taken etc). I believe some games do this already, even. I know in the
Devil May Cry series, there was a point where I died many times, and the game asked me if I wanted to switch to an easier mode having sensed my frustration.
In the end, it's up to the player to decide what they find difficult, or how they feel like tackling a game. Presenting more (customizable) options to the player is never a bad thing in my opinion, as long as there are simple defaults for those who care not for such things. More control over the game environment equals a higher maximum enjoyment a player is able to get out of the game. Everyone has slightly different opinions on what is enjoyable, and also what is challenging, and such a system could accommodate that. A criticism I can think of is the worry the player will move all the sliders to make it 'ultra easy' mode, but I feel it is already easy enough to do that. My guess is, most players don't, because the right amount of challenge is really one of the largest contributing factors to why people play games in the first place -
fun.
One solution I can think of to the problem you stated in your last paragraph would be to scale the different options so you can't make the game too easy. Like if you were making it so you would have all the ammo, then the damage you do or the health you have would automatically go down. You would have to choose which ones you wanted the most, but you couldn't have everything.
Personally I tend to play most offline games on pretty easy settings. I don't really want a challenge, I just want to feel baddass and enjoy the story. I do a lot of online gaming and find my difficulty challenges in online play where I routinely get my butt kicked. Sometimes though... easy mode is too easy. I hate having to restart an entire game because I misjudged what "easy" was.
(Also, definitely didn't mean to self-fap)
I agree with Elsa that the difficulty sliders that you can adjust on the fly (like in Oblivion) are really nice.
That said... I have to say the difficulty slider in Oblivion really pissed me off - all it did was change how many times you have to smack the enemy before they died. Sure that is one way of making the game easier or harder, but I prefer an AI that actually gets better rather than just gets more health.
FUCKING A!
I agree with you with the difficulty sliders... on some games. I don't think being able to adjust everything would be poitive on all the games. The difficulty setting in some games is part of the gameplay, of how the game "is meant to be played" and it would loose that if you could just say "infinite ammo for me, please".
I love the idea of "Content Tourist" because average people (my sister for instance) would love to play games for the story, but they suck at shooting, even on casual in Mass Effect. They need a win button. I don't need to be lead around, but sometimes a game like Shadows of the Damned will have Paula in there to suck your face off no matter what difficulty it's on.
I'd like to see:
Content Tourist - You don't want a challenge, you just want to win.
Easy - You could play Veteran, but you want to see the ending.
Veteran - You know what you're doing and you want a challenge.
Insane - Either you want to die or you're Chuck Norris.
I always liked the idea of adaptive difficulty. The better you play, the more enemies that come at you while being more aggressive. As soon as you start getting your ass handed to you, the CPU eases up a bit. I find playing on higher difficulties usually means how "cheap" you want the A.I. to be. I almost always start on normal difficulty.
Since this post went up in the caps as 'I explain why I always pick hard' which isn't really what I was going for, I figure I should at least do that. I figure it is kind of like Bit.Trip Runner in that you tackle it again and again until your reflexes become so attuned to what is happening on screen you hardly need to think about the actions, and they start to come naturally. I love this feeling, it's why I (and most likely many others) like games such as it (and certain shmups and the like). I play on Hard so I am punished until I get really good at the game, which is very rewarding for me once I have achieved that.