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Telephis
Difficult Difficulty Selection
Telephis | 12:36 PM on 10.29.2011 14 comments




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.



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14 comments | showing # 1 to 14
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bbain's Avatar - Comment posted on 10/29/2011 13:07
bbain
Interesting ideas. I've never thought about having customizable difficulty options. I almost always choose the normal difficulty, because to me that means that was the game the developers originally intended to make. Then if I want to play the game again after beating it, I'll usually choose the harder difficulties.

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.
Telephis's Avatar - Comment posted on 10/29/2011 13:09
Telephis
That's a fantastic idea, bbain. Reminds me of only having a certain amount of points to spread out among your stats in an RPG, picking and choosing trying to play to your strengths. Good thinking!
Elsa's Avatar - Comment posted on 10/29/2011 14:52
Elsa
I like games like Oblivion that have a difficulty slider and you can adjust it at any point. Sometimes it's just one section of a game and you simply want to get past it, while other times you may feel like more of a challenge.

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.
Telephis's Avatar - Comment posted on 10/29/2011 15:34
Telephis
Exactly - it should be clear from the start, especially if the game does not allow you to switch after significant progress has been made.
(Also, definitely didn't mean to self-fap)
princevaliant's Avatar - Comment posted on 10/29/2011 15:47
princevaliant
Major FAPing for the M:tG pc game picture!

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.
Atlas's Avatar - Comment posted on 10/29/2011 15:57
Atlas
Oblivion was always on easy for me, the combat sucked on hard. They just blocked everything and took forever to die, there was no skill to it at all, which is hugely amplified on harder difficulties.
princevaliant's Avatar - Comment posted on 10/29/2011 15:59
princevaliant
@Atlas

FUCKING A!
Telephis's Avatar - Comment posted on 10/29/2011 16:46
Telephis
Yeah, didn't like that too much about Oblivion, there were so many other ways to make it harder that they ignored, I felt.
Sir Davies's Avatar - Comment posted on 10/29/2011 18:07
Sir Davies
Yeah I usually play on normal except on fps which for me are really easy even on the hardest difficulties. In other genres like survival horror I don't even try to play on hard lol.
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".
Telephis's Avatar - Comment posted on 10/29/2011 18:26
Telephis
Well Sir Davies, I wasn't thinking of such extremes as no ammo <--> infinite ammo, more along the lines of the frequency of ammo caches or how full a clip is from an enemy weapon you pick up. With unlockable cheats, though, it could very well implement the infinite ranges.
N-effect-human's Avatar - Comment posted on 10/30/2011 21:56
N-effect-human
I play single player for the story and to feel like a fucking badass so I always start on Easy. If it's a fun game I'll replay it on Insane (Gears of War is a notable example).

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.
CelicaCrazed's Avatar - Comment posted on 10/31/2011 09:45
CelicaCrazed
Good read!!

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.
enteringoblivion's Avatar - Comment posted on 10/31/2011 13:55
enteringoblivion
I like this idea. I hate really challenging gameplay. I don't want the game to be too easy but I find myself picking the easy option more often simply to avoid possible future frustration. It would be good to have more control over what I'd be facing.
Telephis's Avatar - Comment posted on 10/31/2011 14:13
Telephis
Thanks you guys. The 'cheap' A.I. is a major problem in my eyes, when ramping up difficulty could be about so much more than enemies with supreme omniscient knowledge of your every move and aim like you are wearing a bullet-magnet suit.
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.
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