
A few edits made for clarity.I read a
post on fighters being primitive recently in terms of the evolution of game design, and they are (I don't want that to change;
vi is just about the perfect text editor, and the fighting game format is good for what it does). One of the things that it listed as being a primitive design was the execution-heavy emphasis of the games. By this I mean performing a
simple combo like Athena's 2A, 2A, A, 623C combo in KOFXII requires a good bit of practice and skill, and you have to be able to do it on the fly in a heated context. The author was absolutely right. This
simple combo requires practice and skill to get its execution up that almost no genre today really requires. Let me rephrase that, "no genre requires".
The author didn't complain about it but rather states that he likes fighting games as they stand. I tend to agree. What it brings to my mind is whether this is good or bad design in general. There is no question that it is primitive. We have moved away from it in general.
There are several signs of this. First, as an example, a couple of years back I was playing Halo 2 with my little brother. It was on Legendary co-op, and naturally, we were mopping the floor with everything. I made the off-hand remark that games now are generally substantially easier than they used to be. He boasted that they aren't, and that he could beat anything I put in front of him. So, I hooked him up with Mega Man X. He failed to pass the opening level (the one where Zero rescues you). I had made my case. That was a ridiculously easy level.
If this were isolated, I could chalk it up to the fact that he is used to 3D games, but in general, I find the same thing happens over and over. People who play more contemporary games simply cannot play the older difficulties. One friend of mine coped with the decrease in difficulty by adding his own checks: He made a point of going through the aforementioned Halo games without dying. If he did, he restarted.

However, there's been a resurgence of old-school difficulty in games. First, we have Ninja Gaiden. When it came out on the Xbox, it didn't even include an "easy" difficulty. When they released the Black version, it taunted anyone who played it on Easy for not being a real ninja, and Easy could only be unlocked by failing over and over on Normal. Its bosses were old-school pattern bosses. You play the boss, watch the boss, die, rinse, repeat.
It's not alone, however, on the current gen, we have Ninja Gaiden 2, and a whole slew of games. Bionic Commando: Rearmed makes you work for what you wanted, even if it isn't as punishing as the original BC was. Mega Man 9 deliberately played up the old school difficulty all the way down to the moving blocks...dju dju dju. I've played newer RPGs pretty mindlessly, but when I loaded Dragon Age on my PC, I got killed for doing it. It doesn't drop much. I can kill a couple of dozen enemies without a drop, and I didn't get a healer right off. It's not super difficult, but it will kill you if you aren't careful. I've heard that, aside from the ridiculous "let the game play for you" feature, New Super Mario Bros. Wii retains some of the old school difficulty.

It does seem difficulty is coming back a little. Those aren't the only games that go in that direction, but I think it reflects a trend. I think the games got easier on average, because of the casual gamer. The same ones that tell me in Street Fighter that it isn't fair that I can beat them soundly with 6-hit combos that I end FADCing into a super or ultra, because he can't do it. When I say, "Sure you can. You just don't practice", and he responds to the effect that he has a life, the message is clear to companies. They have a whole class of gamer that wants to be rewarded instantly, and in an entertainment medium this is always a pressure.

The ease of difficulty also cheapens the games. "I just beat ODST on Legendary" just doesn't feel like "Heck yeah, I just beat BlazBlue on the highest difficulty." You feel good about yourself after the latter. After the former, it's a "Who cares" thing. In ODST Bungie gave you immortal soldiers. I just gave one a sniper rifle the other a rocket launcher, and I had
no trouble with the last fight. In BlazBlue it took me a long time to figure out how to get past Nu's offense since my main was Arakune. I felt like I did something there, and I had no cheap tricks to make it easier (I'm still working periodically at score attack and don't want to cheat it; that's tough). ODST left me with a good story and a desire to collect video tapes, but no point of pride or accomplishment. BB left me feeling good about myself, even if I know I'm nowhere near the top. Difficulty adds value to the experience.
Truth be told, there's a place for the casual gamer. Not everyone plays the same or has the same tastes. What has hurt difficulty is that rather than playing games designed for a casual gamer, they want the same accomplishments as those who worked for it, so they whined about the difficulty. Companies listened for a while. That appears to be changing, and more of the older ways of doing things are coming back.
This doesn't mean that more casual and easy games are going to go away. They won't; there's a market for them. Nor does it mean that they should. As I said, not everyone plays the same way. I enjoy being punished. I'll work for long periods of time in a training room or trying to master one particular boss (I'm not particularly skilled at execution, so I get waxed a lot...and enjoy it). Not everyone finds that fun, and these are
games. It isn't much better when experienced gamers mouth on the scrubs either. No, this just means that companies may be starting to balance out the niches more, and that it is a good thing to see old design making a resurgence. I, for one, am more excited about this sort of thing than I am about gimmicks like the Wii Nunchuck or Project Natal.
Do you think difficulty really repels casual players? Do you think the current standard of difficulty in video games has truly decreased in the past few years? Is it good that recent games are trying to present a more old-school challenge?
Comments (14)
Interesting. I hadn't really noticed this trend. On the other hand, if it is happening, I probably haven't noticed it because it doesn't bother me. I'm the lazy sort of gamer. For me, things are more fun the easier they are. What do I want all that stress for? Video games are supposed to relieve my stress, not cause it.
I think a lot of games are too easy and they make me feel stupid. It gets on my nerves. I hate when a game is telling you every 10 seconds to do this or that, or when it gives hints when you don't need them. It's like, I FUCKING KNEW THAT LAY OFF. Anyway, besides that, I think it repels people definitely...but I also think games need to be challenging. The main reason why I love them so is because they are a mental activity - not just button pressing or drooling at a screen. It takes skill, but if game designers keep up with dumbing games down I'm going to get cranky.
Thinking of it and it seems right but... I really thought that Girls like it hard....
I'd say this is pretty true for me... BUT it depends on the TYPE of difficulty/why or how it's difficult. I have determination, but I don't have zillions of hours to waste on something that I just don't have a knack for and that isn't that big of a part of the game... if that makes any sense at all.
I am both hardcore and casual player myself, so I don't have much problem with hard games, as long as I can beat them.
I think it's generally just cause games are more geared towards multiplayer modes nowadays, so there's no real point in making their single-player missions difficult (as no amount of difficulty can really prepare you for playing other people). Or developers know that many people buy certain games just for the multiplayer, so they focus on that portion of the game and shirk on the single-player mode, because no one is really going to expect anything special from it. I dunno if it's consistently because they're catering to a more casual audience.
Are those Touhou characters in that first pic? Because that's awesome. XD
A friend of mine straight up told me that she didn't like hard games, and that she didn't think games should be hard. "I should be allowed to see the ending. Why should they stop me?"
I have thought about that - that video games are the only medium of entertainment that will actively try and stop you from enjoying it. But honestly, as long as the struggle is organic as opposed to just plain cheap, a more difficult game is going to be more satisfying to me.
It's my belief that difficult games are good for you. Very recently, I finished the last stage of Ouendan 2 on insane mode. It was probably the hardest thing I've ever had to do in my life, and it took nearly two weeks of continuous attempts. I never got angry. I also remained composed. And when succeeded, I was so proud of myself. I was happy for days afterward, and I was convinced that I am able to put as much focus into other facets of my life as well.
http://www.youtube.com/watch?v=P-VAxDM6h9k
Difficulty increases the stakes, and high stakes makes for great drama. That's what makes video game such a compelling medium.
besides Ninja Gaiden, cant forget Devil May Cry, well at least 1 n 3
I agree. Videogames are pretty much the only thing I do in my spare time any more, so I welcome the difficulty upgrade. I'd like to feel like I'm achieving something for all my hours put in, haha.
The first example of peopel not liking even a remote challenge is when MK3 arcade became a 360 download. I was excited because I spent days of my childhood playing old Mortal Kombat's.
It probably took me less time to beat the Halo 3 campaign that it did to beat Shao Khan the first time. I mean, come on, three shoulders and your dead, while he stops to laugh at your pitiful attempts to knock a millimeter off of his health bar. So frustrating. Apparently most of the people on my Live Friends list thought so, too, because only one or two of them that have the game actually earned the achievement for beating him, while they have countless achievements for say... Mortal Kombat vs DC Universe.
And MK3 Arcade isn't even challenging aside from however long it takes one to figure out how to conquer Shao Khan.
I would say that a higher difficulty does tend to push some gamers away. I know that for myself, I get rather aggravated when I can't defeat a boss, level, etc. in a game. But at the same time, I refuse to give up and eventually retool my strategy to succeed, if only barely. As a result, the reward is at least tenfold greater than if I had simply beaten it the first time. Hell, I remember fighting Sephiroth in KH II and my heart-pounding because it of the difficulty and they nerfed him in that one.
That first picture is adorable.
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