Posts by Tag / TOPIC: Difficulty (56)

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Real Games Have Curves: Welcome to the Competence Zone

Let’s make a graph. The horizontal axis is player skill. On the far left is no skill - just random button-pushing. On the far right is perfect video game godhood, always doing exactly the correct thing at the correct time in the correct way. The first time you play a game, you’ll probably be somewhere in the middle - farther right if you’re a veteran gamer, farther left if you’re a novice. As you play the game, and learn its mechanics, you’ll trend right as you get better.

The vertical axis is performance level. At the very bottom is complete failure - game over as quickly as possible, not achieving any of the game’s goals. Farther up is the passing line, separating failure below from success above. The line itself is a performance level of just barely passing a challenge - surviving the boss fight with one hit point left, clearing the race course just before the clock runs out, and so on. And at the very top of the axis is absolute perfect performance - winning by the largest margin possible.

Now we can chart the performance levels achievable with a particular amount of player skill: the “skill curve” for a given challenge.

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When the Oldies are Not Goodies: The Questionable Legacy of Nostalgia

Game Over Photo copyright Mykl Roventine - original at http://www.flickr.com/photos/myklroventine/3210068573/

Game Over Photo copyright Mykl Roventine

Once upon a time, people didn’t buy video games. They went to an arcade, and bought playtime in twenty-five cent increments. How much time a quarter bought was completely dependent on the skill of the player. An unskilled player would find their progress barred quickly, and need to supply more quarters. A skilled player could proceed much longer, and was thus rewarded for the time, effort, and money poured into gaining their skill. The public nature of the arcade also rewarded the skilled player with the opportunity to show off in front of others. This provided the unskilled players with something to aspire to and suggested that it would be worthwhile to keep feeding the machines with quarters, so that they too might someday bask in similar glory. So it made a great deal of financial sense for arcade games to feature limited lives with more available for purchase.

Eventually video games moved from the arcade to the living room. Here it was much harder for a player to compare themselves to other local players, and there was no need to keep the quarters flowing since games were purchased outright. The reasons to limit lives had vanished, and barring the progress of unskilled players now served mainly to disrupt the experience and prevent those players from seeing all the content of the game for which they had already paid. This limited the games' potential audience - why buy a game you can’t expect to make it through? Financially, it made no sense whatsoever for games played in the home to feature limited lives.

But that didn’t stop them from doing it anyway. From the original Super Mario Brothers on the NES all the way up to New Super Mario Brothers on the Wii, mainstream games have still not completely shaken off the limited lives trend. Why?

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Status and Signals: Why Hardcore Gamers Are Afraid Of Easy Mode

Firefly cast

I’ve met a lot of Firefly fans. I’m one myself. Apart from enjoying the show, we all have one thing in common: we want there to be more Firefly fans. We want to share the show with others. We want more people to have the experience, to know how great it is, to laugh at the jokes and fall in love with the characters. We want more people to talk with about the show, who will know what we’re talking about and share our enthusiasm. We want more people to buy the DVDs, to cast an economic vote of “more like this!” so that maybe Joss’s next show won’t get screwed over.

It’s an inclusive fandom. We want there to be more of us. More Browncoats is better.

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Mirror's Edge: What Went Wrong and Why

Mirror’s Edge is a Bad Good Game. The foundation is solid: players take the role of Faith, a genuinely badass woman with a non-exploitative, unconventionally beautiful design whose motivations revolve around survival and protecting her sister. Faith parkours her way around an unnamed city of bright colors and austere beauty, and is trained in a variety of disarm techniques should she encounter armed attackers she can’t simply outrun. Sounds good, right?

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In Praise of Easy: Lowering the Barrier to Entry

Easy Button

The challenge/punishment confusion is a major source of disagreement about video game difficulty, but it’s not the only one. Even when we have set punishment aside and are very clearly discussing only challenge, we run into trouble. Let’s take a look at the question of how much “easy” there should be in games:

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Test Skills, Not Patience: Challenge, Punishment, and Learning

You and your friends are dead. Game Over.

Difficulty in games is a popular and thorny subject. Are games easier than they used to be? Does easier mean worse? Are games being “dumbed down”? And how do the dreaded “casual players” fit in?

The problem with these questions is that it is not productive to discuss difficulty as a single quantity. The term “difficulty” as it is commonly used encompasses two almost completely separate phenomena, with profoundly different effects on the player:

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