thomasmahler
Moon Studios
Hey GAF,
I've been recently struggling with this in terms of design and this article on RPS regarding Hyper Light Drifter wanted me to write a few words on this topic:
https://www.rockpapershotgun.com/2016/03/31/hyper-light-drifter-impressions/
So, Hyper Light Drifter is a brilliant game. From the first moment you play it (apart from the weird 30fps limit, yuck!), the game just tackles how a good game should feel. But a good 20 minutes into the game, you'll notice that the game is brutally difficult.
I'm not sure I fully understand everything about HLD yet, but to me, this game is harder than any Souls game I played. That alone will be enough to make the game never reach the kind of success it could've otherwise had. Let's face it: Most 'normal' players out there aren't as good at games as many of you guys here are.
And I think I do have some expertise in this area. When we designed Ori and the Blind Forest, we used Microsofts testing department to get a good feel early on how player would perceive Ori. The first couple of playtests were very interesting to us since we immediately saw 2 issues:
1) Ori was described as 'way too challenging' by literally every single playtester.
2) Ori was quite a bit more open in the early stages, allowing you to roam around much more freely, but a lot of players just got confused and spent their whole playtime not knowing where to go.
We obviously tried to fix these issues and for the most part, I think we nailed it. We still heard outcries from quite a lot of people that Ori had brutal difficulty spikes, even AFTER we made adjustments - and that was after a lot of testing and feeling like we hit the right spot.
So, GAF, this is where you come in, since I think we should acknowledge that this is a problem.
There's this interesting phenomenon where if you make your game too easy (most games between 2005 and 2009 I think should fall into this category - to me, that was the 'let's dumb it all down' era, when developers and publishers just tried to make their games accessible to almost everyone with games like Prince of Persia 2008 completely getting rid of 'failure'), a lot of players will complain that there's no challenge, but if a game's actually challenging, a lot of players complain that they can't beat it and it's too frustrating.
So the obvious, easy answer is: Designers should know this stuff and find a good compromise. But see, it's not really that easy, since everyone has a different level of skill. What's easy for one person might be brutally difficult for another. We've seen that clearly on Ori: The Ginso Tree Water Rising sequence is now infamous for it's difficulty spike. A lot of players reached out to us and told us that they LOVED those sections and that they wanted more. Others told us that they stopped playing the game and were really angry at us for making the game 'needlessly difficult' (This is why in the Definitive Edition of Ori, we actually implemented Difficulty Modes and put checkpoints into these sequences if you play on 'Easy').
So the way this problem has been handled before was through difficulty modes: Easy, Normal, Hard, you get the idea. Personally, I've been an outspoken hater of Difficulty Modes, since no developer designs their games three times over: Usually in development, games are being made with one difficulty mode in mind and the other ones are usually treated as an afterthought. On top of that, making games easier often means that you're destroying the core of the game: Games like Dark Souls simply rely on certain 'difficulty' game mechanics and implementing an Easy Mode might water down the actual experience people should have. As a designer, I always want to craft that one perfect experience that's just well designed and well-balanced, but I'm accepting more and more that this might just be an impossible goal to have, exactly because everyone has a different skill-level.
With difficulty modes, we also have the problem that most people don't like to play on Easy mode. Picking the Easy difficulty means that you're sort of admitting to yourself that you're 'not very good' and your ego might get in the way of making that choice. I'm sure everyone remembers dying a few times in God of War and the shameful feeling one got when the game asked you if you want to switch to Easy Mode...
So with all that being said, I wonder what your perfect approach to this problem is. How should developers approach that problem? What's the perfect solution here? Is there one? Have there been games recently that just destroyed you and you stopped playing them, but would've kept playing if the game would've been a tad easier? Are there any examples of developers tackling that issue perfectly?
Edit: Also, this is something we've talked about internally and I just wanted to know what your guys stance on it is.
Imagine a game tracks how well you play the game. We track how often you take damage, how often you die, how often you have to heal up, which enemies you have the most trouble with and we adjust things accordingly:
That means that if we see that an area is very difficult for you, more health drops would spawn. If enemies are too difficulty for you, instead of 3 enemies that you have to defeat to follow the critical path, there'd only be 1 or 2. Once you get better at the game, we could play the same game in reverse: If you leveled up a lot and just blaze through areas and enemies, we could raise the difficulty back up again.
Would you feel offended by an approach like that?
Share your thoughts!
I've been recently struggling with this in terms of design and this article on RPS regarding Hyper Light Drifter wanted me to write a few words on this topic:
https://www.rockpapershotgun.com/2016/03/31/hyper-light-drifter-impressions/
So, Hyper Light Drifter is a brilliant game. From the first moment you play it (apart from the weird 30fps limit, yuck!), the game just tackles how a good game should feel. But a good 20 minutes into the game, you'll notice that the game is brutally difficult.
I'm not sure I fully understand everything about HLD yet, but to me, this game is harder than any Souls game I played. That alone will be enough to make the game never reach the kind of success it could've otherwise had. Let's face it: Most 'normal' players out there aren't as good at games as many of you guys here are.
And I think I do have some expertise in this area. When we designed Ori and the Blind Forest, we used Microsofts testing department to get a good feel early on how player would perceive Ori. The first couple of playtests were very interesting to us since we immediately saw 2 issues:
1) Ori was described as 'way too challenging' by literally every single playtester.
2) Ori was quite a bit more open in the early stages, allowing you to roam around much more freely, but a lot of players just got confused and spent their whole playtime not knowing where to go.
We obviously tried to fix these issues and for the most part, I think we nailed it. We still heard outcries from quite a lot of people that Ori had brutal difficulty spikes, even AFTER we made adjustments - and that was after a lot of testing and feeling like we hit the right spot.
So, GAF, this is where you come in, since I think we should acknowledge that this is a problem.
There's this interesting phenomenon where if you make your game too easy (most games between 2005 and 2009 I think should fall into this category - to me, that was the 'let's dumb it all down' era, when developers and publishers just tried to make their games accessible to almost everyone with games like Prince of Persia 2008 completely getting rid of 'failure'), a lot of players will complain that there's no challenge, but if a game's actually challenging, a lot of players complain that they can't beat it and it's too frustrating.
So the obvious, easy answer is: Designers should know this stuff and find a good compromise. But see, it's not really that easy, since everyone has a different level of skill. What's easy for one person might be brutally difficult for another. We've seen that clearly on Ori: The Ginso Tree Water Rising sequence is now infamous for it's difficulty spike. A lot of players reached out to us and told us that they LOVED those sections and that they wanted more. Others told us that they stopped playing the game and were really angry at us for making the game 'needlessly difficult' (This is why in the Definitive Edition of Ori, we actually implemented Difficulty Modes and put checkpoints into these sequences if you play on 'Easy').
So the way this problem has been handled before was through difficulty modes: Easy, Normal, Hard, you get the idea. Personally, I've been an outspoken hater of Difficulty Modes, since no developer designs their games three times over: Usually in development, games are being made with one difficulty mode in mind and the other ones are usually treated as an afterthought. On top of that, making games easier often means that you're destroying the core of the game: Games like Dark Souls simply rely on certain 'difficulty' game mechanics and implementing an Easy Mode might water down the actual experience people should have. As a designer, I always want to craft that one perfect experience that's just well designed and well-balanced, but I'm accepting more and more that this might just be an impossible goal to have, exactly because everyone has a different skill-level.
With difficulty modes, we also have the problem that most people don't like to play on Easy mode. Picking the Easy difficulty means that you're sort of admitting to yourself that you're 'not very good' and your ego might get in the way of making that choice. I'm sure everyone remembers dying a few times in God of War and the shameful feeling one got when the game asked you if you want to switch to Easy Mode...
So with all that being said, I wonder what your perfect approach to this problem is. How should developers approach that problem? What's the perfect solution here? Is there one? Have there been games recently that just destroyed you and you stopped playing them, but would've kept playing if the game would've been a tad easier? Are there any examples of developers tackling that issue perfectly?
Edit: Also, this is something we've talked about internally and I just wanted to know what your guys stance on it is.
Imagine a game tracks how well you play the game. We track how often you take damage, how often you die, how often you have to heal up, which enemies you have the most trouble with and we adjust things accordingly:
That means that if we see that an area is very difficult for you, more health drops would spawn. If enemies are too difficulty for you, instead of 3 enemies that you have to defeat to follow the critical path, there'd only be 1 or 2. Once you get better at the game, we could play the same game in reverse: If you leveled up a lot and just blaze through areas and enemies, we could raise the difficulty back up again.
Would you feel offended by an approach like that?
Share your thoughts!