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Let's talk about difficulty and accessibility

Sorry for somewhat mild necromancy.

Sliding scale difficulty is a great idea, but comes with a extreme drawback:
You can't let the player know. If the player knows, all his achievements will feel meaningless.

As long as you hide it really well, and have at least two difficulties, so the most hardcore people who always play on max difficulty won't bang their heads against the game to go whine on the internet about how the game cheats, it'll work.
On that note:
Calling a difficulty 'Easy' is insulting to the player, and should never be done. Normal\Classic should be where you start off, with increasingly menacing names above that.
And if there's anything below Normal, it better be called 'Narrative', and never insult the player for choosing it, unless of course it's there just to make the people who pick Normal feel better.

This can get more complicated in games where the difficulty is a core part of the game design - however, honestly, Ori wasn't it.

I'm one of the people who will feel insulted if the game starts cheating for me without asking.
I'm the guy who plays Civilization on Deity, does self-imposed challenge rules in RPGs, and generally will feel bad if the game breaks down as soon as i attempt to optimize.

However, i'm bad at platformers. Really bad. I take no shame in the fact, and i would've definitely enjoyed some easing in Ori, which i found really good, but out of my capabilities to finish without getting overly stressed.
 
Another thing that's been frustrating me lately is when the slider difficulties mean nothing in reality. I'm playing through Child of Light currently, and the max difficulty setting isn't challenging in the slightest. I'm never at risk of death. Why is it called Expert? Easy must be ridiculous.
 
Sorry for somewhat mild necromancy.

Sliding scale difficulty is a great idea, but comes with a extreme drawback:
You can't let the player know.
If the player knows, all his achievements will feel meaningless.

As long as you hide it really well, and have at least two difficulties, so the most hardcore people who always play on max difficulty won't bang their heads against the game to go whine on the internet about how the game cheats, it'll work.
On that note:
Calling a difficulty 'Easy' is insulting to the player, and should never be done. Normal\Classic should be where you start off, with increasingly menacing names above that.
And if there's anything below Normal, it better be called 'Narrative', and never insult the player for choosing it, unless of course it's there just to make the people who pick Normal feel better.

This can get more complicated in games where the difficulty is a core part of the game design - however, honestly, Ori wasn't it.

I'm one of the people who will feel insulted if the game starts cheating for me without asking.

I'm the guy who plays Civilization on Deity, does self-imposed challenge rules in RPGs, and generally will feel bad if the game breaks down as soon as i attempt to optimize.

However, i'm bad at platformers. Really bad. I take no shame in the fact, and i would've definitely enjoyed some easing in Ori, which i found really good, but out of my capabilities to finish without getting overly stressed.

Maybe it's nothing, but the bolded parts sound mildly incongruous to me..
 
People keep saying that the Souls games don't have a difficulty slider, and while they don't in the traditional sense the ability to summon people to help you at any point in the game is probably one of the most innovative ways to make the game easier whenever you need to.
 
Maybe it's nothing, but the bolded parts sound mildly incongruous to me..

"The Magic" of sliding scale difficulty is that you have to cheat for the player, but the player can't recognize this is going on.

Basically more adventure games do it then not, and most players definitely don't know it's happening, which is what happens when you do it well.

Tension quickly fades when you know there's a virtual 'narrator' keeping it exactly where it wants it to be at all times.
 
Loved Ori Blind Forest but that flood rising part was ultra annoying. Not for its difficulty, but the lack of checkpoints and segments. So, it's not about making the game itself easier, it's more about having frequent checkpoints so I can play for 5 minutes or 60 minutes and be fine either way.
 
The design I hate in gaming are things I refer to as "frustrating, but not difficult" sections of games. This is any time you hit a wall in a game because a section is no longer dynamic. You get to a point where there is exactly one way to accomplish something, and that is the specific method the developer intends you to do something. In old games this might mean you have to make multiple pixel perfect jumps or that an off screen bird flies directly into you on specific jumps if you aren't prepared. Games that have switches you hit and then give you 1 to 2 seconds over the optimal route can also be annoying. Forced scrolling sections where you have to execute perfectly the first try without prior knowledge in order not to die are also frustrating, and Ori's escape sections fall into this trap.
 
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?
Stop trying to cater to everyone. That's the perfect solution for quality games. Trying to please everyone is a waste of time.

*Not saying that have been catering, but just generally speaking.


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?
I personally can't remember ever playing a game like that, and I'm not even that good of a player. But maybe I'm just picky with my games. Games that destroy me are games that have design flaws. Like horrible controls, or random mechanics that you can't reason about. Challenge, exploration(in terms of game mechanics and systems not necessarily the world) and self expression are the three things that constantly need to be present for me to not put down the game. It doesn't matter if you have the best story ever, the moment I stop thinking about how I play and how to overcome the next challenge I also stop playing the game.

Would you feel offended by an approach like that?
Instead of difficulty levels or a self regulating system I prefer a system where the game offer different paths that affect the difficulty.

I haven't enjoyed any game that automatically adjusts difficulty, if anything it's incredibly annoying when I feel like I'm making progress and soon will be able to beat some part, and then the games comes and makes things easier for me leaving me without the satisfaction of overcoming the challenge myself.

As a Full Time worker.... I appreciate a challenge (I especially liked it in High School or back when I just had a lot less on my plate), but I really don't like having to spend the time dying/retrying over and over again. My free time is limited, and sometimes I just wanna enjoy myself.

Difficulty modes are totally worth it; just make a trophy for hard modes to get that "bragging rights"? :S But I understand that other people live for the hard games and don't want to see the experience 'get soft' on them.
I only have 4-5 hours per week to play and I just don't understand this mindset. Do you only play games to get through the content? Why does it matter that you die and retry if in the end it's still a satisfying experience? Gaming isn't a competition to complete as many titles as quickly as possible. just play until you've lost interest then move on to the next game.
 
I think it makes sense on paper to have only one non-variable difficulty tuned exactly to the studio's vision, but as we see in persistent online games, this is never perfect and generally requires constant tweaking and re-balancing. I don't think single-player games are somehow more likely to be perfect, it's just easier to gloss over the potential issues because they surface less often or less apparently.

But that's really second to the actual goal of the question: what should the audience for a game be? We've already seen that improving accessibility by totally dumbing games down to tourist modes don't really help cast a wider net in terms of sales. Demon's Souls caught lightning in a bottle by being very well done and functionally counterprogramming its competitors to launch a franchise. The sweet spot being discussed is really trying to find the equilibrium between the studio's vision and what players want -- what they really want, not what they think they want. There are lessons to be taken from Wildstar, but I don't think it's that hardcore is wrong, or Dwarf Fortress wouldn't have such a devoted following, and the new genre trend of survival games tend to be extremely hardcore, so the mismatch is somewhere else.

I don't think there's anything wrong with a studio that wants more people to buy, play, and enjoy their games. It's not even just business, because it's also a creative product, so on some level it's about sharing that with others. In the case of difficulty, I think it just needs to be made abundantly clear to people exactly what kind of game it is. What people are allergic to is making substantial and dramatic changes from one title to the next, particularly for sequels, that are aimed at trying to capture a different or bigger audience by sacrificing things that helped define the original game to make it successful. There was a lot of anxiety around Dark Souls 2 before its launch that From Software would be watering it down to expand its appeal. There's only so much that can be done about StarCraft to make it accommodating to everyone, and ultimately a game or franchise needs to understand what it is, what it does well, and what would violate the foundation that it was built on.
 
accessibility will play a lot into how many people play your game. I'm not sure how adding options to make the game easier "ruins" it for the person who can willfully choose the harder path.

it's a big reason i hate the dark souls series. yeah, i'm not good enough, that's fine but it really sucks when a game is too hard for me that i paid good money for and i don't get to experience it except for the first third of it due to confusing systems and lack of information.

no, i don't want to consult third-party websites/wikis.
 
I'm a big fan of difficulty and the subject is a very complex one in video games. I think the problem is that a lot of games try to be all things to all people. Obviously everyone wants their game to sell millions and making it extremely challenging isn't going to help that at all. I think it's fine to admit that maybe your game isn't for everyone.

Not everybody has to play Dark Souls, not everybody has to play Kirby games and everything in between. I don't really like difficulty levels in most games because as has been said, it's almost impossible to design a game 3 to 6 times. Platinum/Clover/Capcom are the only ones I know of who have done this well. It's better to design your game to one very specific difficulty curve IMO and the Souls games do this extremely well.

It's also ok for players to admit that hard games just aren't for them or that they like to be challenged so easy games aren't for them. People can't expect to like games just because everyone else does. Maybe the games just aren't for you.
 
A question that I've probably asked before: why don't more AAA games (or games in general) include a story/tourist mode that makes the player invulnerable to all threats?

I think that'd be a boon for players that are there less for the challenge and more for the story for example. And that'd free the devs to craft the kind of challenge that they like.
 
"The Magic" of sliding scale difficulty is that you have to cheat for the player, but the player can't recognize this is going on.

Basically more adventure games do it then not, and most players definitely don't know it's happening, which is what happens when you do it well.

Tension quickly fades when you know there's a virtual 'narrator' keeping it exactly where it wants it to be at all times.

Sorry that just sounds awful. It's one thing to doubt your players ability to overcome challenging parts in your game and offer ways to bypass them altogether via difficulty options. It's another one (quite worse) to assume your players are all spoiled brats that have to be allowed to progress without resistance, and lied all the while about how awesome they are.

There's nothing 'magical' about that kind of design, it's just cynical pandering of the worst kind. At least treat me like a reasonably well adjusted human being that can own the fact that I may need to choose an easier difficulty in order to beat the game in the timeframe I have set myself for the task.

I don't think the goal of a game designer should be to abjectly lie to their player base about their skill in order to get a couple % more of positive user ratings.
 
I don't think there's anything inherently bad about making a hard game. It may limit your audience a bit, yes, but that's just a consideration that you need to make. Not every game (or any other piece of media) needs to be accessible to everyone. Some well thought out difficulty can really add to a game.

An interesting example of this is two particular bosses in Undertale. (Massive Spoilers follow)
Most of the genocide run of the game is actually relatively easy compared to other runs. However, there are two bosses exclusive to the route which are quite the opposite. This generally plays into some of the world building of the game, since the monster's bodies are largely magical rather than physical, this makes their defenses empathic, with them being particularly vulnerable to a strike with killing intent. There are two big exceptions to this, though. One is the Undyne the Undying fight. Initially, she looks like she'll go down in a single hit like the other bosses, but she manages to pull herself back together through sheer determination to beat you. The following fight is very intense, as she has taken on one of the aspects that makes humans stronger than monsters, and, unlike in the other runs, she has no reservations about killing you.

The other is the final boss of the run, Sans. This fight is designed in such a way that it simply doesn't become easier no matter what you do. The fight only ends after attacking the boss a certain number of times, meaning healing just prolongs it. Sans also has the most difficult moves to dodge in the game, and takes away your mercy invincibility (you don't start flashing when you take damage, you just keep taking damage per frame). Overall, it is very frustrating, but that's kinda the point. Sans knows that you can reload your save and try again as many times as you want, so he knows that, as long as you stay determined, he can't win. The only way he wins is if the player gets so frustrated that they stop trying. It's a very fascinating fight, and wouldn't work if it wasn't as difficult as it is.
 
John Walker is never gonna live that impressions article down :P I love how condescending it is towards anyone who didn't find Hyper Light Drifter the most frustrating thing ever like he did.
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?

This is what the AI director stuff was with Left 4 Dead. It's pretty cool and I hope more developers expand on it.
 
I appreciate the concern that adding difficulty levels is watering down the "experience" that the developer is trying to create, but at the end of the day if I find a certain section of a game too frustrating then I'm going to uninstall it and never come back to it. I would wager that the developer would prefer me to play on an easier setting and experience the full game rather than giving up halfway through and having a sour impression of the game as a whole.

I generally play through most games on Normal or Easy, and only for games that I really fall in love with will I go back and play them again on the hardest difficulty level. I did that with Witcher 3 most recently, where I beat it on Normal then went back and did a completionist run on Death March.

More options is never a bad thing. You're never forcing gamers to play your game a certain way, so giving them the choice of how they want to play the game is always going to be appreciated. It might be more work for the developer, but at the end of the day this is not a movie and you will have to design the game to cater to a wide range of players if you want your game to have broader appeal.
 
I appreciate the concern that adding difficulty levels is watering down the "experience" that the developer is trying to create, but at the end of the day if I find a certain section of a game too frustrating then I'm going to uninstall it and never come back to it. I would wager that the developer would prefer me to play on an easier setting and experience the full game rather than giving up halfway through and having a sour impression of the game as a whole.

I generally play through most games on Normal or Easy, and only for games that I really fall in love with will I go back and play them again on the hardest difficulty level. I did that with Witcher 3 most recently, where I beat it on Normal then went back and did a completionist run on Death March.

More options is never a bad thing. You're never forcing gamers to play your game a certain way, so giving them the choice of how they want to play the game is always going to be appreciated. It might be more work for the developer, but at the end of the day this is not a movie and you will have to design the game to cater to a wide range of players if you want your game to have broader appeal.


I can't say I agree with the bolded. I feel like this mindset belittles the importance of game design. Options don't inherently make a game better, they make it different.
 
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...

I love playing on Easy, and it's not an ego problem because I don't gain my self-esteem from videogames.

Problem solved.
 
More options is never a bad thing. You're never forcing gamers to play your game a certain way, so giving them the choice of how they want to play the game is always going to be appreciated. It might be more work for the developer, but at the end of the day this is not a movie and you will have to design the game to cater to a wide range of players if you want your game to have broader appeal.

This is covered in the OP. When you try to implement multiple difficulty modes the game often suffers for it.:

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.

Multiple difficulty modes means compromises will be made that are likely to be detrimental to the original vision for the game. Not every game has to be for every gamer. I don't expect Nintendo to significantly upgrade the difficulty of Kirby games for myself, but often gamers get angry when "hard" games don't cater to them with an easier mode.
 
This is covered in the OP. When you try to implement multiple difficulty modes the game often suffers for it.:



Multiple difficulty modes means compromises will be made that are likely to be detrimental to the original vision for the game. Not every game has to be for every gamer. I don't expect Nintendo to significantly upgrade the difficulty of Kirby games for myself, but often gamers get angry when "hard" games don't cater to them with an easier mode.

I think to some degree it's because there are so many other things about a game that might be enjoyable, and higher difficulty (unlike lower) can actually prevent someone from successfully playing the game. While one might prefer a higher difficulty in an easy game, many players *need* a lower difficulty in a hard game, if they're ever to actually get their money's worth and play the entire game.
 
I think to some degree it's because there are so many other things about a game that might be enjoyable, and higher difficulty (unlike lower) can actually prevent someone from successfully playing the game. While one might prefer a higher difficulty in an easy game, many players *need* a lower difficulty in a hard game, if they're ever to actually get their money's worth and play the entire game.

But the difficulty is part of the actual gameplay. I realize that many people mainly play for the window dressing which is the artwork, music, story and such. But content tourism shouldn't result in the watering down of the core gameplay. There are other outlets to experience these things like youtube and twitch, but I guess people also want to feel like they have agency while they are touring the game. It's too bad cheat codes have fallen by the wayside as these were more acceptable ways for tourists to enjoy a game without the developer having to water things down for everyone.
 
I should note that one approach for difficulty levels used by games like The Witcher 2 (don't know if 3 uses the same approach) and The Matrix: Path of Neo is to teach you the mechanics first in a standalone tutorial segment that has possibly no real connection to the rest of the game plot-wise (and maybe not even canon to the story at all), and at the end, force the player to go through a series of challenges of increasing difficulty similar to the programmed difficulty levels. Once the player either clears all the challenges or is defeated at any point, the game marks the point in difficulty where they died, and then offers to knock the difficulty down a peg or two depending on how comfortable the player is with their current level of difficulty.

This approach to difficulty allows players to get an idea of how the game player and what kind of challenges they should expect to face with each level of difficulty, and hopefully find the kind of difficulty they prefer early on. This essentially solves the problem of difficulty levels being able to provide real context for how difficult they might actually be by providing context via gameplay and first-hand experience on what the challenges are actually like.

There's also arguably more organic approaches like co-op in Souls titles and dynamic difficulty, as previously mentioned in this thread.

Difficulty is a fascinating subject as a game designer, because, quite frankly, it's impossible to please everyone. And that's not getting into the realisation that modern non-mobile gaming is virtually impenetrable to non-gamers, because controllers look horribly complicated and provide absolutely no context on their own on what each thing on them is supposed to do, mainly because they're designed to be general-purpose.
 
I think to some degree it's because there are so many other things about a game that might be enjoyable, and higher difficulty (unlike lower) can actually prevent someone from successfully playing the game. While one might prefer a higher difficulty in an easy game, many players *need* a lower difficulty in a hard game, if they're ever to actually get their money's worth and play the entire game.

Games that are too easy are boring to the point that I drop them. It absolutely prevents me from enjoying the game and will sour me on the title and/or franchise (see: Super Mario Galaxy). What could you do to make Super Meat Boy easier that wouldn't completely destroy the game?
 
But the difficulty is part of the actual gameplay. I realize that many people mainly play for the window dressing which is the artwork, music, story and such. But content tourism shouldn't result in the watering down of the core gameplay. There are other outlets to experience these things like youtube and twitch, but I guess people also want to feel like they have agency while they are touring the game. It's too bad cheat codes have fallen by the wayside as these were more acceptable ways for tourists to enjoy a game without the developer having to water things down for everyone.

This is why I suggested a tourism mode, which would basically be a god mode as a difficulty option. It would make a lot a lot of sense and wouldn't actually require too much of an effort from the developer's side to have it work.
 
I think to some degree it's because there are so many other things about a game that might be enjoyable, and higher difficulty (unlike lower) can actually prevent someone from successfully playing the game. While one might prefer a higher difficulty in an easy game, many players *need* a lower difficulty in a hard game, if they're ever to actually get their money's worth and play the entire game.

Why is it so important that any player be able to finish the game, though? If a developer wants to make a hard game, that's their prerogative.
 
How RE4 did it is best; people will proclaim your game has perfect pacing and difficulty as you unkowingly make it easier.

It's insulting for those who don't mind getting stuck until they get better, yes, but I think that there are far more people who don't mind.
 
Games that are too easy are boring to the point that I drop them. It absolutely prevents me from enjoying the game and will sour me on the title and/or franchise (see: Super Mario Galaxy). What could you do to make Super Meat Boy easier that wouldn't completely destroy the game?

I'm not saying developers should make their games this way, just that I see a game being "too hard" as a bigger problem than it being "too easy", especially given the propensity for fans of games not made to be "hard games" to make up their own restrictions and challenges. You can't really do the opposite (short of being on PC and using a trainer/cheatengine).

That said, I don't think this kind of thinking rightly applies to games whose entire appeal is the challenging aspects. I'd contrast Super Meat Boy (which obviously relies on challenge as a core part of its appeal) with something like Dark Souls, where yes, the challenge appeals to some, but many others who would otherwise love the lore, setting, etc are turned away because the challenge level is too high for them (or they think it is).
 
I'm not saying developers should make their games this way, just that I see a game being "too hard" as a bigger problem than it being "too easy", especially given the propensity for fans of games not made to be "hard games" to make up their own restrictions and challenges. You can't really do the opposite (short of being on PC and using a trainer/cheatengine).

That said, I don't think this kind of thinking rightly applies to games whose entire appeal is the challenging aspects. I'd contrast Super Meat Boy (which obviously relies on challenge as a core part of its appeal) with something like Dark Souls, where yes, the challenge appeals to some, but many others who would otherwise love the lore, setting, etc are turned away because the challenge level is too high for them (or they think it is).

In reality neither one of those is a problem. The difficulty should be whatever makes the gameplay work the best in the developers opinion. The only way someone could consider "too hard" or "too easy" to be a problem is if they feel every game should be made accessible for every person. I would much rather games were made the way the developer intended rather than having games all filtered through a focus group to reach some median state. We would be better off for having diversity in all facets of gaming. I say would be because the AAA space doesn't seem to be very interested in diversity of any sort.
 
Stop trying to cater to everyone. That's the perfect solution for quality games. Trying to please everyone is a waste of time.

*Not saying that have been catering, but just generally speaking.

See, I think if we'd just do that, we'd do ourselves and our fans a disservice. As a creator, I obviously want as many people as possible to enjoy our stuff, but I can promise you that we'd never drive that so hard that what we're doing will feel like we're dumbing things down.

I think there's a big difference between 'trying to cater to everyone' and 'trying to create systems that'll maximize enjoyment for most people out there' -> And that doesn't necessarily JUST have to do with difficulty.

For example, one of the things that I think Zelda does really well is that there's rarely this one spot or challenge in the game that completely blocks you if you can't beat it. If you enter a dungeon and feel like it's too hard, you can always just go back to the Overworld and do some stuff there, gain more extras, complete little sidequests, upgrade your weapons, etc. -> That way, you always feel like you're making progress, even if you're not following the critical path.

If you allow for this and allow for the player to become more badass outside of the critical path, players can sort of 'self-medicate', meaning, they can basically set their own difficulty level. Hardcore people like our speedrunning community would play the game just like before and just rush through everything without caring at all about optional upgrades, but the non-hardcore crowd wouldn't feel angry or frustrated if they know there's WAY more stuff for them to do if they get stuck on something.
 
i like this topic and wish games had dynamic difficulty levels like you described. i stink at hard boss fights and find it frustrating that beating a boss often stands in your way, like a "door", to playing the rest of the levels of the game or getting to an ending. after dying like 50 times against a boss halfway through bloodborne, and not making any progress (even after watching youtube videos), i gave up. i loved being in that world and was sad that i wasn't going to see the other 50% of the game......i didn't finish just cause 3 because one of the last levels was so frustrating - killing many waves of enemies while trying to babysit allies in different areas at the same time.......and i haven't gotten close to beating boss 1 in enter the gungeon now, and am beginning to doubt that i will. i have still enjoyed my time with these games, but i do find it wierd, being locked out of an experience that i paid for. of course there isn't a comparison but for me it sometimes feels like being at a movie theater watching a blockbuster and being told at the halfway point or just before the ending that i have to leave the theater. of course i can watch what i missed on youtube. i guess what i have realized is that, yes, i often improve my skills and can get much better at a specific game, but sometimes my best will never be good enough to finish some games
 
My two cents:

1) It's always been a self-evident fact to me that you cannot have a singular game experience that satisfies everyone's needs challenge-wise. In fact for almost any level of challenge you'll find people who find it too daunting and people who find it boringly trivial. The only way to have a game catering to a wide variety of skill levels is by changing the experience, via difficulty adjusting.

2) Difficulty modes have their own problems, as described by the original post. In general though, if you absolutely must have them, I feel like the best approach is to design the game with the highest difficulty or one of the highest in mind, then tone it down for the easier modes. This is because fine-tuning a very difficult game is much harder, as the path that is "hard but possible" becomes thinner. Platinum Games seem to be designed that way: the games feel progressively better tuned as you unlock more difficult modes. Another reason is that you can, for example, design bosses with a range of attacks, then disable some of these attacks for the easier modes; this is much better than to do the other way, as the introduction of new attacks would need retuning the entire boss encounter.

3) Dynamic difficulty sounds like the best solution on paper but in practice it's my least favorite solution. I want to be challenged, I don't mind dying 20 times to a Dark Souls boss until I have it figured out and can feel that high from conquering it. Adjusting the game to make the boss easier if I die a lot is the worst thing you could do to me; you're robbing me of the chance to beat it fair and square.

4) In the end, as a gamer, I think it's perfectly fine that games will appeal only to a certain range of skill levels. I understand how this might not be the best state of things from the point of view of a game developer, though, as it might reduce its possible audience. This is a problem that has been researched for decades and I don't think anyone is going to find a golden hammer anytime soon. I will say, though, that the market for hard games is often vastly underestimated, and until recently, underexploited, which rewarded games like the Souls series for finding their niche.
 
regarding HLD i think the difficulty was well balanced by a few things: the combat's inherent simplicity, the fairly generous checkpoint system, being able to TP back to town from any point, and pretty big windup animations for enemy attacks. most of these were pretty obviously influenced by dark souls.

all in all i'd classify it more as unforgiving than straight-up difficult. you can't make many mistakes but it's not too hard to avoid them, and i don't think the reaction times required are that nuts. my only real complaint about the combat was the complete lack of invincibility frames after being hit, which only really got to me during the last boss fight. 90% of the time when i died i was trying to cut things too close in terms of dodging attacks or saving health kits.

basically i love games like this as long as it's not frustrating, which happens either when i die and feel like it wasn't my fault or when retrying is too time consuming.
 
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.

I think Bayonetta has the best implementation of difficulty selection. At the start, there are three difficulty levels: Very Easy, Easy, and Normal. Beating the game on Normal unlocks Hard, and Hard unlocks Non-Stop Infinite Climax.

  • Enemy Speed: In general, the easier the setting, the more slowly enemies will move. There will also be longer pauses between attacks.
  • Health Regeneration: Health will regenerate over time on Very Easy mode.
  • Accessories: On Easy and Very Easy, the accessory "Immortal Marionette" is placed in the inventory and automatically equipped. It can be unequipped by the player.
  • Automatic Mode: On Easy and Very Easy, an "Automatic" mode is made available that can be played with only one hand: the game positions Bayonetta to perform attacks on enemies, and the player only needs to press one button at certain points unless they wish to perform their own choice of movements or attacks. Kamiya, who first added such a mode to Devil May Cry, posted a video on the game's official website in which character designer Mari Shimazaki demonstrated the mode (which Kamiya "jokingly called 'Mommy Mode") in Bayonetta.
  • ∞ Climax: On ∞ Climax, enemies are positioned very similarly to Hard, however they have more health. More importantly, Witch Time is disabled, (excluding with Selene's Light and Bracelet of Time Accessories, and "Use Witch Time" Alfheims).

So, you have a ton of options. You can play on Very Easy until you get bored with how easy the game is, then either remove the Immortal Marionette (which provides Automatic mode; cool combos by simply button-mashing), ratchet the difficulty up to Easy, or both. Enemy Speed relates to how much time the enemies give you to react to the audio and visual tells for their attacks. The higher the difficulty, the less time you have to react.

When going from Normal to Hard, two interesting things happen. The first is that the reward for beating Normal is a set of regular handguns. This is because you just beat the game; giving you some powerful new weapon will only make the game easier for you, and thus, less enjoyable. So the reward is a set of handguns that disables your wicked weave powers, so you can continue to modify the difficulty of the game (for example, if you find Hard mode too easy or difficult). Also, in Hard mode, enemy placement is different. A mid-boss might have two enemies instead of 1. And across the board, different enemies are in different fights.

The same holds true with NSIC, which also often has different enemy placement, but also disables dodge-triggered witch time, which is interesting because witch time is generally considered a defining mechanic of the game. In NSIC, the only ways to activate it are to use an accessory that lets you manually toggle it by using magic power, or by activating it with a just frame parry (another accessory lets you parry).

The point is, the game is notable because it gives you so much control over the difficulty of the experience. No matter how long it takes you to get the game under your belt, it doesn't care how good you are at action games when you start playing. There's a built-in manual that explains every single game mechanic with both a text description and a video. There's a move list that covers every possible combination of weapons. Whatever you need to know to play the game, you can find out about in the game, including advanced techniques like the dodge offset.

I think a game can be punishingly difficult. As hard as the designer wants it to be. But I also think that a good game earns that difficulty by providing players with the resources they need to effectively get to the point where that difficulty is appropriate for them, rather than simply throwing them into a near-unwinnable boss fight right after the tutorial.
 
Why is it so important that any player be able to finish the game, though? If a developer wants to make a hard game, that's their prerogative.
Seriously. You aren't entitled to a game's ending just because you bought it.

For example, one of the things that I think Zelda does really well is that there's rarely this one spot or challenge in the game that completely blocks you if you can't beat it. If you enter a dungeon and feel like it's too hard, you can always just go back to the Overworld and do some stuff there, gain more extras, complete little sidequests, upgrade your weapons, etc. -> That way, you always feel like you're making progress, even if you're not following the critical path.
Sounds like Souls games to me! xD
 
In the most simplistic sense all I ask for is increased challenge (for most games, I'm not including say Dear Esther) tied to intelligent design such that you have a fair chance of coping as the game teaches and coaches you as yo progress.

I don't mean hand holding coaching, I mean well designed introduction of mechanics aligned to well designed difficulty escalation. Classic games of various genres do this effortlessly ( some genres are I accept probably more challenging that others).

The issue today I find is that too often hand holding is used as quick way to achieve "balance" or alternatively you get silly difficulty spikes that shouldn't exist.
 
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?
I'm never quite sure about how I feel about dynamic difficulty systems. On the one hand I think they're great at pitching the game difficulty to the player's skill, but on the other I find it a little frustrating when I take multiple tries getting slightly closer each time, but then after the tenth death (or whatever) suddenly the dynamic difficulty kicks in and there's one fewer enemy - at that point, a little me does think "And now I've failed"; I've lost the chance to keep trying at something I was getting close to beating.

But on the other hand, if it's purely opt-in, I'm stubborn enough about that to never actually pick it. Which perhaps isn't the best solution either. I think the only place I can think of where I consciously felt it best to reduce difficulty was after two levels of Halo where I had to concede that Legendary wasn't quite for me; I was succeeding, but the constant retries weren't that enjoyable, although the occasional success was. In short, I generally cannot be trusted to pick the best difficulty option for myself.

I think what I want is:
* Dynamic difficulty that's more nuanced than "Player fails encounter N times". Something that uses metrics to see also how long you're surviving in the encounter and how close you're getting to the 'success' condition. If you're making any progress compared to previous attempts, don't trigger.
* If it does trigger the difficulty adjustment, do it very subtly and gradually; I don't want to know you've done it, because that'll make the eventual victory feel tainted. Don't remove enemies, that's easy to spot. Don't give enemies half health, give them just 2% less. And let these changes accumulate over repeat tries, so the changes are ultimately quite subtle from one try to another.

I have a game idea of my own knocking around my head, and it's using a similar-ish notion, albeit from a puzzle-solving point of view; you'd have to develop a solution to scalable task and then your score would depend on how difficult a version of the task it succeeds on, loosely speaking.



Edit: In the further "Mea Culpa" linked from the RPS article there's some commentary on the obtuseness of indicating where it's best to play next that resonates a little with something I'd written beforehand:

I think the *big* problem is that, for the player, it's impossible to distinguish between "Stuck because you've missed/haven't figured out what to do next" and "Stuck because the game has failed to give you adequate information on what to do next". Both are frustrating, but the first is a challenge for the player to solve, wheras the latter requires either a guide or luck.

The risk, though - and it's a trap I've fallen into - is that if you can't tell between the two of them, the average player will assume it's the latter. You need to have a lot of trust in a game to consider the possibility that the problem lies with you, and many games simply fail to earn that faith. And as soon as a player looks at a guide once, the path's open for them to keep looking, potentially ruining later puzzles even before they've given them proper consideration.

From a game design point of view... do you *assume* that a player will trust you? It's a brave move; it might produce better games, but it also produces *riskier* games. Not least because, of course, you as the designer may have judged your clues wrong, they might be much harder than intended (it's very difficult to step back and judge a problem you've created objectively, since you'll inherently already know the solution). It's a much safer option to err on the side of caution and be a bit too obvious.
 
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?

i think it really depends on what the focus of the game is. if it's a highly crafted gameplay-centered experience like a demanding platformer or action game then i don't like things like this because the whole point is getting through the challenges as presented. if a game is about more than just tough gameplay and developers really want everyone to be able to eventually get through it and see all of the areas/mechanics/story/whatever then it's fair game.

edit: also it needs to be possible to turn it off
 
As a player that usually always plays on the highest difficulty the thought of dynamic difficulty is scary. I like to get good at the games I play and the idea that if I hit a wall the game will become easier means I can't master that part. I agree that difficulty modes can cause design issues however I think they are important for people like me. I would kill for hard modes in most JRPGs to force the player to be a higher level and make conscious build decisions. Pokemon would be incredible to me if they could have the single player battles play like online battles. I appreciate games like dark souls or monster hunter that are relentless in their goal of make the player good. Hell even Undertale has a git gud section, Undertale spoilers ahead:
I thoroughly enjoyed the Sans fight and undyne fight during the genocide run
. Undertale is special to me because it makes the difficulty part of the experience
The whole fight with Sans is about being determined and it takes some determination to beat him through many retries. The game is practically trying to force the player to give up and lots do but that's ok because it is woven into the narrative. It knows this fight is a huge spike in difficulty and I loved it and felt incredible after I spent over 3 hours that night repeatedly dying to finally beat it.

Difficulty can be done in multiple ways, the most common being increase health and damage of enemies. This can work for certain games, I think a lot of JRPGs would benefit from straight health increases, but for more action oriented games this can cause frustration and bullet sponge. I think to make people that want a harder game happy it would require some sort of separation from easier difficulties. This is because of how different of a mindset players like me are in compared to more casual players. I would hate if the difficulty got toned down because I died one to many times, I don't even like how in Mario they try to tempt me with an invincibility item to let me finish the level. It feels like they are conceding they designed the level poorly to just let someone run through the level with no challenge. I understand difficulty is a huge problem for designers but I think modes are necessary to actually please everyone or the ability to tailor the experience by turning features on or off, like the listen mode in the Last of Us. Maybe games should have only two difficulty modes, easy or hard to limit the amount of work on the designer. It's a challenge but I, and many others, need hard games to truly enjoy this medium.
 
I kind of love how Call Of Duty 4 recommended you a difficulty after the tutorial. It's always hard to know what this specific devs considers "Easy" or "Hard" so I usually go with normal just to play it safe. It was cool to see the dev straight up telling me "You should play on hard"
 
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?

I would dislike this. No one would even talk about defeating Smough and Ornstein if the game just silently nerfed them for you. Theres a lot of joy in overcoming a difficult section if the gameplay systems are well managed. For example, fast loading times make the frustration of losing a lot less, and when the focus is more on "Damn I messed up on X, next time I'll do it right", rather than "How the hell did I die?/Where did that come from?/How am I supposed to beat this?". I wouldn't mind a game saying "you should probably level up more before you go here" or "your weapon is pretty weak, you should upgrade it" rather than just making the game easier. For Hyper Light Drifter for example the game could notce that you rarely use the various guns and hint you about that fact. I think it's way better to give people the tools to play the game properly rather than just do it for them.
 
One thing people forget or don't talk about is that gamers with disabilities or older gamers who my have lost some of their "gamer skills" may want to play some of these games and having an easier difficulty level would allow them to.
 
I very strongly dislike automatic difficulty adjustment. If you die 10 times its frustrating, but you keep playing because of the satisfaction for beating it. Changing difficutly robs you of the payoff.

Those moments of frustration should be reasonably paced apart though.

I only change difficulty when there is little payoff, which makes me think pretty poorly of the game.
 
There is one thing above everything else which gets under my skin: locking higher difficulties behind normal or hard.
Thats an instant unninstall most of the time
 
I realize that my opinions are not shared by many people but I feel like difficulty settings are lame in most modern cases except for when they offer an actual increase to replay value. For example you don't unlock hard mode in Bayonetta until you beat the game but it's such a drastically different experience that you want to play it anyways.

My favorite way of dealing with various levels of player skill is to offer the player options, some of which may be easier than others. Examples include 3 of my favorite games of all time: Monster Hunter, Dark Souls, and Contra Hard Corps. All of these are infamously tough games and all of them have ways to surmount the challenge even for people who are not terribly skilled.

Contra has 4 playable characters, and one of them is a robot with a tiny hitbox, double jump, and powerful guns. He's basically easy mode but not overtly so and he's fun as shit to play. Souls games have countless builds and guides to follow. MH is more about the learning curve but there's always a way. Every monster has its achilles' heel. And of course there's NPC helpers and easily accessible multiplayer these days, but the solo challenge is there if you want it.

I understand that what I look for in games isn't what everyone, or even most people want. To me surmounting a challenge is the whole point, and if everyone else isn't having the same experience it feels, I dunno, frustrating to explain my own experience. TLOU for example, playing it on easy mode with radar is a dramatically different game from the harder difficulties with listen mode off. You get so much less ammo you might as well not even use your guns. But then the threads were full of people saying it's a movie or brain dead shooter, bad AI, so on. Kind of hard to have a conversation about gameplay when you're barely even playing the same thing.

But again, how I play games isn't how everyone plays them. And it's not like I never turn down the difficulty, I still play a lot of 8/16-bit era games that are too goddamn hard otherwise. I just think there's a better way even to make that kind of game without having to put in arbitrary difficulty modes.

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?

I hate that kind of thing. RE4 has 'invisible' dynamic difficulty like this and I didn't even realize it until it straight up removed a Garrador that kept killing me. I was so pissed off that I just reset the game. Don't patronize me, dammit.

But dynamic difficulty isn't always bad. Look at God Hand where it's very up front about it. Being rewarded for surviving when the game is in a harder state is cool too.
 
It depends on the type of game whether difficulty options should be considered or not. Total Biscuit says it well in his most recent Co-Optional Podcast where some games like the Souls series just wouldn't be what they are at their core if there was an option to make them easier. Souls is as popular as it as because of its difficulty, because when you beat a specific area or boss and eventually the game you share that same feeling of accomplishment as others who did the same knowing there was no cop out in lowering the difficulty aside from summoning help or using a glitch if one exists. The series' entire identity is in large part due to that difficulty.

Are there plenty of games where their difficulty alone does not define them, sure. I don't feel, for instance, that the MGS series was diminished hy having easier than Normal modes available; the same goes for series like DMC, 3 was well renowned for its difficulty specifically in light of the fact that it had easy modes. Ultimately I feel that whatever the "Normal" or standard mode is that's what should receive the most care from developers since I see that mode as the intended difficulty of the game. I also feel that goes for how reviewers should play games as well, if you're going to wright about how hard or easy a game is it should be from the standard or intended experience if not about any other additional difficulty.

Also while I enjoy harder difficulties, if it just means making you weak and enemies stronger I don't even bother most of the time. For me a harder difficulty should have smarter enemies/puzzles etc. and require more skill, not just make me put in massive amounts of effort due to becoming a wet paper sack fighting against platinum plated gods.

I would dislike this. No one would even talk about defeating Smough and Ornstein if the game just silently nerfed them for you. Theres a lot of joy in overcoming a difficult section if the gameplay systems are well managed. For example, fast loading times make the frustration of losing a lot less, and when the focus is more on "Damn I messed up on X, next time I'll do it right", rather than "How the hell did I die?/Where did that come from?/How am I supposed to beat this?". I wouldn't mind a game saying "you should probably level up more before you go here" or "your weapon is pretty weak, you should upgrade it" rather than just making the game easier. For Hyper Light Drifter for example the game could notce that you rarely use the various guns and hint you about that fact. I think it's way better to give people the tools to play the game properly rather than just do it for them.

My exact thoughts regarding evolving difficulty. I don't want a game to sense why I'm failing and remove that opposition so I can advance easier. Challenge is incredibly satisfying in games and hints to what could be your shortcoming is welcome as long as they're not persistent and obnoxious. I even took a bit of offense to Nintendo's "baby mode" approach in recent years with Mario and DKC after dying multiple times on a stage. Sure it's only an option but it's pretty patronizing to throw it at players so they can basically auto defeat obstacles that are giving them trouble.
 
I've always played games on normal because I thought it was the definitive experience. That was until I booted up my first COD game, Modern Warfare, and after finishing the tutorial it suggested I play the game on Hardened, and after doing it 2 more it times it suggested I play on Veteran. That was the first time I ever had feedback so early in the game and the way they made it fit with the narrative was perfect.

Since that moment I stopped playing games on normal and have been enjoying myself more.
 
since I think we should acknowledge that this is a problem

I do not acknowledge that it is a problem, well at least one that needs to be solved.

I think the approach should always be the same. Make the game exactly as you want, targetted at exactly the right level of gamer that matches it. If you need to make money off it? Pick a group that matches what you need, or budget accordingly.

Trying to keep everybody happy is exactly where most modern games go wrong. You can't really do it, you just end up making more people half happy. Even difficulty levels are very arbitrary, you need to redesign your games many times to get it right and it still wouldn't be as good as getting it right once.

Let ea and ubisoft handle the mediocre. Just make the best game you can and the audience will find you and love you for it.
 
I don't think I'd like adaptive difficulty. Personally part of the enjoyment and satisfication is finally besting an area that had troubled me. If a game changed because I had failed too many times or whatnot, I feel like that's almost cheating in a way.

I'd rather play a game of a difficulty I'd want at that moment, than have a game change to be easier for me

And related to the OP, I'm surprised people are still saying Prince of Persia 2008 removed failure. Elika bringing you back to the start of an section when you fell off was no different from a menu screen telling you to restart, the game just cut out the middle man and kept you in-game. The penalty for death and failure (having to start from the beginning of that section or that platform) is still there
 
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