Making Games Easier?
Wall of Text time kiddies. Brace for impact in 5…4…3…the one before 3…1…
Spotted a link on the Codex to a rather controversial piece Jeff Vogel posted up on his blog recently.
Well, when I say controversial, I mean most of the hardcore Codex crew immediately imploded with rage. The general response is “OMG, selling out to the casuals/mainstream! Spit spit spit!”. They’re a whimsical, fun-loving bunch, eh?
Anyway, Jeff’s point was that he believes that, as a game developer, you should make your game easy. Well, that’s the way the title makes it sound, but it’s phrased provocatively for effect. What he is actually saying is this :
A sub-optimal character played by a sub-optimal player should be able to complete your game on ‘Normal’ without dying much, if at all.
I half agree with that, actually. Before anyone starts lighting their torches and gathering a mob, let me discuss why. I don’t quite agree with the way he’s phrased it, but that is more a matter of dealing with conventions and terminology than anything else.
Firstly, lets discuss ‘Normal’ difficulty, shall we? It needs to be examined because there is a fundamental disconnect between what designers mean by ‘Normal’ and what gamers think of as ‘Normal’ difficulty. Normal difficulty for most game designers is what they think the average player of their games will find comfortably challenging. Not punishing, not a cakewalk, but moderately challenging.
Now, what do you think a gamer sees when he reads ‘normal’ difficulty? If you said ‘what I personally would find moderately challenging’ you guessed right! You win the prize, well done!
You’ve realized the obvious problem there, right? The player is going to feel unsatisfied by this ‘Normal’ difficulty in direct proportion to how much they differ from the statistical average. Now, let us return to our friend, the hardcore gamer. Take a moment to consider where such a person sits on the range of player skill levels. Yeessirrree, right at the far end, somewhere in the ‘expert’ range level.
Have you noticed how games are too easy these days? I have. It’s weird, this feeling of modern games being easy continues to grow as my experience playing them steadily climbs to over a decade and a half. An odd coincidence, don’t you think?
I mean, I play Dragon Age on ‘Hard’ difficulty and it feels just right to me. Not actually hard, the number of times I’ve died in the game I can count on one hand. But the ‘boss’ fights are challenging enough to ensure that I can’t do them on autopilot, that I need to use health potions and tactics and suchlike.
But this is ‘Hard’ difficulty I’m playing on, not ‘Normal’, even though it feels like ‘Normal’ difficulty to me. Clearly, this is because modern developers are sell-outs catering to the mainstream and can’t be bothered to provide me the same challenge as those games I vaguely remember from my ill-spent youth. Game designers have changed man, they’ve totally changed, and it’s so lame.
So the point I was making there should be obvious by now, as I am a total master of subtlety, no? If you’re a hardcore gamer, chances are your views on the issue are skewed just a bit and you should probably keep this firmly in mind. Since most people are the very yardstick they use to judge things against, the easiest conclusion to leap to is that the world is changing around them, instead of it being they themselves who are different (why, back in my day kids had it tougher, let me tell you sonny!). Let me be clear, I do believe that games are generally becoming easier. But the perception of this shift is being magnified by the fact that year-by-year I drift further and further away from the statistical norm of gamers.
So, returning to ‘Normal’ difficulty. If it isn’t clear by now, calling it ‘Normal’ difficulty is a silly idea, driven by a lack of understanding by game designers about the psychology at work around their naming choice. You should name it based around expected player experience in the genre, with complete descriptions elaborating on that. ‘New to RPGs’, ‘Some Experience with RPGs’, ‘Comfortable with RPGs’, ‘Veteran RPGer’, ‘RPG 9th level Black Belt Master’, that kind of thing.
Now if becomes much clearer to the player which level they should be playing at, and much clearer to designers how they should structure their challenge levels. Designers can build their games keeping in mind that the people who consider themselves ‘veterans’ or ‘masters’ of a genre are the ones who most crave serious challenge, who won’t have trouble keeping track of all the variables at work, while the ones who are starting out generally want a more gentle introduction as they learn the ropes. Now, if Jeff Vogel were to make the statement that the ‘Some Experience with RPGs’ level shouldn’t be particularly punishing to your sub-optimal players, your hardcore fanatic can read his statement without smoke coming out his ears. We hope. You never know with these guys. They’re pretty flammable. I keep a few in my basement in case the power trips and I need to do some cooking.
Before we leave the discussion on ‘Normal’ difficulty, it should be noted that, while hardcore RPGers sit on the expert end of the scale, chances are good that the game developers themselves are total masters of their own system. They’ve built it, they’ve played it for years, they know the intricacies. There is a very real danger that the developer’s perception of how hard their game is, is skewed. We saw this recently in the AoD combat alpha test. The general report from the first round by testers, including myself, was ‘dude, super punishing and frustrating’. Yet the ITS team could successfully and repeatedly overcome the combat challenges. Unsurprising. Luckily, they could use this feedback to adjust the system to a level their players find comfortable. The lesson to take away there is that, if you’re going to stick with the ‘Easy/Normal/Hard’ difficulty naming convention, you need to realize that what a developer considers ‘Normal’ should probably be the ‘Hard’ setting.
The other thing I wanted to talk about in regards to Jeff’s statement was about player death. Honestly, I believe there is a fine line there. I don’t think that seeing the reload screen every 10 minutes is particularly awesome. But it needs to be a palpable threat otherwise you lose all sense of challenge because you can beat fights while watching TV or eating dinner. The trick is to try to manage what live human GMs do in Pen and Paper roleplaying. You see, actual player death in PnP is fairly rare, too. My characters died only a handful of times in the nearly a decade that I played almost daily. Yet I had both fun and experienced challenge during those sessions. Howso?
Firstly, death in PnP is just about the ultimate punishment, not the first line. There were many ways to gradually wear away at a player, even if it is just forcing him to expend more of his resources to survive an encounter, leaving him weaker for later encounters. This was the one I most commonly faced, as a wizard character. Which spells to cast, and when, because burning everything I had in one battle meant I had nothing left for later. I learned to be frugal.
The modern trend for games to restore a character to full health/magic after a fight, and to make healing potions abundant, is the primary culprit in weakening the effectiveness of these forms of punishment in computer games. Who cares if you lose half your health in a battle, wait 5 minutes and you’re ready to go. Or drink a healing potion, you’ve lost count of how many you’re carrying, anyway. When your character resources are scarce then, ironically, the game designer has a greater range of ways to punish poor player decisions without resorting to player death. Without this, designers are left with players either coming out of combat in perfect condition or dead. Which means they end up dead a lot more, which in turn means that they hit reload a lot. And everyone loves watching loading screens, am I right?
So I agree with Vogel in that sense too. During normal gameplay, even for your sub-optimal players, you should rarely see a death screen. I’d much prefer a gradual loss of resources which allowed a player to adjust his play style to something more conservative, to play smarter. A gradual failure feedback mechanism instead of a sudden, sharp end. Prince of Persia, the Sands of Time was a great example of this. There were a vast number of opportunities for you to get the prince dead, failing most jumps would result in him plummeting to his ‘death’.
But, and this is the genius of their design, that is forgetting about the titular Sands of Time. Using stored sand, the prince can unwind his mistakes, essentially giving him another try without actually forcing him to reload from the beginning of the level. So you didn’t actually die, you simply used up some of your sand resource. The sand was limited of course, you could run out, and you’d begin to play more cautiously as you neared empty, but it worked well to create a gradual failure mechanic instead of a binary, alive/dead one. As the game progressed the challenges got harder but you gained the ability to store up a bit more sand, in the same way that RPG characters gain more health but face more ways to lose it quickly at the hands, fangs and blades of enemies or traps. (There was also a neat trade-off in the fact that sand powered other special abilities so you had to choose between your super powers and your safety net, but we won’t get into that.)
So in PnP death is less common. But there is another aspect. In live roleplaying, you have a GM. And one thing a good GM learns is how to ‘fudge the numbers’ occasionally to prevent player death. You can’t do it all the time, but most GMs will, at some point, change things to keep the party from dying when a run of bad luck leaves them unexpectedly tottering on the brink. A complete party wipe just isn’t a satisfying conclusion to months of adventure, most of the time. GMs will often think of ways out for the players, things like the enemy capturing them and taking them to their camp, giving players a chance to fight their way out. The only game I’ve ever see do anything even close to that is how the Gothic games have human opponents knock the character out and take some of their gear instead of slaughtering them outright.
But, returning to the idea of ‘fudging the numbers’, some players will instinctively hate the idea of anything like ‘level scaling’. Well, I think they’re wrong. The problem isn’t that concept of adjusting the game to the capabilities of the player, it’s the way it has been presented in games like Oblivion, slapping the player in the face with how artificial it is. It has to be done cunningly, as a human GM would. The best example of how it is possible to do this well is Left4Dead, by Valve. Smart chaps, Valve.
That game has an ‘AI Director’ running things in the background, acting like a human GM. It analyzes how the players are doing, altering the challenge level they face gradually to keep things exciting. It doesn’t do this in a crude, obvious way. Zombies are spawned in their dozens regardless, it’s hard to tell as you’re playing that the horde is 20% larger than it was previously, or that there are 30% more special zombie encounters this time. It is also more cunning than simply creating a global increase in enemy difficulty. As any good designer knows, in order for a game to be fun you have to mix difficult challenges with easier ones in order to create a fun rhythm, an ebb and flow to the action. Keeping encounter difficulty uniform results in boredom. But the AI director is again adjusting this mix, throwing in more high difficulty spikes for experienced players. It’s very clever and I am quite keen on L4D2, where the director can not only do the above but can actually change the layout of levels, even the weather. Valve have done something very clever with this series and I really think more games should emulate that design. It’s a wonderful use for AI that makes you ask the question “Why haven’t more designers thought to use global AI managers in games outside the strategy genre?”
So, to summarize, I agree with Jeff, sorta. We need to better categorize difficultly levels to match gamers with the level they will find most satisfying, understanding what drives the different types of player. We also need to understand how our design decisions ripple throughout our entire design. In order to return death-as-a-punishment to its rightful place as the most feared (and rare) punishment you can inflict, we need to make design decisions that allow for gradual, accumulating punishments for a player within the game context, instead of outside it, in the meta-layer of menus and loading screens and quicksave slots.



