A DIFFERENT APPROACH TO DIFFICULTY

A paradigm shift away from the idea that games should find more and more complex ways to serve players with different skill levels. But rather, they should give players with the tools to cook to their own palate, provided it is a meaningful experience.

The problem of difficulty in games has been debated to great depths for a long time. Various alternatives to the traditional approach with different difficulty modes at the beginning of a particular game have been proposed, analyzed and implemented. And yet, as much as they patch up the errors of the traditional approach, within them arise numerous inherent problems and difficulties. As such, I would like to propose another alternative–not so much a mechanical solution that requires implementation, but rather a different approach to difficulty design.

One thing I’d like to stress is that, this has been applied in various games quite successfully before, and I’ll mention them later on, but not to the extent to which it can deservedly become a central design philosophy, in my opinion. This I presume is due to a lack of a rather clear and deliberate approach to difficulty design.

But first, let me attempt to briefly summarize a few popular criticisms of the traditional difficulty modes approach and its alternative.

Problems with Difficulty Modes

Picture yourself coming into a brand new game, only to be asked to choose a difficulty mode that’s suitable for yourself, and presented with a number of different menu options. And frankly, they don’t do that good of a job at giving you sufficient information to make such an important decision. This is how many games in our history have done difficulty, and it continues to be fairly prevalent among modern games.



Here are its common criticisms:

  • Asking the player to make such a decision right at the beginning is not exactly a good idea. To select a difficulty mode before the game even starts is to make a major commitment based on very little information available (e.g. a short description). Once the player has selected a difficulty, they are probably going to live with it for the entire playthrough.
  • Even if the game allows the player to change the difficulty mode later on, it is, in itself, still not a very good idea. For one, explicitly selecting a difficulty mode in a menu-based manner is certainly not an interesting choice that games strive to offer their players. They do not have to weigh anything against anything. They do not have to analyze the risks and rewards coming as a result of each option. And generally speaking, players are not going to be good at weighting short-term convenience against long-term enjoyment. They just do not know the game enough.

  • Such approach would defeat the entire point of progression through unlocking higher and better tools to enhance and assist with gameplay. It would go against the intended gameplay experience from the game designer. And most importantly, it would make the player feel judged for not choosing a higher difficulty.


There have been several solutions to negate these issues, of which Mark Brown has gone into depths in one of his videos. However, not one of them was able to solve them all and still maintain immersion.

Dynamic Difficulty Adjustment
The idea of Dynamic Difficulty Adjustment (or DDA) hinges on the theory of the player’s Flow State, in which the player is completely immersed, and the game’s difficulty feels just right. Any more difficulty will cause frustration and break immersion. Any less difficulty and the player will quickly find boredom, and you guessed it, lose immersion. Therefore, as designer Andrew Glassner put it in his book Interactive Storytelling, games “should not ask players to select a difficulty level. Games should adapt themselves during gameplay to offer the player a consistent degree of challenge based on his changing abilities at different tasks.” Or in other words, games should be implemented with a performance evaluation system as well as a dynamic difficulty adjustment system in order to adjust itself to accommodate the infinitely different and ever-changing characteristics of players. More on the technical details of DDA can be found in Robin Hunicke’s 2005 paper The Case for Dynamic Difficulty Adjustment in Games.



However, while the Flow State theory admittedly has its merits, the DDA approach doesn’t go without its numerous downsides:

  • Some players, when they find out about DDA, hate it. Especially when DDA cannot be turned off, the player ends up feeling patronized, and not respected by the game as an adult, capable of taking on challenges and improving him/herself.
  • Players can, and will, learn to exploit DDA by pretending to be worse at playing than they actually are. And oftentimes, a DDA system will require some sort of break time in order to avoid revealing itself to the player, thus not able to quickly adapt itself to the player’s ostensible skill level.

  • DDA inhibits the player’s ability to learn and improve. As soon as the player improves, the difficulty ramps up to match their skill level, thus eliminating the possibility of positive results. If the player cannot see some sort of feedback from the game regarding their performance, they cannot know whether any changes in their approach to gameplay were effective.

  • DDA may create absurdities. One of the popular example of DDA going awry is the rubber-band effect in racing games, where opponents speed up and slow down seemingly for no reason in order to adapt to the player’s performance.

  • DDA is incompatible with some forms of challenge. If the challenge in question is numerically-based, then DDA can work easily. However, when the challenge is symbolical, with pre-designed elements that are nakedly visible to the player, often having only one or a few intended solutions, then DDA cannot work.


There are many interesting and nuanced approaches to DDA that I won’t mention since that’s beyond the scope of this segment. While I imagine there are going to be a lot of way to make DDA functional and sufficiently inscrutable through clever algorithms and implementation, I am rather discussing the fundamentals.

Organic Difficulty in Games

There seems to be a number of different terms to address this approach, but just for this article I’m going to use the term “Organic Difficulty.” This is something that has been tossed around in the last decade or so.

The basic idea of Organic Difficulty is that the game does not ask the players to select or adjust their preferred difficulty via GUI-based commands, nor does it automatically adapt itself to match with the player’s performance and progress. But rather, the game allows the player to interact with it in certain ways to make it easier, or harder, for themselves. These take the form of tools, approaches, strategies, input sequences or methods, etc. which should often come with some sort of trade-off.

This is something that has been implemented in a number of games including From Software’s Dark Souls, which Extra Credits has dedicated an entire episode to, and which everyone should take a look.



In Metal Gear Solid V, for every mission the player has completed, there’s a score rating system which provides a rough overview of the player’s performance based on a number of factors such as stealth, lethality, accuracy, completion speed, whether the player has completed any mission tasks, and what tools they used. While the player does get minus points for mistakes such as getting detected, raising enemy alert, taking hits, etc. some other factors are not as clear-cut as to how they constitute minus points aside from narrative reasons. The player can always go on a lethal rampage, tossing grenades at everybody in sight, or calling a support helicopter to airstrike the entire enemy base. The player is provided the tools to do exactly all of those, and they’re always just a few buttons away, and the worst they get is a C rank, provided they completed the mission, and a slight dip in their earnings.



Another example of this can be found XCOM: Enemy Within. There's a "cheesy" tactic in the game that can almost ensure victory, which is to have a unit with the Mimetic Skin ability to safely spot the enemies, thus enabling a squadsight-sniper from across the entire map to pick them off one-by-one safely without any real repercussion. This strategy is extremely effective in virtually every mechanical aspect of combat, with the only risk being that the spotter must not be flanked for they would instantly lose invisibility. The actual problem with this strategy is that it’s incredibly boring: your snipers just simply shoot every turn, and you can only take a few shots every turn, not to mention reloading. This strategy is best suited for beginners and people who have made mistakes and want to get out of the downward spiral. While on the other end of the spectrum, there are players who understand how the game and the AI of every alien unit in the game work, so they are more confident about moving up close and personal with enemies with minimal armor. Because for them, it's not about defending against the enemies, but about manipulating, "nudging" the enemies into behaving the way these players want them to (e.g. nobody needs armor when enemies are only going to attack the tank; nobody needs to take good cover when enemies are too scared to move to flank in front of an Opportunist-overwatch unit; etc.)



The above examples seem to imply a few important points regarding difficulty:

  • Difficulty should not only be designed around the mechanics of a game. It should also take into account the aesthetics or elegance of those very mechanics.
  • Punishment does not always have to be tangible or significant, as long as it is enough to indicate to players that they are straying off the intended experience. A good analogy would be physical pain. The pain itself is not what’s causing harm to your body. The physical wound is. Pain is merely a bodily signal to let you know that what’s happening right now is pretty bad and you probably shouldn’t let what just happened happen again. But remember, the choice is ultimately yours!

  • It may not be a good idea to put people on the linear graph of "gaming skill" where some people are simply "softcore, not-so-good at video games" and some other are "hardcore and always challenge-seeking." The idea alone is absurd, because players on such a graph would move up and down constantly, even during a single playthrough. Some people pick things up faster than a game can predict with its tutorials' pacing. Some people due to real life reasons have to abandon the game for some time, and they lose a bit of their touch when they come back to it.

  • Instead of judging the player’s skill and trying to accommodate every possibility, games should be judging player interactions instead, using a spectrum between Effectiveness and Aesthetics of Play (or what I shall humbly name Ludoaesthetics).


The Effectiveness-Ludoaesthetics Spectrum (ELS)

On the Effectiveness-Ludoaesthetics Spectrum (ELS), difficulty exists only at the lowest technical level. Each end of the ELS represents what each player wants at a certain point in the game with certain conditions. On this spectrum, games are designed with the player’s interactions, approaches and strategies in mind, each with its own degree of effectiveness and ludoaesthetics. These are not solely defined by mechanics or the player’s skill level, but rather the way in which they are experienced and perceived by the player.



Effectiveness refers to how well the player can progress and achieve their goals in a game using the set of tools they’re given and the strategies they’re allowed to formulate. How easy those tools are to use, and how good they are at helping the player progress towards the game’s intended goals, primarily constitute Effectiveness. Players who aim towards and stay on this end primarily look for the most effective ways to achieve the intended goals of the game (which of course include playing the game the easy way).

Ludoaesthetics refers to the perceivable aesthetic appeals of the aforementioned set of tools and strategies given to the players. Players who aim towards this end do not necessarily look for the most effective ways to achieve the intended goals. But rather they tend to look for the added intrinsic benefits derived from unconventional play. These benefits include:

  • Superficial Attractiveness: Visual and auditory appeal of using the subject matter or the subject matter itself. It can be represented by any entity the player can recognize in the game such as a character with great visual design, a badass-looking weapon with satisfying visual and sound effects, etc.
  • Competitiveness: a.k.a. bragging rights. This is rather self-explanatory. There is always that portion of players who keep seeking greater and greater challenges to prove themselves to the world. They may even go as far as handicapping themselves with arbitrary limitations to heighten the challenge.

  • Greater sense of satisfaction derived from greater challenges that may go beyond the goals intended by the game. People who have been through heights of overwhelming odds know about, and may expect, the immense amount of satisfaction that comes with them.

  • Narrative Fantasy: Players may look for things that may not be effective or productive in terms of gameplay because they would align with the narrative better (in games that understandably contain some degree of ludonarrative dissonance), or they would add an extra layer of depth and intensity to the narrative and thereby enhancing it. Essentially, they’re sacrificing gameplay optimality to elevate their narrative fantasy.


Design for Ludoaesthetics

The point of designing for ludoaesthetics is NOT to create increasingly harder challenges in order to accommodate the player’s increasing skills (though that is not to say such approach has no merits whatsoever). But rather, it is actually to encourage players to strive for aesthetics in their gameplay and to lean more towards the right side of the spectrum.

Here are a few suggestions on how to go about it.

Creating more depth

Depth refers to the amount of space the player is allowed to make interesting choices using the set of tools they’re given by a game. For a more detailed explanation of what Depth is in comparison to Complexity, you can take a look at Extra Credits’ episode on Depth vs. Complexity.



Essentially, Complexity is the amount of constituent elements that make up a game, and Depth is the degree of interactivity between those elements. The very nature of ludoaesthetics has to do with the deviation from the default, intended approach (a.k.a. Playing “by-the-book.”) Therefore, the more those elements “talk” to one another, the better chance it is for ludoaesthetics to emerge, because then the player will be able to find more different ways to control or manipulate each element.

[Also read: Design for Theorycrafting]

Depth is pretty much the prerequisite for ludoaesthetics even as a concept to exist. Without a lot of depth, the window of opportunities for ludoaesthetics get significantly lower or completely non-existent.

Creating patterns suggesting the possibility of gameplay aesthetics

Adding more depth is not only about simply adding more stuff in a game and making them as obscure as they possibly can be. It is also about leaving breadcrumbs to suggest that there is more than meets the eye, therefore encouraging players to explore further possibilities. What kind of depth to even add? And how does one go about communicating it?

Below is a conceptual representation of a set of challenges typically found in video games.



Each challenge is represented by a window of failure and a window of success. These windows can be spatial, temporal, symbolic, strategic, or a combination of all. They are the spaces in which the player enters by behaving in a certain expected way. Secondly, the black line represents the player’s interactive maneuvers: where to get across and which direction to turn to next, in order to overcome the set of challenges without stumbling into the windows of failure.

For example, say we have a situation in a 3D platformer game where the player is facing a pit, and across the pit leaning towards the right side there is a narrow platform. In such a scenario, we can assume that the window of failure includes any and all sets of behaviors that lead the player plummeting down the pit, and the window of success includes those that lead the player to landing on the platform across the pit safely.

Now consider the same representation of challenge above, but this time with a slight deliberate arrangement.



As you can see, the sizes of the windows of failure and the windows of success stay exactly the same, but the positions of the windows of success have been altered so that they align somewhat (but not exactly aligned to the point of being too obvious). You can see that nested within the windows of success is a narrower window where the amount of the player’s maneuvers stays extremely minimal. Stepping into this window offers the opportunity for a non-disrupted gameplay flow, where a deliberate and guided set of behaviors will let the player “breeze” through the challenges seemingly almost with ease. This window is where ludoaesthetics occur.

Of course, the downsides of it are aplenty: it can be extremely difficult to realize such a window exists in a real scenario. And in order to stay inside such a narrow window, the player has to be extremely precise and/or smart in their gameplay. You can think of this window of non-disrupted flow as an intended “weak point” of the challenge, where a single and concentrated attack will break the whole thing apart in one fell swoop. But the process of identifying such a weak point, and delivering the finishing blow with great accuracy may require a lot of trials and errors, and can be extremely tedious and/or difficult.

An Example from Master Spy

A common manifestation of ludoaesthetics comes in the form of speedrunning. Finishing with speed is, for the majority of games, not the primary intended goal. Games are rarely ever designed to be speedrun, and most players do not have to finish any games at high speed in order to not miss anything. So speedrunning has always been a sort of arbitrary self-imposed challenge by those who seek greater sense of enjoyment from their favorite games.

However, there are a few exceptions. And you can find the above mentioned window of non-disrupted flow in levels like this one from Master Spy by Kris Truitt.



In this game you play the role of the Master Spy, to infiltrate ridiculously well-guarded buildings, palaces and fortresses with a huge number of different enemies, hazards and contraptions standing in your way. And you are given no tools whatsoever but an invisibility cloak that can help you sneak past the eyesight of certain enemies while halving your movement speed.

In the example above, your goal is to retrieve the keycard on the other side of the wall slightly to the right of your starting point, and then to escape through the white door right above your starting point safely. And while your cloak can get you past the eyesight of the guards, it is of no use whatsoever against the dogs, who can smell you even when you’re cloaked and will sprint forwards to attack you at horrendous speed as soon as you’re on the same ground as them.

So what you have to do as a sequence of actions in this level is first to cloak yourself, then drop down from the first ledge past the the first guard, then quickly decloak to regain speed as the cloak is useless against the incoming dogs. Then before the first dog reaches you, move forward to the right, then quickly jump up. Keep jumping to retrieve the keycard while avoiding the second and third dog. Cloak up, then get on the ledge with the three moving guards. Finally, jump to the left to reach your destination.

However, as you can see from the footage above (courtesy of a speedrunner nicknamed Obidobi), as soon as the player reaches the ledge with the three moving guards on the right, the guards turn to the other side and begin moving away from where the player is, effectively freeing the player from having to cloak and having their movement speed halved. And then right before the player reaches for the white door, the guard on the far right is about to touch the wall and thereby turning back to the left. This is such a tiny window of success that should the player not have begun moving right after they start the level and stayed uncloaked at the end, they would have failed. The level is designed in such a way that it can be completely solved without wasting any moment and action.

Is it significantly more difficult to play this way? Yes. Was this arrangement absolutely necessary? Not really. But the designer made the level with the expectation that people are going to speedrun the game and will be looking to optimize their timing with each level. Thus, the levels in Master Spy are designed so that should the player start looking to speedrun the game, they will easily recognize that sweet, sweet window of non-disrupted flow. It is an immensely satisfying experience to discover it.

Ensure Usability

As usual, it is easy to get too extremely logical about design and forget all about the equilibrium, which is almost always what design is about.

In this case, it is important that designers must ensure that whatever tools they’re making for their players to achieve ludoaesthetics, MUST have at least some sort of usability, even if it’s incredibly niche or extremely difficult to pull off. Things that serve nothing and mean nothing are NOT aesthetic. Say you have an RPG, and one of your players goes out of their way in order to build an unconventional character because they see some sort of future potential from this build, only to find out later that when they’re finished with the build, the meta of the game has changed and the window of opportunity for such a build has long passed. This means that the entire amount of depth you added, and the ludoaesthetics you might have intended by allowing that player to go in such a way, is utterly useless and entirely wasted. So always remember to ensure usability for everything you add in your game.

Conclusion
Organic Difficulty and the ELS are not only, and not necessarily, an alternative solution to the whole difficulty problem. But rather, they represent an entire paradigm shift away from the idea that games should find more and more complex ways to serve players with different skill levels, and towards a design philosophy where players are given integrated tools within the context of games to set their own difficulty at any point without breaking immersion and perhaps the extra baggage of shame. It is not enough to have your players stay at the same level of difficulty throughout the game, or dynamically adjust the difficulty on the fly to suit them. It is best, in my opinion, to let your players cook to their palate. Just make sure that the process of cooking and the game itself are one and the same.

References

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author=Sooz
author=KyleLascar
When scientists asked six years old children whether they wanted candy immediately or (the same amount/size) after tidying up their rooms, 100% of the children chose the first option. :P
If you associate playing video games with dull chores like cleaning your room, why do you play video games in the first place?

I like playing video games because they're fun to play, personally.


Id say most AAA games gave more in common with doing a long list of chores than they do with fun now days ha ha.
unity
You're magical to me.
12540
But that does raise a question: Do players generally choose the easiest difficulty automatically because its the most rewarding? While I'm sure there could be people out there that do that, but I personally like to find the difficulty that suits me best: hard, but not so hard that it's super frustrating.

I think most people are like that. And, hey, if people aren't like that and just want to power through the game easily, then why not let them? If that's the way one person most enjoys playing the game, then I think that's fine.
It was an analogy/joke and you obviously didn't get it, never mind.
Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
author=KyleLascar
When scientists asked six years old children whether they wanted candy immediately or (the same amount/size) after tidying up their rooms, 100% of the children chose the first option. :P


If you associate playing video games with dull chores like cleaning your room, why do you play video games in the first place?

I like playing video games because they're fun to play, personally.
author=Sooz
But if it's a casual mode, that implies that there's a non-casual mode, so the form of storytelling isn't really gone?


When scientists asked six years old children whether they wanted candy immediately or (the same amount/size) after tidying up their rooms, 100% of the children chose the first option. :P

That's one of the issues inherent to difficulty modes: Some prideful players feel compelled to choose the highest difficulty setting, even if that means less fun for them, and some players always choose the lowest difficulty setting (why bother if there's an easier option?), even when they can handle and fully enjoy a higher difficulty setting.

Apart from that, I would like to highlight one aspect that hasn't gotten the attention it deserves yet: More difficulty modes means more necessary balancing efforts, which can easily overburden indie developers, no matter if they use RPG Maker or not. Most developers already get sick of playing through their own games dozens of times on one difficulty setting (well, that would apply to me at least if I was a developer). Now imagine how motivated they would be to test several difficulty settings.

If these difficulty settings (to reduce the workload) only differ in enemy stats, then I can draw a line to what I mentioned above: Do I feel compelled to choose the highest difficulty setting, or should I just choose the lowest difficulty setting if there's no incentive for playing on a higher difficulty setting apart from bragging rights? Choosing a difficulty setting can be so aggravating that I don't even want to play the game in question anymore, and each game featuring several difficulty settings has a much harder time winning me over.

By the way: Games that - difficulty-wise - try to pander to core gamers as well as to casual gamers are as likely to fail as bands who want to please fans or their old style and fans of their new style at the same time. :D
Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
author=zDS
I know lots of folks do a casual mode nowadays as well, and my issue with that is it takes away one of my favorite forms of story telling.


But if it's a casual mode, that implies that there's a non-casual mode, so the form of storytelling isn't really gone?
Souls series, is very organic however, in its difficulty. There's no easy or hard mode besides subtle things like knowing builds/rings/summons/etc. That's the point the article writer wanted to make.

Nintendo has been doing that for ages. In Mario 3, you can choose the to float gently across platforms with the racoon suit or you can use Fire Suit and that requires lot more skill and timing with the jumps.

I for one am a firm believe in a one difficulty game. It just feels right to me. Now I'm not saying difficulty modes are a bad thing, but I do agree they need to be handled a lot more carefully than like auto adjusting numbers for enemies/etc. I almost always find myself going to normal mode. And I much prefer hard modes to be like, new game plus. Again, this is just my personal opinion, I'm making no statements against the other. I know people like that stuff and that is more than fine.

I know lots of folks do a casual mode nowadays as well, and my issue with that is it takes away one of my favorite forms of story telling. In games, you have to EARN what comes next, and that makes it all the more satisfying to me. That said, I know y'all want more people to play your games and some folks just want the story ano no rpg. It conflicts my brain very much.
author=Darken
I mean you said:

But rather, the game allows the player to interact with it in certain ways to make it easier, or harder, for themselves. These take the form of tools, approaches, strategies, input sequences or methods, etc. which should often come with some sort of trade-off.


Then:

This is something that has been implemented in a number of games including From Software’s Dark Souls, which Extra Credits has dedicated an entire episode to, and which everyone should take a look.


The video contains a list of mechanics that cover a lot of the game's difficulty. I'm going to assume you're referring to the entire game as a shining example of how organic difficulty works. Especially if the point of design is to work the difficult adjustment within the game itself. You can't talk about how magic builds affect the entire game without talking about the entire game.


That's only because I didn't want to repeat something someone else has already said in-depth. Among my examples, there's XCOM which still has difficulty modes. Am I talking about the entire game there too?

In any case, thanks for the replies Darken.
This thread is the Dark Souls of RMN.net forum threads.

Speaking of Dark Souls, nobody has really brought up the fact that the devs themselves never actually set out to make a hard game. They wanted to make something thats gameplay reflected its world, tone and atmosphere. It was purely a world building tool. Developer intention is something I dont see come up as often as it should and I think really, like all art, the creators intentions are just as important, if not more so, than that of the consumer, atleast when viewing it as art. When viewing a game as a product, well yeah, dumb things down for as many people as possible because that means you can sell it to more people. Thats got to be one of the hardest part of being a developer like From Soft that has such a distinct voice but also needs to be able to sell as many units as possible in order to keep making games.

The game Dark Souls itself was supposed to target the niche audience they had found with Demon Souls, that was it, and Demon Souls was considered a failure internally before release which is why it took so many chances with obtuse game design choices like the lack of helpful information on starter classes. Those bizarre choices are what made the game stand out and made it a cult hit. They are also what gave it its soul, if you will.

Ironically as the series has progressed and opened up itself to more players and streamlined a lot of the more obtuse game design choices the series has only gotten more bland. Im not saying accessability is a bad thing, far from it, but I will say that it has literally stripped the soul from the souls franchise.

In the end I just wanted to bring up developer intention because I do think its important. If your making a product, yeah, make it accessable as possible BUT if you have a vision and you make sacrifices just for things like difficulty... well I think your doing both your game, and your players a disservice.
I mean you said:

But rather, the game allows the player to interact with it in certain ways to make it easier, or harder, for themselves. These take the form of tools, approaches, strategies, input sequences or methods, etc. which should often come with some sort of trade-off.


Then:

This is something that has been implemented in a number of games including From Software’s Dark Souls, which Extra Credits has dedicated an entire episode to, and which everyone should take a look.


The video contains a list of mechanics that cover a lot of the game's difficulty. I'm going to assume you're referring to the entire game as a shining example of how organic difficulty works. Especially if the point of design is to work the difficult adjustment within the game itself. You can't talk about how magic builds affect the entire game without talking about the entire game.
author=Darken
Referencing the entirety of Dark Souls for a difficulty solution is kind of... eh. I mean Shovel Knight suddenly reminds of Dark Souls 2's bonfire system where you could make enemies surrounding it more powerful (and respawn them) for various riskreward quirks, and that being isolated as an example is gonna have less arguments and people like me poking holes.


I don't see how I've done that to be honest. All I did was link to a video from Extra Credits where they went in depth with those specific things. In fact it was you who brought it up as though it were referenced in its entirety.
If it's any help I think a better example would be Shovel Knight. Isolating just the checkpoint system. Where you can either choose to destroy a checkpoint (meaning when you die you go to the beginning or checkpoint you didn't break) or reap the rewards (money). To me that's a difficulty that's altered in the middle of the game and ignoring the mechanic all together means you just play normally.

Referencing the entirety of Dark Souls for a difficulty solution is kind of... eh. I mean Shovel Knight suddenly reminds of Dark Souls 2's bonfire system where you could make enemies surrounding it more powerful (and respawn them) for various riskreward quirks, and that being isolated as an example is gonna have less arguments and people like me poking holes.
author=Darken
His point is the same as mine as in that the Dark Souls "organic difficulty" only works in practice if you know a lot about the game before-hand. Again how would you know pyromancer is the easy mode? Despite being able to learn magic later on in the game (again a technique pretty cumbersome to new players, I've seen tons of LPers MAYBE experiment with it by the time they get to Darkroot Garden, things like catalyst requirements, equipping the spell, knowing the spell usesage really just comes after putting up with the melee build for long) it's a choice that greatly affects your first time experience with the game, if he had accidentally picked magic user the "organic difficulty" seems to come down to happenstance. Also really? Archer build? That also isn't a very intuitive thing to use unless you know what you're doing, at the beginning of the game you have limited ammo and enemies with shields can negate it. You're also screwed when up against bosses and aren't really learning the game. They're meant to give a slight advantage like firebombs in battles and they can abuse the AI, but there's a lot to deter players from bothering exclusively with archery unless they looked up on how to get the Drake Sword or something.

I think Dark Souls is a great game and anyone can beat the game if they put their mind to it. But it's laughable to say that Dark Souls has this amazing scale-able difficulty that can conform to players as they play the game. The game is an imbalanced mess that just taking the wrong direction at the start of the game will fool you into thinking the game is more difficult than it is. It's full of traps and common mistakes that can turn off the player from playing the game had they not looked up some tips and tricks beforehand.


I really don't want this to be yet another discussion regarding Dark Souls. It's not like I'm necessarily trying to defend the game. It only serves as an example of such approach, and it still has a lot of room for improvements. Besides, I do think it lacks a proper framework as to how to approach difficulty anyway. The game is just not flexible enough it its organic difficulty.
His point is the same as mine as in that the Dark Souls "organic difficulty" only works in practice if you know a lot about the game before-hand. Again how would you know pyromancer is the easy mode? Despite being able to learn magic later on in the game (again a technique pretty cumbersome to new players, I've seen tons of LPers MAYBE experiment with it by the time they get to Darkroot Garden, things like catalyst requirements, equipping the spell, knowing the spell usesage really just comes after putting up with the melee build for long) it's a choice that greatly affects your first time experience with the game, if he had accidentally picked magic user the "organic difficulty" seems to come down to happenstance. Also really? Archer build? That also isn't a very intuitive thing to use unless you know what you're doing, at the beginning of the game you have limited ammo and enemies with shields can negate it. You're also screwed when up against bosses and aren't really learning the game. They're meant to give a slight advantage like firebombs in battles and they can abuse the AI, but there's a lot to deter players from bothering exclusively with archery unless they looked up on how to get the Drake Sword or something.

I think Dark Souls is a great game and anyone can beat the game if they put their mind to it. But it's laughable to say that Dark Souls has this amazing scale-able difficulty that can conform to players as they play the game. The game is an imbalanced mess that just taking the wrong direction at the start of the game will fool you into thinking the game is more difficult than it is. It's full of traps and common mistakes that can turn off the player from playing the game had they not looked up some tips and tricks beforehand.
author=Red_Nova
They actually... kinda do. They have their previous experiences with games in a similar genre. If someone goes into an FPS with a lot of experience in the genre and looking for a challenge, it's safe to assume they know enough about the genre that they can jump straight into hard mode. If someone has never touched an FPS before, they'll likely bump down the difficulty to easy so they can get a feel for what's going on.

Yeah, they know nothing about YOUR game, and they'll have to experience your game themselves before they can settle on what difficulty is right for them, but that's going to be a problem no matter what previous experience they have in the genre.

That is assuming your game is a complete copy of some other game though (and even then it won't be the same). Else, the player is NEVER going to accurately predict exactly what "NIGHTMARE" even means with regards to their 12 year experience of playing FPS games.

The thing with difficulty modes, like I've mentioned above, is that it doesn't account for fluctuations in performance in an individual player across time and throughout a playthrough. An individual player's performance will change due to factors including mood, fatigue, and health, even if they're finishing the entire game in one sitting. Even if you allow players to change the difficulty mid-game, their perception of their skill is still going to be based on where they think they are, not where they really are. And again, that still doesn't solve the problem of the player feeling patronized by selecting a lower difficulty when they were doing just fine with this difficulty before. By using integrated difficulty tools (let's call them that), you're letting them opt for help down to the level of individual instances instead of adjustment across the board.

author=Red_Nova
At the risk of sounding close-minded, I don't believe such a solution exists.

Pretend for a moment that Dark Souls just came out and that a little man named Jimmy just put it in his Xbox. No one knows a single thing about it, not even about its rumored difficulty, so Jimmy is going in as blind as can possibly be. Jimmy picks the Knight class because he likes big bulky armored dudes. Not realizing the massive effect that armor weight has on stamina and movement speed, Jimmy struggled to figure out why his dude kept getting wrecked in the tutorial level because he kept running out of stamina points. Frustrated at dying over and over again in the tutorial level, Jimmy quit the game and went to sleep. The next day, Jimmy talked to his friend and was baffled at hearing his account of how easy and fun it was.

"LOL you picked Knight, Jimmy? I went with Pyromancer. I could blast all the enemies in the tutorial level and I'm already in the Undead Burg! You shouldn't have picked Knight."

Tell me: exactly how Jimmy was supposed to know this? Where was it communicated to him that Knights would be as clunky as they were? Most importantly: how was Jimmy's immersion in Dark Souls maintained?

That last one was a trick question. Immersion was lost. Once Jimmy learned he made a bad choice, he'll either go hollow and quit the game, restart the game with a different class, or grit his teeth and struggle through with his bad choice. In all three scenarios, immersion was lost because of a choice he made using variables he had no knowledge of, and he now views the game through a more sour lens. Oh sure, he can make the game easier by finding the Ring of Life Protection, learning magic, and other strategies, but if he quits the game in frustration before finding them, then that kinda defeats their purpose, doesn't it?

This whole scenario can be avoided by one thing: Proper communication. If Jimmy wanted to have an easier time, he should go with a class with lighter equipment. Or he could strip his Knight character down and run around in nothing but a loincloth (how's THAT for immersion in a grimdark fantasy setting like Dark Souls?).

Small indie devs don't have a massive community. They don't have fans making numerous tutorial videos on what options are best for beginners. They have to rely on their own design skills to communicate to the player what their games do and how to make them easier. The line between helpful and patronizing is going to be different for each player, and so the more options a game has to make it easier for players to quickly get settled, the better. For some games, it's a difficulty selector. For others, it's a class selector. For even others, it's smashing player's heads against the floor over and over again until they find the right setup that they like. For others still, it's a combination of these options.

The common factor in all of this is that players need to understand what they're getting into. If you have to sacrifice some immersion for this, then it's better to do it up front before they get into the flow rather than running directly into a wall mid game and slinking back to a lower difficulty setting. Exactly HOW devs do this is going to vary per game.

While I like the idea of designing your game using in-game equipment, strategies, and whatever, I feel the root of the problem is poor communication from the game to the player. Designing for ludoaesthetics is merely one way to go about this. It's a neat way, and one that I definitely want to explore more, but it has its own share of drawbacks that aren't insignificant enough to replace the familiar difficulty setting. Not yet, anyway.

TL;DR: I think designing for ludoaesthetics is an option to consider ALONGSIDE difficulty selectors, not INSTEAD OF them.

I respectfully think this scenario is based on way too many assumptious premises. First of all, Jimmy's initial frustration doesn't mean anything. It doesn't mean he's only going to have nothing but frustration for the rest of the game. Whatever happened to improvements? And has he never failed in any game before? How is selecting the Knight being the wrong choice for Jimmy different from choosing the wrong strategy in any other game? Had it been any other game, and instead of choosing the wrong class, Jimmy had built the wrong character, equipped the wrong items, and chosen the wrong strategy (which would take a lot more time and effort than choosing the wrong class at the beginning of the game, by the way) would he be frustrated at the game for not telling him all that? Of course not. And I don't see how the game explicitly telling Jimmy what best to do would maintain his immersion? Are we going to talk about whether tutorials would elevate immersion now? Because we all know where that discussion would eventually go. Should Jimmy have trouble with the Knight class, there are many ways to bridge the gap between a melee class to a magic class without having to restart the game. If Jimmy knew anything about video games, he would've tried the bow and gone for the archer build happily.

Secondly, Jimmy's friend's account wouldn't necessarily indicate any fun. It would indicate that his/her experience was easy, but not necessarily fun. What do they know about what fun means for the other person anyway? What if even though Jimmy believed his friend, he still couldn't forget the feeling of overwhelming satisfaction when he finally took down the Asylum Demon after so many tries, even though he thought he was really bad at using the Knight? What was it, then? Was his friend's exprience fun or was his own experience fun?

I think it would be very much a mistake to equate any feeling of frustration at all with lost immersion. But I shouldn't have to tell you that.
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
Okay, so the idea here ISN'T to remove difficulty options, but to integrate them into the game itself to maintain immersion, am I getting this right? Assuming so, there is one variable that needs to be considered that I don't see either here or in the referenced videos: Player expectation.

author=EvilEagles
Even if the game allows the player to change the difficulty mode later on, it is, in itself, still not a very good idea. For one, explicitly selecting a difficulty mode in a menu-based manner is certainly not an interesting choice that games strive to offer their players. They do not have to weigh anything against anything. They do not have to analyze the risks and rewards coming as a result of each option.


They actually... kinda do. They have their previous experiences with games in a similar genre. If someone goes into an FPS with a lot of experience in the genre and looking for a challenge, it's safe to assume they know enough about the genre that they can jump straight into hard mode. If someone has never touched an FPS before, they'll likely bump down the difficulty to easy so they can get a feel for what's going on.

Yeah, they know nothing about YOUR game, and they'll have to experience your game themselves before they can settle on what difficulty is right for them, but that's going to be a problem no matter what previous experience they have in the genre.


author=EvilEagles
There have been several solutions to negate these issues, of which Mark Brown has gone into depths in one of his videos. However, not one of them was able to solve them all and still maintain immersion.


At the risk of sounding close-minded, I don't believe such a solution exists.

Pretend for a moment that Dark Souls just came out and that a little man named Jimmy just put it in his Xbox. No one knows a single thing about it, not even about its rumored difficulty, so Jimmy is going in as blind as can possibly be. Jimmy picks the Knight class because he likes big bulky armored dudes. Not realizing the massive effect that armor weight has on stamina and movement speed, Jimmy struggled to figure out why his dude kept getting wrecked in the tutorial level because he kept running out of stamina points. Frustrated at dying over and over again in the tutorial level, Jimmy quit the game and went to sleep. The next day, Jimmy talked to his friend and was baffled at hearing his account of how easy and fun it was.

"LOL you picked Knight, Jimmy? I went with Pyromancer. I could blast all the enemies in the tutorial level and I'm already in the Undead Burg! You shouldn't have picked Knight."

Tell me: exactly how Jimmy was supposed to know this? Where was it communicated to him that Knights would be as clunky as they were? Most importantly: how was Jimmy's immersion in Dark Souls maintained?

That last one was a trick question. Immersion was lost. Once Jimmy learned he made a bad choice, he'll either go hollow and quit the game, restart the game with a different class, or grit his teeth and struggle through with his bad choice. In all three scenarios, immersion was lost because of a choice he made using variables he had no knowledge of, and he now views the game through a more sour lens. Oh sure, he can make the game easier by finding the Ring of Life Protection, learning magic, and other strategies, but if he quits the game in frustration before finding them, then that kinda defeats their purpose, doesn't it?

This whole scenario can be avoided by one thing: Proper communication. If Jimmy wanted to have an easier time, he should go with a class with lighter equipment. Or he could strip his Knight character down and run around in nothing but a loincloth (how's THAT for immersion in a grimdark fantasy setting like Dark Souls?).

Small indie devs don't have a massive community. They don't have fans making numerous tutorial videos on what options are best for beginners. They have to rely on their own design skills to communicate to the player what their games do and how to make them easier. The line between helpful and patronizing is going to be different for each player, and so the more options a game has to make it easier for players to quickly get settled, the better. For some games, it's a difficulty selector. For others, it's a class selector. For even others, it's smashing player's heads against the floor over and over again until they find the right setup that they like. For others still, it's a combination of these options.

The common factor in all of this is that players need to understand what they're getting into. If you have to sacrifice some immersion for this, then it's better to do it up front before they get into the flow rather than running directly into a wall mid game and slinking back to a lower difficulty setting. Exactly HOW devs do this is going to vary per game.


While I like the idea of designing your game using in-game equipment, strategies, and whatever, I feel the root of the problem is poor communication from the game to the player. Designing for ludoaesthetics is merely one way to go about this. It's a neat way, and one that I definitely want to explore more, but it has its own share of drawbacks that aren't insignificant enough to replace the familiar difficulty setting. Not yet, anyway.


TL;DR: I think designing for ludoaesthetics is an option to consider ALONGSIDE difficulty selectors, not INSTEAD OF them.
author=Sooz
I mean, not really? Like, it's a bit difficult to tell what you're proposing, beyond "Do good design, not bad design, also explicit choice of difficulty is bad design because reasons."

What I'm saying is, sometimes, I like to play hardcore, and sometimes I just want to dick around, and in both cases, I prefer to be allowed explicitly to choose what level I'm doing, rather than having to guess at things or trust the dev to have been able to predict how I play. Forcing difficulty to be part of the gameplay (somehow) is forcing the player to 1) figure out that the difficulty is part of the gameplay and not just totally static, and B) figure out how to alter the difficulty to their taste according to the whims of an unknown developer.

I don't think there's a perfect silver bullet to make difficulty levels suit every player; conversely, I also don't think that having elements separate from the gameplay are necessarily bad for Flow or enjoyment. (TBH it feels like that stuff is treated like garlic for vampires these days, rather than just one of many options. It's silly, especially when designing for an already low-fi medium like RPG Maker games.)

I did elaborate pretty explicitly in my comments above. I respectfully urge you to read them before continuing this line of discussion. Like I said, I wrote this piece originally for a different audience, so it might not be as catered to RPGs as you folks might expect here. But that's why I clarified further.

The thing is, though, they don't have to deliberately "figure out" anything as some sort of chore before playing the game, if part of the game IS about finding an approach suitable for themselves. Figuring it out IS playing the game. When you find something you think will be beneficial for you, go right ahead. Nothing's stopping you. The problem with difficulty modes, like I said, is that they do not provide any context. By integrating the process of difficulty adjustment to the gameplay experience itself, you reduce half the the confusion and gain the ability to fine tune the difficulty to your liking.

But hey, if instead you want the game to explicitly babyfeed the difficult adjustment for you right off the bat, when you have no idea what those difficulty options even speak about, then by all means walk away and find games that do so. Games with no difficulty modes are just not worth your time.

author=Sooz
Aight but what does that have to do with "visual and auditory appeal of using the subject matter or the subject matter itself"? Like, yeah, people often use the pretty equipment over the functional equipment when that's a thing, but it doesn't work so much as an inherent duality. You'll just as often find that the best equipment also looks the best, or find that equipment doesn't vary in aesthetics, for example. It just strikes me as a false duality, is all, since the design of stuff is independent of the use of stuff.

Well, let me reiterate my point more clearly. Yes, it is not an inherent duality like you said. But aesthetics are always more or less subjective. Sure, it's often the case that better equipment looks better in terms of size, details, colors and so on. But there are players who find that those things look increasingly ridiculous: How could anybody move in that pile of metal? If my class is Assassin, why would I want my armor to be gold-plated, wouldn't that give my position away? And so on. That is why SOME people choose to forgo gameplay optimization SOMETIMES in SOME games. Because to them that's not appealing. And I've reiterated manytimes that that's only ONE of the reasons why people do so. I'm not telling anybody to design so better equipment always look increasingly worse. They can go about it anyhow they want. But you can't claim that better equipment in all games always look objectively better. That is not true.

author=unity
Do you suggest labeling these things as in-game easy modes? Otherwise, I can see some players using them even when they don't need them and then complaining that the game is too easy. I know that seems counter-intuitive, but do you just tell them "then just don't use that item?" Or do you discourage them from asking by putting something in the description like "for players who struggle with combat" or something in the description?

Honestly, this is the hard part that I shouldn't (and can't really) answer. It depends a lot on what you would like your game to be, or how you want to position your game on the market. The reason games like Dark Souls work even though their easy mode is somewhat obscured behind a few layers (this criticism is always valid. I can't deny it) is partly because they have a community. Smaller games may not have (or may not think they have) that luxury.

But still you can find examples of such an approach in quite a number of small indie games. Helen's Mysterious Castle for example. That's an RM2K3 game. I hope you didn't forget about trying it :D

Edit: Also hey, I almost forgot. There's always grinding in RPGs. That IS personal difficulty adjustment. So maybe it won't be that tricky to design.
Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
author=unity
I can see some players using them even when they don't need them and then complaining that the game is too easy.


Or, contrariwise, dumbasses like me who never figure out that those things are supposed to be for the kindergarten baby gamers, and give up in frustration because we never figure out the easy mode.
unity
You're magical to me.
12540
author=EvilEagles
Thanks for the replies, everybody. Your thoughts are all interesting and made me think a lot more about this. I'm glad I shared with you RPG folks.

author=unity
However, I don't think there's enough here to spell a death knell for difficulty modes, especially in RPGs, unless I'm really missing something. There are players who simply want a more casual experience, and don't want to have to completely master the system or trial-and-error classes to find which ones are easiest. If making the game easier for the player costs them hours of banging their head against the game's systems to see what works when they just wanted to have a leisurely playthrough, less comfortable players will quit the game. Some of them just want an easy way to pick up the game and play, and I think a lot of what's being discussed here doesn't really help them.


Thanks for the kind words, unity. A lot of the concerns you addressed are exactly the reason for this model. But perhaps I didn't elaborate it clearly enough to easily apply to RPGs. People looking for the casual experience ARE on the Effectiveness side of the spectrum. I made an effort to put an entire section to the other end of the spectrum simply because it's more often overlooked. In no way did I mean there wasn't room for casual players. It's a spectrum for reason.

What I'm saying can be basically translated into the RPG language as something like these:
  • To support the more casual players, instead of using difficulty modes, perhaps you can try immediately giving them a leg up with the option to obtain easy-mode-exclusive items that give them some moderate advantages: A ring that reduces all incoming damage. A ticket that lets players save anywhere instead of having to reach a save point. A lantern you can buy at any town which reduce the stats of all bosses by 30%. These are all ideas for an organic easy mode that is not a menu-based option. The point is to stop thinking of them as imbalance factors.
  • To support people who seek challenge by arranging things in such a way that hints at the possibility of an unconventional yet elegant approach. Think of something like FF8 allowing players to obtain Squall's Lion Heart right from Disc 1. It's possible, just incredibly tedious and difficult.


Thank you very much for clarifying! ^_^

Do you suggest labeling these things as in-game easy modes? Otherwise, I can see some players using them even when they don't need them and then complaining that the game is too easy. I know that seems counter-intuitive, but do you just tell them "then just don't use that item?" Or do you discourage them from asking by putting something in the description like "for players who struggle with combat" or something in the description?
Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
As I've mentioned throughout the article as well as in my comments above, this model is to serve exactly this purpose.


I mean, not really? Like, it's a bit difficult to tell what you're proposing, beyond "Do good design, not bad design, also explicit choice of difficulty is bad design because reasons."

What I'm saying is, sometimes, I like to play hardcore, and sometimes I just want to dick around, and in both cases, I prefer to be allowed explicitly to choose what level I'm doing, rather than having to guess at things or trust the dev to have been able to predict how I play. Forcing difficulty to be part of the gameplay (somehow) is forcing the player to 1) figure out that the difficulty is part of the gameplay and not just totally static, and B) figure out how to alter the difficulty to their taste according to the whims of an unknown developer.

I don't think there's a perfect silver bullet to make difficulty levels suit every player; conversely, I also don't think that having elements separate from the gameplay are necessarily bad for Flow or enjoyment. (TBH it feels like that stuff is treated like garlic for vampires these days, rather than just one of many options. It's silly, especially when designing for an already low-fi medium like RPG Maker games.)

author=EvilEagles
I'm also not sure why you're confused as to why "game pretty" can't be the opposite of "game easy." People deliberately forgo high level equipment all the time just because they like the looks of a lower level equipment set better. Or people ignore high level skills all the time just because the lower level skills have higher combo count, which can help them break their own combo count record, which serves absolutely no purpose besides unlocking achievements or simple bragging rights. You can find these in every Tales game ever.


Aight but what does that have to do with "visual and auditory appeal of using the subject matter or the subject matter itself"? Like, yeah, people often use the pretty equipment over the functional equipment when that's a thing, but it doesn't work so much as an inherent duality. You'll just as often find that the best equipment also looks the best, or find that equipment doesn't vary in aesthetics, for example. It just strikes me as a false duality, is all, since the design of stuff is independent of the use of stuff.
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