REALISTIC DIFFICULTY CURVE?

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LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
author=kentona
Definition of the Difficulty Trap:
As the avatar gets better, the difficulty of the game is increasing at the same rate, so the player is effectively standing still from a gameplay/progression perspective.

This is a good point! I think this kind of game is designed with the false mindset that the avatar's growth is all that the designer has to think about. It ignores the player's growth! If the player learns anything at all as they play, gets better at the game at all, then enemies increasing at exactly the same rate as the avatar will cause the game to get easier for the player over time. The game isn't accomodating the player's learning curve, and so it feels stagnant and boring. Nothing new and exciting is ever getting thrown at you; enemies are just dealing 10% more damage to accomodate your 10% higher HP and 10% stronger healing, which effectively means that the battles are identical to before.
author=kentona
Flat difficulty curves are bad and boring. It's like punishing players for making progress.

This scenario often plays itself out: taking into consideration the toughness of all the monsters, the value of the items to be found, the skills and equipment available to the player, you'll see that game designers have created experiences that get steadily harder and harder from the beginning of the game up to the very end.

Definition of the Difficulty Trap:
As the avatar gets better, the difficulty of the game is increasing at the same rate, so the player is effectively standing still from a gameplay/progression perspective.

Mistaking constant increase in difficulty for challenge is a common misconception.

In order to avoid the Trap, break up your game world so that the player has absolutely no idea how easy or how hard the next area is going to be. The value of a game that uses a modulating difficulty scale is that players have no expectation either good or bad about what awaits them around the next corner. Before, in the Trap, the player simply expects things to get worse - a major turnoff. Now they don't know what to expect, inciting their curiosity and driving them to explore further.

Follow up insanely difficult areas with simpler ones. Have times where the difficulty increases gradually and other times where it increases sharply. Even consider adding a difficult plateau period. This kind of game design will go a surprisingly long way to making your game more enjoyable.


I agree with these statements; keeping a game fresh and engaging isn't the sort of thing one can plot out on a chart, as it requires constantly refreshing and reinventing challenges. To some degree, you have to use your designer instincts. This isn't just true of RPGs; it applies to every kind of game.

It's actually for this reason that I don't like level caps or linear progression; it might help the designer to control the flow of the game, but it removes a lot of the freedom of choice from the player and makes the player feel like their progress is very artificial. This gets especially frustrating in a game like Final Fantasy VIII, where the enemies level up with the party, a system which serves only to make fights longer and more tedious. I'm all for letting players 'grind' and level up at their own pace, provided the player really does have control over their progression and isn't just 'going through the motions' because the designer just wanted the game to be longer.

For example, in the wonderful game Cthulhu saves the world, every time a character levels up, the player has a choice of which new abilities to learn and which stats to increase, which means that even if a player grinds in a given area, there is still a huge amount of strategy to be considered regarding character growth. Indeed, this system actually discourages leveling up all at once, as the player doesn't know which skills they might need down the road, and there is always the risk of skipping over useful skills. At the same time, even if the player makes a 'mistake', the game still allows for the skills of other party members to compensate, and allows for multiple methods of defeating the game's various bosses. It is a very clever game that is worth studying for any RPG Maker, imo.
Exploration based gameplay can also give the player the feel of progression over time. Take Dragon Warrior 1 or Ultima 5. In both games you're thrown onto a world map and with a few exceptions there aren't any broken bridges or stalled carts or royal checkpoints that need the king's permission to pass. What hinders you is that across that bridge is a whole mess of new monsters who can and will fuck you up if you go over there while you're running around with clubs and a wooden shield and magicians are enough to give you cause to fuck off. At any point the player can decide to see if they are tough enough to deal with the new rough monsters or find another place to check out and power up at. Finally being able to cross that bridge and kick some tail can give the player the achievement they need to feel that they have grown at playing the game, either through avatar growth or player growth.

Ultima 5 takes it farther (not necessarily the right way though). To complete most of the primary goals of the game is to go into a dungeon and do all seven levels and enter the Underworld that they need to explore and find the tools needed to enter the endgame. Every step of this is hard, Iolo and Shamino with slings and daggers aren't enough to get through the dungeon much less the Underworld. As you accomplish the goals in the overworld you get stronger: You get more and better allies, you get decked out in equipment, you learn new spells and accumulate reagents, and you learn what your goals are in the Underworld. The first time you descent you will die because of how progressively harder it gets the farther you go in. The dungeon traps get worse and more and stronger enemies appear and they take their toll. Then you reach the Underworld which is a completely hostile landscape. Simply moving drains your resources, you're not sure where to go *, and everything wants to kill you. You can't plow through it (character stats only mean so much, max level is 8 with a harsh EXP curve and you lose EXP when you die which is often, good equipment is expensive and like stats only help so much, and there is a ton of enemies and even the weak ones can chip away at you). You have character growth but the player's growth is how you manage to get farther and farther as you try again to find what you need in the Underworld.

* because holy fuck the Underworld is huuuuge and it's a complete downer when you explore and explore and can't fucking find where to go and this is one of the problems of the Underworld. You can spend an hour looking and find nothing.


Ultimately player growth is the wild card with difficulty curves. I don't have much to contribute on that point right now, maybe later (if I can think of anything intelligent to say).
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
author=GRS
max level is 8 with a harsh EXP curve and you lose EXP when you die which is often
Hahaha holy shit wow. Anyone claiming that level caps and anti-grinding measures are an awkward newfangled bastardization of good old fashioned RPG growth can officially suck it. Ultima 5 was released one year after Final Fantasy 1.

I kinda want to play it now.



author=GRS
Ultimately player growth is the wild card with difficulty curves. I don't have much to contribute on that point right now, maybe later (if I can think of anything intelligent to say).
I think it's definitely possible to control and predict, to an extent, player growth. You cannot predict a maximum amount of player skill but you can certainly predict a minimum amount and an expected amount. You can guide the player towards learning things at specific times with subtle cues, obvious cues, or even full-fledged tutorials if you're desperate. Some of them will already know it before then (because they experimented on their own, or because they've played other similar games) but you can at least make sure that they definitely learn how to stagger enemies by the end of chapter 6 at the latest.

Exception: The player only plays for an hour or two every weekend, and forgets most of what he or she learned by the next weekend. We call these people casual gamers. If you want to design your game with their learning curve in mind, go right ahead; I'll be over here.
I'm of the opposite. If players don't experience difficulty in the beginning, then they become lax and then the threats loses a threat and you're just back to a basic game.

It's why you often times see narratives depict "must lose" fights.

This is not to say players should be forced to suddenly be master character builders but it's best if the player can feel how dangerous and skilled the rest of the world is relative to his character not just in power but in timing skills and tactics.

This isn't to say I have played such a game but to me this is a good litmus test for a game designer too. How smart is your boss? Is he just an uber powerful creature? How smart and balanced is your system? Is it just level grinding or even worse a sandbox game trying to derail a Mary Sue protagonist with quick deaths so you can say that character is not gifted with destiny or the game is challenging?

IMO it should be HIGH difficulty -> medium difficulty -> easy difficulty w/ major responsibilities limiting the character from abusing their powers with little consequence. Basically the longer a player has to play with his character, the more it becomes a role playing game where as earlier it's all about tactics.

This isn't to say he should constantly die or constantly run away. More like HIGH difficulty in there being a larger presence of challenging characters he needs to defeat.
In my game, Amulet of Fate, it is more or less a free-world exploration type of game style. Now off the bat, I do give the player a map (and a brief tour you can access any time you want) on the specified order you 'should' explore the continent. But by no means am I limiting you to that. By all means, head due north to the snowy wastelands and try your hand at some of the hardest monsters around!
I set up the world to have easy areas, moderate areas, and hard areas. (then of course the super-ultra-challenging optional areas) That way there is a general level of difficulty spread out across a variety of areas in specific groupings. You can choose to level up at a normal rate starting with easy areas moving onward to hard areas. Or you could go direct to the hard areas, level up insanely fast, get better loot and speed up your progress. (at the risk of dying easily)
The super-hard challenging optional areas are typically going to be too hard to complete even for players ready to tackle the final boss(es). But since I have a New Game + thing going on here, it really isn't a terribly big deal.
I'm choosing not to limit the player and let them explore the world at their pace and their comfort level with battles. I am building the difficulty curve itself based on my 'specified' order of exploring the continent, and I relay that to the player via the map tour event accessible any time. Let the player decide to go off the beaten path.
LockeZ
Hahaha holy shit wow. Anyone claiming that level caps and anti-grinding measures are an awkward newfangled bastardization of good old fashioned RPG growth can officially suck it. Ultima 5 was released one year after Final Fantasy 1.
Bonus: That's actually a carry over from Ultima 4 (and maybe 1-3 but those games fucking suck, never play them) which came out a year before Dragon Warrior/Quest. Bonus Bonus: It featured touch encounters! All that crap of old/new features being different from new/old games is bullshit.

The EXP curve starts at 100 EXP to reach level 2 and the amount you need to reach the next level doubles. Going from 7->8 means getting a total of 6400 EXP. Max EXP is 9999 so you have a buffer zone when losing EXP because you can lose your levels from EXP loss. iirc the enemy that gives the most EXP gives 30. It's common to only have the main character reach level 8 because of this (and it's a endgame requirement).

I do agree with your comments on player growth with RPGs. The best players I've seen with RPGs is mostly exploiting the system / bugs and knowing what works. I've seen Zeromus get trashed with minimal effort via HP tracking, the reflect bug, the Nuke counter bug, and knowing his action list. Compare that to Violen trashing the whole of Mega Man X6 with as many restrictions as humanly possible and still beating the game without taking a shred of damage. Well, except mandatory unavoidable acid rain damage.


Snodgrass
I'm of the opposite. If players don't experience difficulty in the beginning, then they become lax and then the threats loses a threat and you're just back to a basic game.
Starting easy is because you don't want to aggravate your player right out of the gates. They don't know how your game works or plays beyond the basic assumptions. I believe you want to gradually introduce your game to the player; How it works, how you approach obstacles, and learning the expectations of the developer. Over time the player becomes emotionally invested in the game through the characters, story, what they built, and/or the gameplay itself. If the player regularly hits walls early because they don't understand how the game plays and they are constantly losing you're likely to lose them partly because there's no emotional investment and confusion in how the game plays.

I'm not saying that it doesn't work but it is difficult to pull off. The Void, an action/adventure/kindahorror game has a focus around resource management. Early on you have very little of your lifeblood, colour, and it's common to have to restart due to poor colour management. As the game progresses you learn how to manage your colour, what to keep in reserve, what to use to stay alive, and what to have ready to use for the obstacles in the game and the worst is behind you. It is still entirely possible to lose the game due to the increasing demands of colour in the late-game. It does a good job of a game with a high starting difficulty and it helps convey the setting of the game as being a completely hostile world where simply surviving to the next time cycle can be a challenge.

Darkflamewolf
Free-world exploration
yessss *insert internet high five here*
Another reason to start the game easy is that in RPGs, the option to be skilled just doesn't exist early on. The less skills or other commands the player has access to, the greater the chance that hard enemies can only be overcome with either grinding or luck.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
If a challenge isn't harder than challenges I've already done, it feels like it's not a new challenge. Once there is nothing to accomplish that I haven't already done, I have no reason to keep playing.
IMO the reasons you guys posted for starting easy is what I consider cheap design.

I don't mean to come off as insulting but I have played lots of games where starting off easy just aggravated me more if the spike in challenge is off.

I also call it cheap because as GRS said, players don't know the world so suddenly making it easier means they would know it? No. The hardcore guys would probably figure it out but the hardcore guys are also those who would replay a game for a missable or love the challenge of calculating stuff in an ever difficult Rogue-like game.

This is only made more apparent when the designers admit that the option to be skilled doesn't exist early on. What this basically leads to more times than less is a guarantee that a character, no matter how well written, becomes a snowflake to a player who knows how to min-max and that again rewards hardcore experimental players more than it rewards reality.

In contrast, in a high spike beginning it gives you certain respect for even the average mooks. We see these all the time in real sports.

Sports in general is often used for building character precisely because you don't have to become an elite to learn the lessons of humility. This happens because players you normally don't respect ends up being worth that respect because the opportunity is there to be on par with the guy but the skill level is not as honed.

This is not only good practice but it also challenges the designer to think of ways to make the world more realistic in the later stages in the sense that a super powerful character can't get sloppy or maximize some spell slots or totally turn the games into a manner of who has the better gaming IQ/athleticism.

For example: in a world where a hook should be well timed but basic to do then even Muhammad Ali stays disciplined and the difficulty stays like a curve.

In a world where the best fighters are the ones who are great at fighting games, then the luster of the character disappears in favor of the "pvp" curve and therefore both preset difficulty curves and PC immersion suffers.

I think as far as questions of difficulty goes though, it's not so much difficult but there's little bland game design done on that part so there's no widely accepted stock concept that's spread around but as far as implementation goes, I think the difficulty is only as difficult as basic game design. I'm not a game designer though but I've played enough games where basic elements add to that factor and there wasn't a demand for an entire rule change.

Take for example, StarTraders RPG Elite for Android.

The basic spike happens early on simply because you don't have enough supplies to counter a better enemy and the ship doesn't have enough stats to match a better ship.

Nonetheless the design of that game allows a hardcore player to dominate early on simply because the opportunity is there and a non-hardcore player to quickly adapt to a higher difficulty simply because the opportunity is there all along once you learn it.

This holds true because the curve is more realistic. There's no sudden scroll you have to memorize or sudden spell that you learn from leveling up. There's simply a static world that understands, that if a PC learns a move, chances are they have to practice that.

If they have to practice that, chances are there was a greater threat and chances are their practice allows for a scene that shows the player when to time a move. It's a slippery slope. Once good difficulty curve is established then the rest of the curve follows by design.

But the opposite holds true too: Once cheap design is practiced then the game becomes more of a level up power fantasy where strategy comes from blind experimentations of what works and what doesn't. This satisfies most gamers as they are used to it but it doesn't mean that's good design. Such practice stagnates character development, legit emotional investment (think difference between a fanboy and someone who cries for a character they don't love), game balance and opens up the road for the oft joked "snowflake teens off to save the world".

The reality is if something is well designed then there's few fears to introduce players to a major difficult opponent because rather than the players feeling that they lost, the game gives hints to players on what a good ai is and from there it gives a sneak peek of how good the end game is. Of course players shouldn't die and be forced to restart again and again but few things can replace the "high" from defeating a difficult opponent from the get go especially in establishing underdog stories and developing balanced bosses that don't just throw high dmg spells after high dmg spells or require a trick to beat.
slash
APATHY IS FOR COWARDS
4158
author=LockeZ
If a challenge isn't harder than challenges I've already done, it feels like it's not a new challenge. Once there is nothing to accomplish that I haven't already done, I have no reason to keep playing.

I agree in general, but with the caveat that you should insert short "rest points" for your players; areas of relatively easier difficulty. This has a two-fold advantage:

  • Allows players to recover mentally from the previous challenge and prepare for the next
  • Builds suspense - if the player knows the next part is going to be harder, it's less exciting.

In general though, the next BIG challenge should be harder than the previous. Otherwise the player will undoubtedly get bored.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Right, I don't mind waiting a while for the harder challenges. Peaks and valleys and all that jazz. What I do mind is what Snodgrass suggested.
I think players getting bored is more a failing of a plot.

The excitement comes from the unknown and for the challenge to come in a different taste. Not a spike.

I think that's just the common misconception because we're used to the ->easy->normal->hard type of curves.

Some of the best games are those who throw curve balls though.

Example: One scene it's all about combat and the next it's all about a puzzle and the next it's all about a mystery. That creates diversity.

A good basic example of this is Monster's Den Book of Dread's difficulty curve.

There's no puzzle. No plot. No difficult combat after a certain level...

BUT

It's exciting because the challenge comes from the meaningfulness of the opponents. The game is designed in such a way that eventually you will die. The question stems from how good you know your characters and which characters you want to play as and what upgraded loot you have to counter the difficulty.

From that scenario, excitement comes.

I'm not saying it's the most exciting game ever. I'm just giving an example of a boring game with little challenge that ends up becoming challenging and exciting and addictive to restart on simply because the challenge is not "extra challenge" but "mystery challenge".

Another free flash game that has this component is Rebuild. The game is easy once you know what you have to do but the suspense of failing makes each scenario exciting and so even though the hardest difficulty is not so much different than the normal difficulty, everyone tends to stray to the hardest difficulty even the normal players because it adds the most mystery to the game even though the challenges do not get harder but easier.
slash
APATHY IS FOR COWARDS
4158
Snodgrass, the trouble with your reasoning is that the player needs time to learn how a game works - there are very few games where you can toss the player into a high-level challenge with little to no instruction and say "they'll figure it out". It's not fun and challenging, it's unfair and frustrating, and justifiably so.

You have to teach the player the rules of the game before you truly start to challenge them. Of course, you don't have to show them the best way to use those rules to their advantage - that's the fun in gaming and it comes subconciously during play - but they need to know the basics.

You don't sit down to a chess game with a new player and only tell them what the pawns do - why would you do the same in a video game?
I did address that.

How can you teach players "the rules" when all an easier game is doing is making it easy for you to find out the rules "at a later date"?

...which then leads to cheap design where the challenge comes from figuring out the best way to use those rules which in turn makes it less of a roleplaying game and more of a "guess which rule is great".

Chess is actually a good example.

I don't follow chess at all but I once heard Bobby Fischer say chess was ruined. (Sadly I don't know which youtube link that was).

If I recall, he said it was ruined because now there are preset moves. You also often hear this from some Chess fans who think the game has turned into a "who has the best opening move".

That degradation happens because of cheap design. Chess was a mysterious puzzle game where you only knew what pawns, knights, kings, etc can do. Strategy came and fun came.

The result was that the best curve were often the most fun even though a chess novice playing with a grandmaster was suicidal. It was like analyzing the layers and the fun and immersion did not come only from preset moves especially opening ones.

As the mystery died down though, the challenge and of course the spike was still there but now it's all about squeezing your opponent into a box and the result? Nowadays it's less about loving the game and more about knowing the game.

It's the same with most PVPs. Why do many feel like PVP and Roleplaying logic don't mix? Because many designs were based on cheap motives that tried to intermix introduction with fun and challenge with difficulty in "figuring out" what rather than how to beat an opponent and thus the whys disappear.

Single players are often worse because you don't have human vs. human adaptation (that comes with patches) so the challenge of cheap designs often come from "finding the best way or at least the most common cheapest way to beat someone". The end result is that bosses no longer hold the value of kings but are pawns for the next narrative. Oh yes, the challenge is there but you didn't sit down your guy and tell him what or who the kings, queens, bishops, knights and rooks are. You just made him sit longer, get emotionally invested in a game and then eventually pointed to him: There! There's the pawn. Find some way to beat that guy and you'll get closer to the ending until finally they are introduced to the final boss that's the rook where as this value and image of a king that needs to be dethroned vanishes in favor of those guys.

This doesn't mean a high beginning spike in difficulty guarantees a value closer to the king. Many design changes still needs to happen but if the king and queen reveals itself in the beginning then it gets more and more exciting in a well designed game to come closer to the knowledge and capacity to beat said king and queen. It also "teaches" your players not only what the rules are but why the king and queen are higher than the bishop you just beat. That develops mystery and that develops excitement too and that motivates a designer too to one up the precious boss without making him just another rook to the previous pawn.

One other flaw is that chess is supposed to set some standard when many games can just as have qualities of Go where you need to know only one character and not a multiple rule based classes and still be challenging and deep.

The rules are but one aspect of challenge and they often are based on unrealistic curves to bypass more thought on game design. Some of the best challenges often don't rely on the rules at all but on the psyche of the player like their preference for risks, their motive for following the plot and their own personality. For these types of games, the rules are just extensions to create some balance and refreshment no more different than a puzzle based rpg occassionally having combat.

The thing that stands above all should be design. Not only because it's what the forum is named at but because design breeds choices, immersion and additional rules and that produces more fun. Yes, you want a player to have more chances to know what your world is all about but isn't the point of doing that to show them that the design you made for the world is actually great? If that's the case, then there's no reason to hide those wonderful designs in the beginning. I'm not saying make the player see the game over screen several times. I'm just saying show them the motivation as early as possible for why they need to do all these things like grinding and don't make grinding just a spell of make the game easier when it's time for the bosses.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
I don't really understand your analogy or your points about chess at all :/

The whole point of RPGs is figuring out how to beat them. That's not "bad design." That's "game design." As a player, it's you versus the game, and your goal is to figure out a way to beat it.

author=Snodgrass
How can you teach players "the rules" when all an easier game is doing is making it easy for you "to find out the rules?"

This rhetorical question literally makes no sense at all to me. Like I don't even understand what point you're trying to make here. The rest of your post is apparently attempting to clarify it but I still don't get it.

Also the idea that "chess has become ruined" is dumb. Chess hasn't changed. As people get better at chess they realize that some strategies aren't worth doing, they start planning further ahead, they get the entire game in their mind and optimize their moves. That is the essence of chess, it's the whole point of the game, and every other purely mental game is built on that exact same premise. What's the problem with that? Do you just not like... being good at games? Sorry I am just having trouble deciphering your post.
author=Crystalgate
Another reason to start the game easy is that in RPGs, the option to be skilled just doesn't exist early on. The less skills or other commands the player has access to, the greater the chance that hard enemies can only be overcome with either grinding or luck.


Ooh, I love it when devolopers increase the difficulty, but still don't give you any skills whatsoever. I think it was Last Scenario where I actually died on the first boss, without being able to do anything about it. On the second try I used the exact same strategy of mashing that attack button real hard and I won (might've mashed it harder, faster and stronger).
As far as chess being ruined, take that up with Bobby Fischer. I'm just recalling a comment he made.

As far the essence of chess. It really depends on what you mean by essence.

Answering that question also has little to do with game design and more on game world architecture so for those who don't want to read much, just skip to part 2:

Part 1:

It's a common misconception to say anything hasn't changed in a static ruleset where players are competing at a high level. For example, if you have never been introduced to the idea of tanks, healers, etc. Rpgs can feel richer, more immersive and simply more about roleplaying. Once you know that, certain things become more like tropes. Can you still roleplay with them? Yes. But many of the complexities and the audience have change to adapt to the human realization of what those are. It's the primary reason why online can change many of the rules of offline gaming.

With deep strategic games like chess it's even more intricate and the legacy of the games means the speed of change becomes pulled forth further and further even though the basic definition sounds the same.

The three easiest strategic games to compare this subtle change is Chess vs. Go vs. No Limit Hold'em Poker.

Chess has very little middle game and end game. To this effect, it's like cheap design only slightly richer in depth.

Once you get past the first steps, chess is like two armies having crossed a river. Once you get past the river, it's pretty much two factors. One is breaking through your opponent's line to get to the king and the other is making enough small changes that your line doesn't get broken.

The premise of beating this game then is not to beat the game but to beat the beginning because after that there's little you can do. You can tweak it but you can't dodge a mistake. This comes closest to a linear rpg with easy difficulty curve at the beginning. Chess being longer than a typical rpg, things eventually wittle down to builds but not just builds but there's a certain growth pattern where everyone gets involved with the opening patterns that it's no longer a game of your move vs. my move unless you can counter those pre-meditated moves. It's like a race of instant noodles. You can't have a race involving the noodles until you cook it even though the beginning of the chess match kind of implies that the noodle must already be present.

Poker is different because psychology is not only involved but most importantly luck from having a poor hand and turning it into a great one by bluffing through it. In these types of games, attrition is the optimum way to survive. What this means is that the middle game is the optimum spot.

Unlike chess, you don't want to be immediately dominant or else you become a target (theoretically).

Generally given all skills of players, the difference seems slim and pedantic. Of course there's chess strategies and there's poker strategies. However when talking about design, this is important because it establishes the whole box.

It is what would make it possible to understand what a famous player is saying even if you have never played the game.

In this case, the focus from middle rather than the beginning moves changes what it really means to beat the game no more different than a boss that you need to wait out it's buff spells to expire is different from a boss whom you need to defend it if it has a tendency to cast death spells on the first turn except more major.

See by focusing on the middle, the value of survival vs. mounting offense is greater in Poker than in Chess by design. By having this element, it is possible to create a game tailored more towards comebacks in Poker even towards people who are not masters of the game where as the window of error in Chess is smaller and therefore comebacks have greater value but are almost impossible to pull off. If this were an rpg, chess trains players to grind because the base abilities are so important where as a poker based game comes much closer to a rpg with a trading card type of battle system where tactical setup becomes more important regardless of one's level.

Finally Go is the type of game that has three aspects but for the sake of over-simplicity let's say the end game is more important to Go. This is not true in terms of gameplay but in terms of optimum winning style: In Chess you can immediately end the game by capturing the king so the better you begin, the more optimal it is. In Poker you can still win the game by just sitting out so the better you stay alive, the more optimal it is.

In Go, scoring-wise, you need to balance between capturing (which is very hard to do) and optimal capturing as well as point scoring because it's impossible to capture one side totally given near equal skills.

For this reason, the way to beat the game is to eventually beat the game. In a rpg, this is more complicated because it's very hard for the ai to beat a human and too challenging of an ai takes the fun away and makes it more luck based.

For this reason, it would be much easier to show an Action RPG with instant kills. In these types of rpgs, buffing becomes more strategic but less powerful because there's no way to defend a kill. Instead buffing is more a way to speed up your initiative against your opponent.

In Go, this strategy is close to quickly putting your piece. Unlike Chess, being quick at Go can make you miss a spot and so a quick player is not so much putting pressure on his opponent to move faster but trying to keep the opponent from seeing the whole forest rather than the trees.

Then as the first instant kill hits, the next demand is that the player can align himself correctly to prepare for the next opponent. In this form, the design of beating the game is not so much to be the first one to kill or the one who can heal himself longest but the one who can play a Quick Time Event style of timing while surviving long enough to heal and then fight the next opponent.

This is where Go becomes deeper and where the end game becomes more of the focus. No matter how powerful, it's possible to lose in Go because it is a game where the power can be anywhere.

It is like a game that tricks you into thinking the boss is the one you are facing but turns out the final boss is someone who has poisoned your potions. It's much more suspenseful but it can also feel cheap but the point is, it's totally different from just beating the game. You have to not only know the game but know the faction and know the mystery. To this effect, it's pseudo-detective themed rpg except more combat oriented.

Add to the human vs. human factor then these games are simply ever-shifting. For example besides these rules I have read stories where certain Chess players in tournaments would tap the board to distract their opponent or suddenly give them a kick. In poker, tournaments are longer so it's not just an issue of talent but of composure. In Go, end game upsets happen more often than in chess because you have to take up so many variables that the best way to beat the game is not always to do the best academic move but like an unorthodox surprise punch angled in a different manner, it needs a setup that takes into account the human fatigue of your opponent plus factoring all the moves that you previously did with your opponent so the strategic pressure is more on par with a grandmaster playing multiple chess games at the same time with his opponent only he's facing an equally capable opponent all wrapped in one game.

These factors alone means depending on which premise you start with, it can totally change the design all together. Beating someone may not necessarily mean getting the win or optimum wins may not necessarily be total domination or close fights. Even rematches are not simply a form of re-beating a bigger and better boss.

As far as game design goes:

Part 2:

It's not a rhetorical question.

To make the analogy clearer, look no further than fighting games.

In fighting games, easier games turn players into button mashers. Normal -> challenging games often turn those disinterested into cheap move abusing players.

Only the hard human games train fighting gamers to be be more skilled.

Where the analogy fails of course is that fighting games have zero value in narratives. A powerful boss is more a fancy way of giving a game over screen rather than a way to present the "presence" of a dangerous threat that can only be beaten by the character you are playing.

At best you can have a fighting game where the first ai is uber skilled or a rpg hybrid like Starwish where the first boss is the hardest and a normal -> challenger level gamer may try to beat that boss in New Game+ sans cheats.

Rpgs though are more about stories, narratives, addictive plots than combat simulators.

For this reason, the prestige of a champion is that much more important.

It's like in sports. If the belt or the trophy has no meaning, then there's almost no storyline. If the holder of the belt is not a x time champion, there's less story.

Sports can regurgitate between different generic teams precisely because the position of the ultimate challenge has value both to the players and to the audience.

In rpgs that's the ultimate intent IMO. What use is big bad mega boss if years down the line people don't even remember him compared to a pretty boy like Sephiroth?

In game design, it's even more ambitious. How can the boss be realistic rather than "born to be strong" and how can the protagonist be worthy while still being the only one who can defeat that boss instead of being a snowflake?

To extend that, in game design how can you present the boss to be less of a pawn by the game designer and more of a king in terms of chess value to the player?

It's even more problematic if the narrative is that the protagonist is supposed to be lvl 1 but also an uber powerful character like in Disgaea. How can you present the narrative that yes this guy is powerful and has high potential but this is the obvious reason why he can't beat his opponent directly yet.

Only by implementing an answer to the above factors can a game designer create a deep realistic curve. First by showing why such creatures are powerful. Second by showing why such powerful creatures can finally be beaten.

Again I go back to a basic dungeon crawler like Monster's Den Book of Dread.

No matter how high the initial difficulty, the game eventually becomes normal to easy once you get an introduction to the rules. Yet the beginning is hardest because it forces you to stick to those rules + a little of luck. By doing so, the game can show it's depth both to players that have played the game to the very high levels and to people that haven't reached that high of a level. By also making the first level difficult, Den's first level is also good enough to prepare players for the later levels without softening up the later levels.

The design basically kills two birds. 1st is proper context of difficulty. 2nd is proper respect to builds as well as proper respect to the average enemies.

In contrast, a game that starts easy at the beginning might as well be a tutorial or a practice mode. Unfortunately even with tutorials, once you face a tough enemy, you're back to trying to learn the trick against the tough enemy because often times the initial design of ease trains makers to simply buff up the challenge and make unique opponents a rarity rather than a commonality. Long story short, the lack of difficulty is just an excuse to delay the challenge. The player learns nothing. The designer is invested less into an introduction. The curve does nothing to boost the game design except maybe make players play longer before they quit or force veteran players to play some time wasting introduction plot that does little to nothing except show that the PC is a snowflake and that the game is bound to be a power fantasy that occasionally rather than regularly hosts challenging and plot + value adding combat situations.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
author=Snotgrass
For example, if you have never been introduced to the idea of tanks, healers, etc. Rpgs can feel richer, more immersive and simply more about roleplaying.


This is essentially the premise of your argument, I guess? I completely disagree. RPGs become more and more enjoyable and interesting as you learn and master them. Or perhaps more accurately, the act of learning and mastering (and then utilizing my mastery of) these complex concepts is exactly what's enjoyable and interesting to me.

author=Snotgrass
Rpgs though are more about stories, narratives, addictive plots than combat simulators.

This topic is about gameplay, not about story. We are talking about combat here. Like, that is what this topic is about. Story and "roleplaying" help make a game memorable and motivate the player to continue playing, but have extremely little to do with gameplay difficulty curves. The extent of the influence that story has is probably simply that you want the rising tension of the gameplay to line up with the rising tension of the plot. You usually want them to hit their peaks and valleys at the same times, so that the player's heart is pumping at the right time, and so the player feels satisfaction and relief at the right time. And most importantly you want both to reach their climax at the final boss.

Also, to tons of players, including myself, RPGs are absolutely combat simulators. Games of all genres have stories. I make and play RPGs because the turn-based, strategic gameplay is vastly more fun to me than reflex-based gameplay. I realize this isn't true of everyone and PLEASE FOR THE LOVE OF GOD DON'T DEVOLVE THIS THREAD INTO STUPID ARGUMENTS ABOUT THE DEFINITION OF AN RPG but discounting engaging gameplay as a valid goal because you think RPGs aren't about gameplay is going to lose you a loooooot of players.
Um...no that's not my premise. I just brought up because that's the common strategy in many rpg games and many rpgs break if you try to get past that which is why the genre became bland and cheap not just in terms of game design but it infected plots too.

As far as difficulty goes, I was talking about gameplay.

I guess this is the problem when rpgs have devolved into something less than story related. I already tried to show this with the sports analogy. I'm sorry I just don't know how to make that any clearer. Sports can be said to be very combat-based. There's a winner and a loser but story is also interlaced with the combat. I was also looking at the fact that the subforum was called game design & theory.

I'll try one last time. The tanks, healers, etc. are primitive concepts in terms of realism, difficulty curves, gameplay, story, etc. No matter what you weave them as modern strategic difficulty curves do not hold one over the other.

In basketball for example, a guard can also take up the role of a tank by screening and it is not limited to a center.

This makes mastery of those games unique, more meaningful and better at teaching players by design because they are superior by virtue of scenarios surpassing gameplay min-maxing and combat based puzzle-style mystery/experiment solving. They are also superior because difficulty is irrelevant. Difficulty just "is". A college basketball like the anime Slam Dunk for example could give you the same high as watching a championship NBA game or even more simply through a tweak of design. A narrative like MJ losing to the Bird Celtics also makes him winning his 1st championship much sweeter. Something that can't be said for many "designed to lose" boss fights.

In most rpgs, there's no such thing as mastering those roles simply because those roles are cheap designs and also because they are closer to the cheap designs of earlier games when things such as choice and consequences were slim. At best you can say, you've now achieved a level of bad ass killing knowledge that normally needs a cheat device to achieve. In games like chess, even the cheap device serves only to motivate the master to beat it unless it is completely unbeatable (in contrast to rpgs where they are often very beatable even by non-masters). In athletic sports, even the masters can learn from the students and the students can learn from the masters because you never really perfect the game. In rpgs, no new threat arises unless it's an online game and even as online games goes it gets overruled by the newer online games as people leave.

On top of this, if you've played Monster's Den Book of Dread, you'd know how laughable far mastering such roles are on a basic rpg compared to how those games implement them. Even the most praised SRPGs fail because when it comes down to it, it rarely links itself to stories, narratives, addictive plots, etc. so it becomes a combat simulator not because it has combat but because the combat ultimately has no meaning and the mastery ultimately becomes a case of the player's own choices which then devolves into self-nerfing the more you master it (like Solo Characters or avoiding Overpowered Classes) as opposed to real life combat where no matter how strong you are, you don't handicap yourself because the stakes matter.

In game design (ideally), combat and narratives go hand in hand. To not do so you'll miss such opportunities as stealth, stat checks, background checks, multiple endings, balanced bosses, meaningful challenges, etc. etc. At the heart of it, a battle is an opportunity for you or characters you've emotionally invested in to expire. Not expire simply because there's bosses. Not expire simply because you didn't grind enough. Not expire simply because after a battle is over, there's no more threats and it's back to treasure hunting.

It's why knowledge of a powerful enemy in a powerful world is so exciting. You enable your players to think in such a way like "Oh if I was fighitng that actual boss, that wouldn't cut it" or as a designer you get to think "Oh eventually this boss maybe a victim of grinding so how do I buff him? ...but if the player faces this boss in the beginning he would come off cheap? But then wouldn't he still come off cheap in the end?"

...such thought process trains designers to love every character not just one character. Such combat simulators can potentially give more emotional investment that you don't see them less as "combat sims" before the boss or until the special hard boss and they end up becoming more "necessary fights" and from that route, it comes closer to realistic difficulty curve because bosses become less cheap and more "learned" to your game world and the more they reach this balance the more you could even insert such scenarios as bosses joining you without such bosses feeling like nerfed versions from their original boss status.
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