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Is it ever a good idea to have the first one or two encounters of your game be extremely difficult?
StormCrow- 09/17/2018 12:46 AM
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No. A lot of people will only ever play the first 15 minutes of your game and if the first thing that happens is them running in to an encounter that is extremely hard, you're sending them the message that the rest of the game will be that way. If they get stuck at those first few encounters, they're not going to bother playing the rest of your game.
Ease your players in, don't slam them up against the wall of difficulty from the get-go, especially if the game gets easier from then onwards.
Ease your players in, don't slam them up against the wall of difficulty from the get-go, especially if the game gets easier from then onwards.
It's probably fine if it's something like Final Fantasy II, where you're absolutely slaughtered in an encounter within seconds of starting. So long as it's abundantly clear 'you're not supposed to win this fight, at all', it's likely not an issue. The less clear that loss is, the worse it is, as until you die, the player'll probably feel like they're doing something wrong.
I think games like Xenoblade handled this pretty well where some foes were clearly too strong and had to be run from, at least for the time being, and others were a sensible level, so that could work. I'd also second Aura's point about how if the player is meant to lose, make it obvious. The worst thing is using your best healing items on a guaranteed loss.
If your bosses are hard, it can be okay-ish to make the first BOSS hard, but first encounters at all? No. Never.
End even then, I know it ticks a lot of people off and it is a VERY memorable experience. Everyone remembers Matador in SMT III/Nocturne if they played it. And you had to grind a bit because you needed resistances that at that level your demons didn't have. If you didn't fuse you had a team of demons WEAK to that element, in fact, making it impossible to win the battle.
It forced you to learn the importance of these things and your party setup, and that is good. And it was satisfying to me, but it DID force you to grind for the very first boss. It also only works cause it has "BATTLE MANIACS COME <3" as the game philosophy and enticement, lol. I still wonder if it would've been better without it, though. It might've been.
People need to be allowed to fiddle around with things first and know what they can do with it, or what they can fall back to if it doesn't work. The first encounter ever just doesn't offer that.
End even then, I know it ticks a lot of people off and it is a VERY memorable experience. Everyone remembers Matador in SMT III/Nocturne if they played it. And you had to grind a bit because you needed resistances that at that level your demons didn't have. If you didn't fuse you had a team of demons WEAK to that element, in fact, making it impossible to win the battle.
It forced you to learn the importance of these things and your party setup, and that is good. And it was satisfying to me, but it DID force you to grind for the very first boss. It also only works cause it has "BATTLE MANIACS COME <3" as the game philosophy and enticement, lol. I still wonder if it would've been better without it, though. It might've been.
People need to be allowed to fiddle around with things first and know what they can do with it, or what they can fall back to if it doesn't work. The first encounter ever just doesn't offer that.
No. You haven't spent enough time investing the player into the game to get them to fight some ridiculously strong encounter yet.
Final Fantasy 2 is in an awkward position. It uses an early version of what became the system of character development for SaGa games later on. I don't recall it the game tells you straight-up that the first fight in unwinnible, but, it becomes quite clear very quickly.
I don't think we're necessarily talking about a fight that's unwinnable, though. We're probably talking about is, basically, fighting a boss before getting an opportunity to save, or possibly even getting any items/equipment. I think Onimusha - Dawn of Dreams does this? It certainly feels like a very high-risk thing for a game to do. I suppose there being a boss fight right out of the gate (or close to it) links to a sense of accomplishment? I dunno. This kind of psychological stuff is sometimes a bit beyond me.
*Edit: Now that I think on it, doesn't Neir: Automata basically do this? I totally died before I was able to save, and I'm pretty sure I was fighting the Goliath. I mean, don't get me wrong. Dying so early certainly put a damper on my mood, and desire to try again. However, I tried again anyway, and have dumped... well, I don't recall my exact play time, but, I'm still chugging along.
*Edit2: I'm up to eight or so deaths, if you really want to know.
I don't think we're necessarily talking about a fight that's unwinnable, though. We're probably talking about is, basically, fighting a boss before getting an opportunity to save, or possibly even getting any items/equipment. I think Onimusha - Dawn of Dreams does this? It certainly feels like a very high-risk thing for a game to do. I suppose there being a boss fight right out of the gate (or close to it) links to a sense of accomplishment? I dunno. This kind of psychological stuff is sometimes a bit beyond me.
*Edit: Now that I think on it, doesn't Neir: Automata basically do this? I totally died before I was able to save, and I'm pretty sure I was fighting the Goliath. I mean, don't get me wrong. Dying so early certainly put a damper on my mood, and desire to try again. However, I tried again anyway, and have dumped... well, I don't recall my exact play time, but, I'm still chugging along.
*Edit2: I'm up to eight or so deaths, if you really want to know.
I kinda read it to mean "my first few battles are on-map event battles that you can win but are very very hard just cos lol". It probably wasn't meant that way, but there's a reason games usually wait before amping up the difficulty and that's so that people can learn how to play before they meet stuff that will challenge them to use all the various aspects of the system in order to win.
Gotta teach the players how to play your game properly before you crush their hopes and dreams. And, you know, get them interested enough in the plot/characters/setting/premise/whatever so that they'll stick around instead of going "Fuck this shit I'm out Elvis has left this building".
Gotta teach the players how to play your game properly before you crush their hopes and dreams. And, you know, get them interested enough in the plot/characters/setting/premise/whatever so that they'll stick around instead of going "Fuck this shit I'm out Elvis has left this building".
Depends how you want to market or set the tone of your game. If you want to bill it as a "hardcore RPG for hardcore RPGs for people such as myself OH MY GOD SO HARD GUISE!!" then I'd say go for it. It should be hard from then on though. Most people can't really design hard things very well though and it takes a lot of testing to get something that's 'hard but fair' and not something lazily 'tailored to the designer's skill'.
Lastly I guess the game should really be obvious that it's a challenge for challenge's sake. The game's marketing/gamepage should really enforce what people are signing up for. If the game has a story and you want most of your players to actually experience it, then I would get rid of the idea completely. Know your audience.
Lastly I guess the game should really be obvious that it's a challenge for challenge's sake. The game's marketing/gamepage should really enforce what people are signing up for. If the game has a story and you want most of your players to actually experience it, then I would get rid of the idea completely. Know your audience.
I once played a rm-game (I forgot the name) where I had to click myself through 10 minutes of text-based introduction leading me to the very first battle which I lost within two or three turns. I couldn't remember any other situation, where I'd hit alt+f4 that fast.
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 what you're trying to make is a very very difficult game, the primary focus of which is to be super extra challenging, then yeah, you want your game's first impression to be accurate. You want to immediately draw in the people who will enjoy your ultra hard game, while also immediately getting rid of the people who won't.
I Wanna Be The Guy and Kaizo Mario World are good examples of platformers like this. Soul Shepherd and the FF1 Hard Mode romhack are good examples of RPGs like this.
If someone came specifically for a challenge, don't make them play normal mode first. They have played enough other games to understand the basics, and they came to your game to get away from that.
I Wanna Be The Guy and Kaizo Mario World are good examples of platformers like this. Soul Shepherd and the FF1 Hard Mode romhack are good examples of RPGs like this.
If someone came specifically for a challenge, don't make them play normal mode first. They have played enough other games to understand the basics, and they came to your game to get away from that.
author=Tw0Face
I once played a rm-game (I forgot the name) where I had to click myself through 10 minutes of text-based introduction leading me to the very first battle which I lost within two or three turns. I couldn't remember any other situation, where I'd hit alt+f4 that fast.
Yeah I think that's the thing with combining RPGs with difficulty. Make sure someone doesn't have to sit through an intro without saving. Think about the time someone has to spend retrying the first battle for the game to be "truly hard" and not truly stupid. Though additionally I think more RPGs could do away with losing your gained resources when you gameover and try other ways to set you back or roadblock you.
author=Acra
It's probably fine if it's something like Final Fantasy II, where you're absolutely slaughtered in an encounter within seconds of starting. So long as it's abundantly clear 'you're not supposed to win this fight, at all', it's likely not an issue. The less clear that loss is, the worse it is, as until you die, the player'll probably feel like they're doing something wrong.
It's not the "fight you are meant to lose but don't really lose" trope nor is it the "those monsters killed us in one turn we'd better not go in this dungeon" trope either.
It's more like the protagonists (four man party of special forces from earth) just being forced into a tough-but-fair encounter with enemies neither they nor most likely the player know how to fight or what they're capable of (fairly typical but powerful fantasy enemies: harpies, will'o'the'wisps, what have you) while also having to work out what the party itself is capable of on the fly (unless the player happens to have been the type to check their skill and equipment menus before hand), you know working out during battle that this guy (Ryder) has the fully automatic assault rifle and grenade launcher, this guy (Simmons) can fire 5-round bursts with his SMG, throw smoke grenades, or hide in the shadows, this girl (O'Hara) is the medic, this girl (Watanabe) can scan enemies and steal their skills/spells.
I'm essentially trying to create the feeling of four well armed, well equipped, extremely competent people (US armed forces from Earth and a Japanese Physicist working for the U.N.) being thrown into an environment that they are TOTALLY unfamiliar with (a reasonably typical RTP dungeon). So the first time they encounter a mimic, they're like what is that, the first time they encounter these enemies, they're like what is that, the first time they encounter a save point they're like what the HELL is that, and they need to learn all this stuff on the fly while being complete badasses. While I did add an unskippable tutorial for Watanabe's Scan (what it sounds like)/Analyze (steal enemy skills) abilities, I'm trying to avoid any feeling of training wheels/baby steps. Like, these guys are well equipped and good at what they do, but they have stepped right into the middle of a living nightmare crazy town where nothing we take for granted about fantasy RPGs makes sense to them.
For Whatever 'Tis Worth:Time from the last available savepoint to the first fight is less than two minutes I would guess and contains less than ten dialogue boxes including a very short cutscene.
For Whatever 'Tis Worth: The next save is after these aforementioned 3-4 tough fights, when the PCs find the first save point and try to science it for a little while to figure out what it is and what it does.
"Punish" the player is never what I'm working towards. I just want games where you have to think about what you're going to do many or most turns, where you have to think about what the enemy can do in many battles, and where you have both moments of "What the fuck!? This enemy/boss can do THAT!?" and moments of "Holy shit! I can do THAT!?" when you level up and unlock new skills. I am essentially almost always aiming for a difficulty level of "Button Mashing Ain't Gonna Cut It Chief, But If You Think, You Can Win". (This one other game I'm working on with a real time ABS throws my whole paradigm out of whack: same principles, but very difficult to apply them when you've been thinking in "turns" your whole design career and now you need to think in "twitch".)
author=Liberty
No. A lot of people will only ever play the first 15 minutes of your game and if the first thing that happens is them running in to an encounter that is extremely hard, you're sending them the message that the rest of the game will be that way. If they get stuck at those first few encounters, they're not going to bother playing the rest of your game.
Ease your players in, don't slam them up against the wall of difficulty from the get-go, especially if the game gets easier from then onwards.
Definitely the conventional wisdom and I do essentially adhere to it in my own way.
Unintentionally, my process of 'achieving balance' almost always seems to be these 7 Golden Steps:
* Set the difficulty at a point where it's impossible for even me to beat.
* Refine the difficulty down to a point where it's very difficult for me to beat (i.e. Dark Souls).
* Refine the difficulty down to a point where it's somewhat challenging for me to beat (this is where I'm at now on this particular project).
* Refine the difficulty down again to a point where it's routine for me to beat.
* Refine the difficulty down AGAIN just in case.
* Refine the difficulty down AGAIN AGAIN just in case.
* Refine the difficulty down YET A THIRD TIME just in case.
author=Liberty
I kinda read it to mean "my first few battles are on-map event battles that you can win but are very very hard just cos lol". It probably wasn't meant that way, but there's a reason games usually wait before amping up the difficulty and that's so that people can learn how to play before they meet stuff that will challenge them to use all the various aspects of the system in order to win.
Yeah, I mean you didn't read it that wrong, they are in fact on-map encounters that you can run from on the map but not once you run into them, and they were at the time of my posting the status, very very hard (although, if above is tldr for you, emphatically NOT just cos lol). This wasn't really something I was seriously considering doing: I believe my game has a very fascinating story/premise and so I want to market it to a much wider, mainstream player base than the "masocore" set. It was just a moment of intellectual curiosity I had when I posted the status, at this point I personally was having a very fun and addictive time just trying to survive my own game. So I was idly wondering out loud if releasing it at that difficulty (I don't like difficulty settings tbh) would be fun for anyone else.
In general, it seems I've got my answer and will continue the process of refinement via the 7 Golden Steps.
From my experience in Infection, which a lot of people call a harder game due to the combat, is that some people will quit and some people will persist and pick up the combat and finish the game because they enjoyed the challenge.
It depends on who your game is for, really. I wanted to make a hard turn based game and I did and a lot people like it. If people don't, they don't. I'm not a AAA game developer that can make a game for the masses to enjoy and that's fine. I feel it's been popular enough to satisfy my goals and still deliver a game that people can enjoy and find challenge in.
It depends on who your game is for, really. I wanted to make a hard turn based game and I did and a lot people like it. If people don't, they don't. I'm not a AAA game developer that can make a game for the masses to enjoy and that's fine. I feel it's been popular enough to satisfy my goals and still deliver a game that people can enjoy and find challenge in.
Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
Only if you intend to make future encounters be even more difficult. Rising action, baby!
Now having some context, I can see three ways to have a higher-than-usual difficulty, without being overly unfair to the player (though I still don't super-recommend it).
It's one thing to have weird, unpredictable enemies, but throwing them at a point when you don't know what your own skills are just isn't cool. If the party and the game's mechanics are truly that unorthodox, maybe have an optional training area or something similar before going on the first mission.
The second is the shakiest, and that's to have some kind of limited get-out-of-jail-free item. Whether that's some kind of fancy tech that's expensive to produce that cripples foes for a bit or fully restores the party, even from death, or what, is up to your discretion. Probably the crux here is that its usage as a crutch is limited, because if the difficulty doesn't drop after a short while, it's only going to make things worse when that crutch runs out.
And of course, good-ol' difficulty levels is an option, and judging by you continually ratcheting down the difficulty, I'd say you already have pretty good ideas of what stats should look like for hard/very hard/impossible difficulties.
It's one thing to have weird, unpredictable enemies, but throwing them at a point when you don't know what your own skills are just isn't cool. If the party and the game's mechanics are truly that unorthodox, maybe have an optional training area or something similar before going on the first mission.
The second is the shakiest, and that's to have some kind of limited get-out-of-jail-free item. Whether that's some kind of fancy tech that's expensive to produce that cripples foes for a bit or fully restores the party, even from death, or what, is up to your discretion. Probably the crux here is that its usage as a crutch is limited, because if the difficulty doesn't drop after a short while, it's only going to make things worse when that crutch runs out.
And of course, good-ol' difficulty levels is an option, and judging by you continually ratcheting down the difficulty, I'd say you already have pretty good ideas of what stats should look like for hard/very hard/impossible difficulties.
author=visitorsfromdreams
Its a good idea if you want me to stop playing your game at the beginning.
opposite of what I want, but I already explained that in many more words above
If the combat situation is a big draw of the game I can see it work, though I suggest having the option to re-attempt the fight right then and there.
2 Minutes or not, being RIGHT BACK in the fight makes me much more likely to do it again! (reminds me of the boss fight in Virgo against the zodiac, and I loved it, and had to redo it 2-3 times)
If you are at the title screen after not being sure if you even can beat the enemies, the urge to just quit the game or "leave it for later" may prevail. I don't care how short or long that path is, the fact I have to redo any bit and find myself again at the title of a game I am not yet invested in does make a difference. Add to that the fact one of those things in-between isn't skip-able.
I can see it work though, and it makes me curious to give it a try.
Edit: OH, just saw the bit of it being on-map in the last bit. Welp! Sorry for jumping the gun. Hmmm. I suppose, though being able to save more freely I would appreciate in such a scenario, still ok and Infectionfiles is right about it splitting who will continue. It may also be confusing as it may give the ideas all enemies are like that, and that's ok. That appears to be exactly what you are going for.
It reminds me of games like Gothic where you needed to carefully avoid and approach enemies based on which you were able to take on yet. You could save anytime there, though. (and they were often impossible to beat then, not just challenging)
2 Minutes or not, being RIGHT BACK in the fight makes me much more likely to do it again! (reminds me of the boss fight in Virgo against the zodiac, and I loved it, and had to redo it 2-3 times)
If you are at the title screen after not being sure if you even can beat the enemies, the urge to just quit the game or "leave it for later" may prevail. I don't care how short or long that path is, the fact I have to redo any bit and find myself again at the title of a game I am not yet invested in does make a difference. Add to that the fact one of those things in-between isn't skip-able.
I can see it work though, and it makes me curious to give it a try.
Edit: OH, just saw the bit of it being on-map in the last bit. Welp! Sorry for jumping the gun. Hmmm. I suppose, though being able to save more freely I would appreciate in such a scenario, still ok and Infectionfiles is right about it splitting who will continue. It may also be confusing as it may give the ideas all enemies are like that, and that's ok. That appears to be exactly what you are going for.
It reminds me of games like Gothic where you needed to carefully avoid and approach enemies based on which you were able to take on yet. You could save anytime there, though. (and they were often impossible to beat then, not just challenging)
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