Author Topic: EDITORIALS: This Game Is Too Easy/Medium/Hard  (Read 14752 times)

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Offline Rize

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EDITORIALS: This Game Is Too Easy/Medium/Hard
« on: December 04, 2007, 05:31:11 PM »
Dave hosts a small debate on the subject of players being allowed to change the difficulty level in mid-game.
 http://www.nintendoworldreport.com/editorialArt.cfm?artid=14928

 In the last few years, I've noticed a rather unusual trend in gaming.  A number of recent releases allow the player to adjust the difficulty in the middle of the game.  I haven't personally noticed this "feature" in any Wii or DS games yet, but I'm told that Trauma Center (Wii) has it.  It's tempting to just lash out at this unusual design choice, but I'm actually quite divided on the subject.  In light of this division, I decided to host a debate instead of writing a standard editorial.  I'll be representing both the pros and cons.    


Cons Dave:  Well, I had better start since this was my idea.  I'll just come right out with it.  Allowing the player to change the difficulty in the middle of the game is quite possibly the worst idea in the history of gaming.  It's essentially an admission by the developer that they're either unable to, or simply don't feel like, balancing the difficulty in the proper way.      


It was barely tolerable in Devil May Cry wherein the game offers to go easier on you after a few levels of beating the hell out of you.  If you make the switch, you're stuck with it until you restart the game.  The problem here is that the beginning of the game is too difficult.  Any sensible person can see that easy mode should have been called normal mode and should have been available from the beginning.      


On the other end of the spectrum is Elder Scrolls IV: Oblivion.  This is, by far, the worst example I know of.  Instead of the proper RPG development pattern wherein deadly foes dwindle into pests as you develop your character, every enemy in the game keeps pace with your leveling, or more commonly outpaces you.  I expect that this is due to Bethesda's unrealistic expectations of your character development talents.  The problem worsens if you level up excessively (easy to do with all the enticing side quests lying around).  Apparently Bethesda's solution to this vexing problem is for you to turn the difficulty down a bit via a slider.  Are we expected to design our own games now?    


Pros Dave:  Ok, you've given me a lot of ground to cover.  First of all, I'm not going to defend every game that uses this dubious "feature".  Just because they used it doesn't mean they used it well.  That said, Devil May Cry did alright.  The beginning of the game isn't impossible, and after enabling the easy-auto mode the balance feels just right.  And yet, the player knows that there's more to the game if they're up for the challenge.  I'll generally agree that Oblivion's slider is a band-aid for its serious balance issues, but it might be forgiven if you look at the scope of the game.    


What I want to mention now is Star Wars: Knights of the Old Republic.  If you'll remember, the first time we played it, we got all the way to the final boss and found him rather difficult.  After at least a dozen attempts, we knocked the difficulty down to easy mode and beat the game.  At that point, the alternative was probably giving up, which would have been a pretty unappealing option considering the time investment up to that point and how story driven the game is.    


Cons Dave:  The only reason we couldn't beat that boss the right way is because you insisted on playing "light side" the first time through.  If you'll remember, when we played "dark side" afterwards, he went down easily.  Obviously the game is poorly balanced.    


Pros Dave:  No, the game is perfect.  The dark side is supposed to be the easier path.  Just ask Yoda.  Here's another example.  When we played Fire Emblem: Path of Radiance, a game that sticks you with a difficulty in the traditional manner, you insisted on starting the game on hard mode because of our prior Fire Emblem experience and Advance Wars skills.  I agreed because Nintendo doesn't usually leave dangerous hard modes lying around, so I figured it wouldn't be that bad.  Consequently, in the middle of the game, things became so annoying that we got bored and went elsewhere.  Wouldn't it have been nice to change the difficulty down to normal in that case?    


Cons Dave:  Maybe; but that was our own fault at least.  If we had played the game on normal mode like we should have, we wouldn't have had that problem.  I never said this idea couldn't be implemented wisely.  Perhaps if a game allowed you to downgrade permanently, like Devil May Cry, I could tolerate it.  However, it would be even better to encourage a player to use the right difficulty from the start.  Metal Gear Solid 2, for example, displays simple descriptions for each difficulty level that try to steer you toward the correct setting among the five available.    


Pros Dave:  So then it's not the "worst idea in the history of gaming" after all?  It sounds like you're admitting that adjusting the difficulty mid-game might not always be bad.  You can't count on gamers to choose the right setting, even with prompting.    


Cons Dave:  I qualified that statement with "quite possibly" you know.  Most ideas aren't intrinsically bad.  If it's executed well enough, it could be a good idea.  However, I doubt that it would ever be so.  Developers should pay careful attention to the difficulty balance in their games and get it right.  Very few people complain about a game being too easy if there are harder difficulty settings available.  If developers appropriately name their difficulty modes, make normal mode skew a bit towards easy, and provide at least one harder level (even if it has to be unlocked), then everything should be alright.  What's more, optional gameplay elements can make things easier if there's a question about the difficulty.  Think Metroid's energy tanks and Zelda's heart containers.    


Pros Dave:  That sounds good on paper, but not every game can be designed with that kind of gameplay.  That also puts players with a collecting and exploration fetish at risk of making the game way too easy.  You're probably right that gamers shouldn't be able to both increase and decrease the difficulty, but I can even think of situations where that might be useful.  What if you stop playing a game for some reason and come back three months later?  You could set it to easy mode for a short period to get back into the swing of things.    


Cons Dave  That's not worth breaking the game over.  Gamers will swap to easy mode when the game gets too difficult but then feel like they're cheating.  If they swap back, they'll likely find the game too hard again.  Game designers need to balance their own games or gamers will get fed up and go elsewhere.  If you stop playing a game for a while and need to get back into the swing of things, then replay the first level before loading up your old save file.  The whole point of challenge in a game is for gamers to rise to the challenge.  Unless the game is poorly designed, the majority of gamers should be able to do just that.    


Pros Dave:  You know, you can't just make things true by stating them.  Developers don't always have enough time and resources to do things properly.  Anyway, I have nothing else to say on the subject.    


Cons Dave:  Good.  I was tired of listening to you anyway.    


Dave:  Ahem.  Well, it looks like I'm still somewhat divided on the issue.  Be sure to stop by the NWR forums and let everyone know what you think about adjusting a game's difficulty level in mid-game.  Here's a handy link to the Talkback thread for this article.


Offline Kairon

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RE: EDITORIALS: This Game Is Too Easy/Medium/Hard
« Reply #1 on: December 04, 2007, 06:26:56 PM »
Great. Just when reader confidence in the staff of Gaming Journalism sites is at an all-time low, you just have to reveal that we're all a bunch of closet schizos (well, more accurately, that we all have multiple personality disorders).
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Offline Rize

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RE:EDITORIALS: This Game Is Too Easy/Medium/Hard
« Reply #2 on: December 04, 2007, 06:28:06 PM »
Jonny said that my inability to settle on a single position is a sign of maturity  I like his take better.

Offline jayz79

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RE:EDITORIALS: This Game Is Too Easy/Medium/Hard
« Reply #3 on: December 04, 2007, 06:29:50 PM »
Quote

A number of recent releases allow the player to adjust the difficulty in the middle of the game.  I haven't noticed this "feature" in any Wii or DS games yet, but it's bound to crop up eventually.  

Hmmm Trauma Center Second Opinion (a launch title) has this feature so at least 1 Wii game already supports this

 

Offline Rize

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RE: EDITORIALS: This Game Is Too Easy/Medium/Hard
« Reply #4 on: December 04, 2007, 06:39:00 PM »
Ah, thanks for the reminder.  Jonny informed me of that, but since I hadn't played the game, I didn't write about it and also forgot to edit that line.

Offline oohhboy

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RE: EDITORIALS: This Game Is Too Easy/Medium/Hard
« Reply #5 on: December 04, 2007, 07:34:06 PM »
While I would quickly scream that people that play games on easy as WEAK, there are games like Trauma Center for DS where I haven't past any of the extra levels at the end of the game.
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Offline shammack

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RE: EDITORIALS: This Game Is Too Easy/Medium/Hard
« Reply #6 on: December 04, 2007, 11:57:05 PM »
The idea that having the option of changing the difficulty mid-game means the developer didn't feel like balancing the difficulty is fallacious.  It's entirely possible that the difficulty is balanced just fine for each difficulty level, and then they also throw in the option of changing it.  That may not be true in the examples you gave (don't know; haven't played them), but that doesn't mean that all games that give you that option do it for that reason.

I find the Oblivion example odd.  The "proper RPG development pattern wherein deadly foes dwindle into pests as you develop your character" that you mention is, essentially, a form of changing the difficulty of an RPG mid-game.  If the game's too hard, you can go and grind for a while or buy better equipment to make it easy.  That way, even if you suck, you can eventually get through the whole game if you're willing to put enough time into it.  You support that system, but have a problem with changing the difficulty mid-game?

As mentioned, Trauma Center supports this, and I have no problem with it whatsoever.  If you get stuck, instead of throwing the controller and then never playing again, you can bump it down to easy, beat the level, and unlock the next one, which you can then bump back up if you're so inclined.  Eventually you get all the levels unlocked, but you see that your high score on that level is only from the easy difficulty, so if you really want the satisfaction of beating normal (or whatever), you'll have to go back and try that level again eventually.  What's wrong with that?

This is similiar to the way the difficulty works in Guitar Hero (though Trauma Center does it better, I think).  If you're playing on expert in Guitar Hero and you get stuck, you don't have access to any of the songs after that point, but you can drop down to an easier difficulty and play through all the songs, which unlocks them in quickplay to play at any difficulty you want.  The problem is that when you drop down to the lower difficulty, you have to play all the songs up to that point again (because each career difficulty's songs are unlocked separately).  That encourages you not to challenge yourself the first time through and to play at an easier difficulty than you really need, so you can make sure you unlock all the songs.

If you're the type of gamer who likes to see everything the game has to offer, I don't see how a Trauma Center-style difficulty system is a bad thing.  So it allows you to get access to the hard version of a level that you can only beat on easy.  So what?  You still have to beat it on hard if you want that challenge.  I'm not seeing the downside.

The whole thrust of this argument is a false dichotomy: either balance the gameplay properly or add an option to change it mid-game.  There's no reason a game can't do both.  I think Trauma Center might be an example of that, but frankly I don't really know because easy was hard enough for me.

Offline Ceric

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RE: EDITORIALS: This Game Is Too Easy/Medium/Hard
« Reply #7 on: December 05, 2007, 01:34:22 AM »
I think it works for Trauma Center, DDR, Guitar Hero, <select style game here> because you have free choice over each level, for the most part, and they are there own little unit and Not part of a continueing play pattern (You don't carry things from level to level that effect gameplay.)  I also support the RPG way of doing things because you have to actually do something in the game to make it easier not just flick a switch. On the other hand...

There are some games that after you get cremated enough give you the option to kick it down.  I support that for the most part because if you are getting beaten that badly you probably picked the wrong mode.  I don't support being able to just bump it back up.  I also like the systems that will give you hints when they find out that your getting beaten senseless and doesn't when your doing great and probably don't need them.

Just my thoughts condensed.
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Offline nitsu niflheim

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RE: EDITORIALS: This Game Is Too Easy/Medium/Hard
« Reply #8 on: December 05, 2007, 01:55:45 AM »
I like the way you can change the difficulty in the Disgaea games and those kind from Nippon Ichi.  Game gets too easy just pass a bill asking for stronger enemies, or if it's too hard go for weaker enemies.  
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Offline matt oz

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RE: EDITORIALS: This Game Is Too Easy/Medium/Hard
« Reply #9 on: December 05, 2007, 03:15:43 AM »
I think the point about changing difficulty when you go away from a game for a while and come back was strong.  When I first bought Metroid Prime, I got stuck at one part, and didn't play again for maybe two months.  It would've been nice to have some kind of way to ease myself back into the game.  A few days later, I got stuck at the Omega Pirate and never played again.  That was over four years ago.  Now there's no way I could go back to playing the game from that point because I'd have no idea what to do.

Also, I was a little creeped out by the one-person round table.  It's kind of like those Adam vs. Adam commercials on G4.
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Offline UltimatePartyBear

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RE: EDITORIALS: This Game Is Too Easy/Medium/Hard
« Reply #10 on: December 05, 2007, 03:28:08 AM »
It shouldn't be much longer until Dave spills acid on half his face and finally takes his place in WindyMan's gallery of rogues.

I'd rather have the option to freely change the difficulty level in a level based game, but not in a continuous game.  If I get to choose the next mission from a menu, I might as well be able to pick the difficulty level for the mission, too.  If I get to the next part of the game by walking there in-game, then there's no natural point at which I can change it.

I take issue with games that take pity on me.  I got really ticked off at the final level of Sly Cooper, for example, because after I kept dying instant deaths in the lava, the stupid game gave me an item to let me take an extra hit from an enemy.  Not only did that not help me at all with the lava, but it made the next part of the level easier before I even got to take a crack at it.  I'd rather have the ability to make the game easier entirely under my control.

Offline Stogi

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RE: EDITORIALS: This Game Is Too Easy/Medium/Hard
« Reply #11 on: December 05, 2007, 03:29:08 AM »
Good article. Creative, well written, and good use of the word "intrinsically"; I haven't seen that word in a while.

I also haven't played many games that allow you to switch difficulty in the middle of the game other than God of War and Trauma Center. With Trauma Center, I started on easy, so moving up the difficulty ladder and still being able to skip the tutorial surgeries was a plus for me. God of War was a hard game, but like you said I rose to the challenge and didn't give up even though the game thought I should switch to easy mode.  
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Offline Louieturkey

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RE:EDITORIALS: This Game Is Too Easy/Medium/Hard
« Reply #12 on: December 05, 2007, 03:40:55 AM »
I believe Resident Evil Umbrella Chronicles can be changed on the fly as well, though it's set up very much like Trauma Center in that there are different missions.  Of course, to unlock everything in that game, you need to be amazing on the difficult setting.  I think it works in both games.  In UC, my wife and I play together and we played through most of it on normal.  However, we could never get better than a B ranking which means very little upgrading on weapons and opening new scenarios.  We will probably go through it again on the ones that unlock other areas and try it on normal again, but if that doesn't work, we'll try it on easy.  I like being able to downgrade on the fly if I'm having trouble with a section of a game.  I don't like using cheat codes to get me through games so when I get stuck and a game guide doesn't help me, if I don't have the option to turn down the difficulty, I leave the game and possibly never come back.  There are too many games out there these days to be able to play them all, so when I can't get through one, I will put it down and move to the next one, never to finish the other one and also never to recommend it to anyone.  So to have the ability to change the difficulty on the fly (as long as the game is balanced well) is a win-win for me and the publisher.

Offline Chode2234

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RE: EDITORIALS: This Game Is Too Easy/Medium/Hard
« Reply #13 on: December 05, 2007, 04:02:16 AM »
I felt like I was reading an IM chat between 12 year olds.  What was decided?
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Offline Enner

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RE: EDITORIALS: This Game Is Too Easy/Medium/Hard
« Reply #14 on: December 05, 2007, 04:53:25 AM »
It was a split decision.

Offline Rize

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RE:EDITORIALS: This Game Is Too Easy/Medium/Hard
« Reply #15 on: December 05, 2007, 05:08:12 AM »
The strange format I used for this writing is obviously confusing a lot of people, which is understandable.  Each side of the debate is representing one side of the argument.  I wrote in the form of two characters each representing one part of my personality.  As you can see, the cons side is (naturally) rather negative and disagreeable, and the pros side more forgiving and open-minded.  I agree, to some degree, with each side (which is why I used this crazy format to begin with), but not completely.  Obviously, there's some cognitive dissonance here that needs to be resolved

Quote

Originally posted by: shammack
The whole thrust of this argument is a false dichotomy: either balance the gameplay properly or add an option to change it mid-game.  There's no reason a game can't do both.  I think Trauma Center might be an example of that, but frankly I don't really know because easy was hard enough for me.


Which argument?  Again, I took two sides not one.  And in the end, I wrote that I was still somewhat divided on the issue.  

By the way, a game in which you unlock levels one at a time and can select the difficulty independently is very different from one where you can make the game easier, kill one enemy, and then make it harder again.  I haven't played Trauma Center.  Perhaps that wasn't a good example to include since I didn't know the precise details.  I don't really have a problem with that.  Guitar Hero doesn't use this feature at all in my opinion.  In the main game, you play the songs in order.  If you swap difficulty levels, they force you to beat all the songs on every difficulty level (a major mistake in my opinion; if you beat a track in guitar hero on expert you should get a check mark on every difficulty below it).

Offline Rize

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RE:EDITORIALS: This Game Is Too Easy/Medium/Hard
« Reply #16 on: December 05, 2007, 05:11:54 AM »
Quote

Originally posted by: Ceric
There are some games that after you get cremated enough give you the option to kick it down.  I support that for the most part because if you are getting beaten that badly you probably picked the wrong mode.  I don't support being able to just bump it back up.  I also like the systems that will give you hints when they find out that your getting beaten senseless and doesn't when your doing great and probably don't need them.


RPGs can be a mess, but the balance issues are inseparable from the gameplay.  If you take out character development, it's hardly an RPG anymore.  If you make sure the game is always challenging, then every player, no matter how good, will have to level grind (ala the original Final Fantasy and Dragon Quest games), although these days that sort of RPG is considered classic by many people.  The other side of the coin is to make sure the character is overpowered and then many people will find the game too easy.  Finally, some developers give you the illusion of character development, so that they can be certain of maintaining the challenge.  That's probably the best way for the most people, but there's still some that prefer the old-school method of course.


Offline Pale

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RE: EDITORIALS: This Game Is Too Easy/Medium/Hard
« Reply #17 on: December 05, 2007, 05:17:17 AM »
I liked the writing style.  It's nice to read an editorial that doesn't strive to make every issue into a black and white one.

As far as the debate goes, I'm the kind of gamer that doesn't play large scale games for challenge.  I play them for the experience.

When I want a challenge, I move to smaller scale games, like Ikaruga, or dare I say, Kid Icarus.  

Therefore, mid game difficulty adjustment doesn't ever really come into play for me, as I usually play on the easiest difficulty.  The only exception to this rule is when I get something more out of the game for higher difficulties, like the secret ending (which turned out being total bonk) in Kingdom Hearts II.  
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Offline Rize

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RE:EDITORIALS: This Game Is Too Easy/Medium/Hard
« Reply #18 on: December 05, 2007, 05:24:45 AM »
Quote

Originally posted by: Chode2234
I felt like I was reading an IM chat between 12 year olds.  What was decided?



That sometimes it's good to allow the player to switch difficulties and sometimes it's bad.  Both sides had good points, which is why I didn't write a standard editorial. Plus this was a lot more fun.

A permanent downgrade, even in mid-game, is probably best if the feature must be used (provided the player is recommended to keep a save before the switch in case they change their mind).

I also like the Goldeneye method.  In that game, you could play any difficulty on the first level.  If you went and beat 10 levels on easy (Agent mode), you could play medium (Secret Agent) on any of those levels.  However, if you wanted to upgrade the difficulty in mid-game, you had to beat a level, say level 10, on easy then beat it again on medium THEN you could play level 11 on medium.  You couldn't jump from level 10 easy to level 11 medium.  However, even if that were possible, it still wouldn't be that bad.  PartyBear's point about the difference between changing difficulty between discrete levels and in the middle of a continuous game stands.

Being able to switch back and forth in the middle of a level is just not good.  After I was forced to use the ridiculous slider in Oblivion, I lost interest in the game within hours.  I still haven't finished it.  Bioshock will be lucky if I finish it for the same reasons.  I've gone ahead on easy mode, but it's too easy to be interesting.  However, now I'm even further into the game than when I had to switch down, so medium mode is even more impossible.  Although I haven't tried switching on the auto-aim I just discovered yesterday.    

Offline Rize

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RE:EDITORIALS: This Game Is Too Easy/Medium/Hard
« Reply #19 on: December 05, 2007, 05:32:24 AM »
Quote

Originally posted by: matt oz
I think the point about changing difficulty when you go away from a game for a while and come back was strong.  When I first bought Metroid Prime, I got stuck at one part, and didn't play again for maybe two months.  It would've been nice to have some kind of way to ease myself back into the game.  A few days later, I got stuck at the Omega Pirate and never played again.  That was over four years ago.  Now there's no way I could go back to playing the game from that point because I'd have no idea what to do.

Also, I was a little creeped out by the one-person round table.  It's kind of like those Adam vs. Adam commercials on G4.


I've never seen that show, don't get G4 over here.  Hey at least I'm not continuing to use "we" instead of "I" in the forum.

Anyway, you'd be surprised how quickly you can get back into the swing of a game if you give it a try.  For Metroid, instead of killing the Omega Pirate, turn around and go hunt down some energy tanks, by the time you get back, you'll be familiar with the controls again.  Also, Metroid Prime has an interesting way of being really challenging at first, even on the regular difficulty level, but it quickly gets a lot easier.  Go look up some energy tank locations and read some strategy for the boss fight (the classic ways of making a game easier).  Metroid Prime is well worth finishing.


Offline UltimatePartyBear

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RE: EDITORIALS: This Game Is Too Easy/Medium/Hard
« Reply #20 on: December 05, 2007, 07:31:55 AM »
I had left Metroid Prime unplayed right before the big Meta Ridley battle for over a year before I got back to it.  I went straight to the boss fight and won it.  The only problem I had was forgetting to scan him.  He was much easier to beat the second time.  So if you just jump right back in, even if you die a couple of times, it probably won't take very long to get back into it.

Offline TE-Ryan

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RE: EDITORIALS: This Game Is Too Easy/Medium/Hard
« Reply #21 on: December 05, 2007, 08:41:12 AM »
I think you should be stuck with the difficulty you choose until the end. If you chose a level that's too easy, then shame on you for starting on easy. If you chose a level that's too hard, then go cry to mommy.

Most important of all, maybe check out a review first? For example, some people may have jumped for joy when MegaMan Zero made the MegaMan name respectable again, but then immediately regretted their puchase because of the difficulty level. I don't think one review for any of the four games in that series omitted the fact that each chapter is soul-crushingly difficult on even the normal level.

Offline that Baby guy

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RE: EDITORIALS: This Game Is Too Easy/Medium/Hard
« Reply #22 on: December 05, 2007, 10:32:38 AM »
If you learn the differences of the difficulty levels early, you can choose one that's right for you.

Take Astro Boy: Omega Factor.  On easy, you can basically use as many super attacks as you want and take a small amount of damage from each attack.  On normal, you're limited to ten super attacks allowed in your reserve, I think, and you take a moderate amount of damage, usually it takes about five hits to die, but that can vary based on how you progress.  On hard, you're limited to a reserve of three super attacks and three or less hits will usually be all it takes to die.

In Kingdom Hearts, as you increase difficulty, you take more damage every time you get hit and bosses have more life.

The changes vary from game to game, but an understanding of the differences difficulty levels make allows the player to make the right choices at the beginning.  If you understand the  differences, you should be able to choose a difficulty that suits your needs right away.  If something might pop out of nowhere that suddenly makes that difficulty to hard in the late part of the game, there's a design flaw, and the developers messed up, especially if you can bypass that part and move on in the same difficulty level, and have no struggle afterwards.

Now, there are some games that really need difficulty settings added, though.  For instance, Super Paper Mario was far too easy for me.  In order to face some sort of challenge, I did go through those pits as soon as possible, and by the time I was done, the rest of the game was overly simple.  It took four hits to kill the final boss.  I delivered those four before there was a chance to get hit in return.  That game needed an option to adjust difficulty.

So, in essence, I think that games need to offer an explanation on the different difficulty settings, but don't need to offer the ability to change difficulty on the way through.  I'm not saying it's bad if they do offer that, though.  I'm just saying if that option is necessary to get through a single level, then continue at the original difficulty, that's a design flaw.

I suppose in that sense, you should be allowed to at least lower the difficulty of mission-based games, since each mission should be progressively more difficult, if you get halfway through the game and can no longer progress, without this option, you'd be pretty stuck, I think.

Offline Rize

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RE: EDITORIALS: This Game Is Too Easy/Medium/Hard
« Reply #23 on: December 05, 2007, 11:16:15 AM »
Halo 3 got knocked for that.  The second to last level is mind-numbingly difficult, but once you finish that, it's all down hill from there (relatively, the last level doesn't completely roll over and die for you).  The last thing in the game should generally be the hardest, excepting games that intentionally put a couple of easy sequences in the end to keep you involved as the story winds down.




Offline oohhboy

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RE: EDITORIALS: This Game Is Too Easy/Medium/Hard
« Reply #24 on: December 05, 2007, 01:15:47 PM »
I got quite annoyed with God Of War when it kept asking me to downgrade from Hard. I chose hard for a reason and I am going to stick to it.

The real question should have been what do you play a game for? If you there to waste time, why not have a higher difficulty. Same if you wanted a challenge. If you don't like challenges, then ask yourself why are you playing games you are playing in the first place.
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