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Author Topic:   Difficulty Tuning in Games
Sirlin
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posted 01-01-2006 12:03 AM     Click Here to See the Profile for Sirlin   Click Here to Email Sirlin     Edit/Delete Message   Reply w/Quote
Discuss the article "Difficulty Tuning in Games" here, if you like.
http://www.sirlin.net/Features/feature_difficulty.htm

--Sirlin

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Wugga
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posted 01-01-2006 04:23 PM     Click Here to See the Profile for Wugga   Click Here to Email Wugga     Edit/Delete Message   Reply w/Quote
I have to say, I was a little surprised by your attitude towards Ninja Gaiden.
Personally I loved it, but I'm somewhat against pandering to the lowest common denominator skill-wise. I loved POP:SOT, but if it hadn't been from a much-loved franchise without the high level of artistry, the combat would have put me off.

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SoulSeek
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posted 01-01-2006 05:54 PM     Click Here to See the Profile for SoulSeek   Click Here to Email SoulSeek     Edit/Delete Message   Reply w/Quote
I can't believe you mentioned Rez. I'd respect you more, but I think that's no longer possible. (I just realized that could be taken two ways. I meant it as a complement.)

Unfortunately, effort spent on making a game inclusive to the less willing/able players is effort not spent on enriching the toughest experience. This tradeoff seems necessary if a game is made to sell.
I suppose there's always Ikaruga.

[This message has been edited by SoulSeek (edited 01-03-2006).]

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sdwoodchuck
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posted 01-01-2006 07:57 PM     Click Here to See the Profile for sdwoodchuck   Click Here to Email sdwoodchuck     Edit/Delete Message   Reply w/Quote
It's a shame that Resident Evil 4 didn't have a "Rocket Launcher"-type pass option for its button press reaction segments during cutscenes. I'm sure the idea behind it was to create immersiveness and suspense during cutscenes by letting you know that even then, you're not safe. However, in the cases of most players I've talked to, it falls totally flat, becoming a trial-and-error mess. The player winds up simply taking a few "practice deaths" to learn the segment, and then sits through the same segment of animation and possibly dialogue over and over until it is complete.

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coamithra
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posted 01-02-2006 06:06 AM     Click Here to See the Profile for coamithra     Edit/Delete Message   Reply w/Quote
One of my favorite examples of the scaling difficulty you mention is Parodius (my personal introduction to the Gradius series). In this side scroller, the difficulty gradually scales up for as long as you are alive. Even if you had set it to "hardest" to start with. This system works beautifully with the genre: as you collect more and more powerups the enemies grow stronger as well, resulting in a climax with lasers, powerups, bullets, etcetera flying all over the screen!

As soon as you die it resets to the preset difficulty level and fun starts anew

Recommended download for MAME users.

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Noigel421
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posted 01-02-2006 08:57 PM     Click Here to See the Profile for Noigel421   Click Here to Email Noigel421     Edit/Delete Message   Reply w/Quote
Let us not forget Contra...

A game that could be considered somewhat difficult with the limited amount of lives you were given by default...

...and the konami code that made it a gaming experience for everyone.

Anyone remember Little Nemo for the Nintendo?

It was one of those rough, once you die you're dead, sort of games... got horribly difficult at the very end. I don't think anyone could have beaten it without a game genie.

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Kicks
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posted 01-04-2006 10:07 PM     Click Here to See the Profile for Kicks   Click Here to Email Kicks     Edit/Delete Message   Reply w/Quote
Coamithra beat me to it, but i'll discuss a bit more on 'Rank' in arcade/manic shooters. I always thought this was a really cool aspect. You're so baddass at the game that it has to try harder to beat YOU! It's artificial, but I love the feeling when I get to a certain part in DoDonPachi and there are somehow even more bullets on the screen than I'm used to.
I'll propose another interesting aspect in the world of shmups (shoot 'em ups).
There are several games that are held in high regard by the community, but have a fatal flaw. You can't beat it without dying. It's literally impossible-the bullet patterns are unavoidable on certain bosses. Some games have a way to avoid this-a defensive ability is introduced. Mars Matrix and Giga Wing both have this. It's a shield of sorts that has a small refresh time. That way you're not invincible all the time. More simply, a lot of shmups have bombs. Along with damaging, if not destroying everything on screen, you get a small moment of invincibility. Another popular game has a defensive element as well-Ikaruga. You can go through that whole game without firing a bullet. However, this is where debate arises. While many enjoy this game, some hardcore shmup-ers don't like it because it's, what they've begun to call it, a puzzle game. It can be beaten with pre-determined inputs, everytime no matter what. There's no randomness.
Many games have randomness to it, but some implement better than others. What i've gathered that determines this at least a little, is the players' ability to 'react' to it. In Dodonpachi, a million bullets are flying at me, but I can see them and dodge them or bomb them if things get dicey. In Mario Kart, you can be in first, but if someone behind you randomly gets a blue shell, you're f*ed in the a. When playing Ikaruga, you know what's coming, when to change colors, and when to shoot. It's always the same-Crisis Zone is like this as well(both games are fun though ^^)
A little off of my topic, but great for this discussion is Metal Gear. These games can be challenging, but turn into really easy games. each room is a sort of 'level.' When you die, you restart at the beginning of the level, but each level is really short. DMC and Ninja Gaiden make you repeat too much stuff you already know how to beat. These games attack your willpower rather than your prowess by making you start so far back. You get frustrated, and want to rush through and then you make mistakes and start yelling. (they're still both really fun too though^^ . I think moderation is the key here though, because Metal Gear does the same thing, just not as extreme. Generally in Metal Gear, if you're just patient, you can get past a room with ease, but that's a lot harder than it sounds.
I'd also like to mention Civilization IV. I haven't played it yet, but Civ1 is one of my all time favorite games. When reading the developer's notes on Civ4, they said they wanted to try and take out all of the 'un-fun' micromanagement stuff in it. A lot of the stuff, however, was stuff that I appreciated in the previous games. Since I haven't played it yet I can't complain, but thought i'd mention it.
Finally I'd like to mention Kirby Super Star. This is one of the greatest games of all time (for me at least^^) When reading reviews about kirby games, many people complain that they're too easy, and that you can just fly over everything. This is true and ruins the game sorta, but if you choose to ignore it and engage the enemies, these games rock. Having the option to fly away is a nice fallback however.

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TheShrike
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posted 01-06-2006 09:33 PM     Click Here to See the Profile for TheShrike   Click Here to Email TheShrike     Edit/Delete Message   Reply w/Quote
<i>I'd also like to mention Civilization IV. I haven't played it yet, but Civ1 is one of my all time favorite games. When reading the developer's notes on Civ4, they said they wanted to try and take out all of the 'un-fun' micromanagement stuff in it. A lot of the stuff, however, was stuff that I appreciated in the previous games. Since I haven't played it yet I can't complain, but thought i'd mention it. </i>

My experience with Civ4 compared to Civ2 (the only other I've played) has been positive. Almost everything is AUTOMATABLE, rather than AUTOMATIC or MANUAL. That means when you build a worker, they will not do anything till you select them. Then you can A) Have them move somewhere and then build, say, a road or a farm or a hamlet or a ... etc.
B) Tell them to automatically build roads/railroads/etc in a line from X to Y (Places)
C) Tell them to build improvements (Roads, mines, farms etc.) to the nearest city automatically
D) Tell them to build improvements to anywhere in the empire automatically.

You can control and micromanage it all, or not. Generally, as you get a larger and larger empire you tend to stop managing all workers and manage less. However, if you want to control each and every one of them, feel free to do so without time constraints in SP; Multiplayer (Online), the timer ticks down (it's enabled by almost all players...). This "Choice" as opposed to forcing players to do it all manually is quite a good design, I find, and is present almost everywhere, especially city management where you can chose where exactly to assign citizens or leave it to default (automate it). It's far better than FORCING everyone to do everything manually (early Civ games, at least Civ 2), or FORCING everyone to let the computer take over. I find it's fun to manage some things, but after a while finding out whether a pasture, a hamlet, a mine, or a farm, or a plantation would best suit a city's grassland square considering the combined effect of the city's other buildings, the other rare resources available, those rare resources which could become available, and the productivity of each choice to be... un-fun micromanagement. If you don't, you can control it.

Another change was that research 'spills over' so that when you're almost done researching a technology, you don't have to adjust your production rate of science to near-zero then back up next turn to minmax production.

Another change were some major rebalancing issues for maintanence costs of cities, etc, so that in higher-level play ICS (Infinite City Sprawl, covering the entire map with hordes of cities) is not necessarily the only viable strategy, and is now distinctly sub-par. This means that players are no longer encouraged to have to manage an insane number of cities mandatorily if they wish to have a hope of winning.

Anyways, DMC 3 had the most difficult gameplay I've ever played (I haven't played Ninja Gaiden). It was also quite fun, as a veteran of the series (DMC 1 and 2). I think it's far better to have something like DMC 3 (insane difficulty) than cakewalk of DMC 2. It was quite rewarding, as well. Sirlin didn't mention the harder difficulties after beating the game. Hard Mode was insane... and I still haven't finished Dante Must Die yet, possibly because of my refusal to ever use items in any difficulty other than the orbs of +max (blue orbs, purple orbs) and yellow continues. I generally think it was an excellent challenge, and really had a deep combat system that is capable of a lot- the enemies were ferocious, and it was satisfying to even retry levels because of bosses, for me, as I could try to max scores via damage avoidance, style rankings, etc. The game wasn't merciful, but it was quite enjoyable once you realize that it was <i> not </i> going to baby you and that it required effort, unlike many (most?) singleplayer games. It was more about dodging and avoiding damage while timing things perfectly than about the buttonmashing one might expect from a game of it's sort.

I thought it was tough even on the second level, before Cerebrus; I didn't realize that the second level's boss would go on to become a normal enemy one would be expected to take down a) multiple times sequentially, b) with allies, c) with another of itself, d) While your lifebar is ticking towards zero after a gruelling battle.

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Blactor
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posted 01-08-2006 11:34 PM     Click Here to See the Profile for Blactor   Click Here to Email Blactor     Edit/Delete Message   Reply w/Quote
As a 23-year-old gamer, I completely empathize with the "good ol' days" of gaming, before balance issues were really addressed. I remember FINALLY beating "Battletoads" for the NES a year or two after getting it, and having every other game I owned seem profoundly easier. In my opinion, "Battletoads" is one of the most well-designed games ever made, and is great simply because it forces the player to master its mechanics.

I believe "Ninja Gaiden" is in much the same vain. That is why I am surprised and disappointed with Sirlin's view of the game as seemingly too hard. I believe that anyone claiming that this game is too hard simply doesn't have the chops to play it. It's odd claiming someone so experienced and intellegent as Sirlin lacks the chops to play ANYthing, but in my view "Gaiden", while certainly challenging at first, is only difficult to gamers who are not familiar with the game's mechanics. Simply put, it is far from impossible.

Learning patterns, learning how to fight effectively, learning how to stockpile lives, and finally learning to navigate the game's trickier platforming sections was key to conquering "Battletoads". The meat of "Gaiden" is developing combat skills--discerning which weapon is appropriate for which type of enemy, learning how to move, attacking smartly and, most important, DEFENDING yourself--as well as learning to navigate the game's trickier platforming sections. The game rewards intellegence and perserverance. Again, it is far from impossible.

It's no secret that mainstream success has necessitated a general dumbing down of videogames. I believe that designers like Itigaki are at least partially justified in their condescension toward certain gamers; a game is not much of a game if the obstacles that it presents are easily surmountable. Of course sometimes games are just poorly designed, but I just believe gamers these days should look to themselves if they're having trouble with a game, before bashing the game itself for being "too hard."

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Sirlin
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posted 01-09-2006 12:18 AM     Click Here to See the Profile for Sirlin   Click Here to Email Sirlin     Edit/Delete Message   Reply w/Quote
I hate to sound like a shadowy reflection of Itakagi here, but oh well. If you actually want to be challenged, you shouldn't hide in silly single player games. Actual challenge is found in real competitive games.

Making really hard single players games only fuels the false egos of people who think they are good. That sounded really harsh, but I need to say something to get you guys out of 1980. You are the minority. We aren't going to sell 5 million copies of something incredibly hard.

A good example of something hard is Resident Evil 4's Mercenary mode. After you beat the relavitely easy main game, you open up this really hard mini-game. Hardcore people have a fun toy. The masses can safely skip it. Great implementation.

Anyway even if it WERE perfectly ok to make a single player game very difficult from the start, I would still fault ninja gaiden. In every possible way, it hates the player. Apart from the challenge of learning the game mechanics, it's clear that the designer wants to make every detail a hassle. It is the closest game to a fighting game set as a single player experience, and it is excellent in lots of ways, but it's a financially irresponsible way to make a game these days. We don't make these games with our own money, and we have some responsibly to make something that has a good chance of hitting it big.

Anyway, I highly suggest any of you who want incredibly hard single player games to take up a competitive multiplayer game. And at least consider the idea that even though you personally like incredibly difficult games, that you might be in the minority. What you should be asking for are games that have well-designed learning curves, and offer fun or moving experiences...that also offer really difficult content for YOU, but that most people will skip. Then you can go back to feeling superior when you finish the super hard mode.

--Sirlin

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Blactor
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posted 01-09-2006 02:24 AM     Click Here to See the Profile for Blactor   Click Here to Email Blactor     Edit/Delete Message   Reply w/Quote
Although I'm not into Counterstrike or WarCraft or any of those sorts of games, I AM an avid Tekken player, as well as a casual Street Fighter fan (which is why I find a player of your skill declaring "Ninja Gaiden" as hard difficult to fathom...maybe you're too used to beating PEOPLE and not AI!). I'm lucky to live in an area (Virginia) that has a crop of highly-skilled players that play each other on a regular basis, so I agree with you that the psychological warfare that takes place at higher levels of play in competitive games is thrilling. But you cannot ignore the best of single-player experiences which, as you point out in your article, reward players for perservering.

Furthermore, not everyone has online gaming, or large local communities to connect with fellow gamers, and some just like to curl up to a challenging game like some do with a good book. Are those people's needs or achievements invalidated, then? And should game developers ignore them in lieu of the new generation of gamers who won't even rip off the shrink-wrap without accessing a message board or FAQ?

Man, this is SOOOO out of the scope of what you were originally writing about, lol. But I am interested in your reply

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Wugga
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posted 01-09-2006 01:28 PM     Click Here to See the Profile for Wugga   Click Here to Email Wugga     Edit/Delete Message   Reply w/Quote
Granted, there's something to be said for selling a lot of copies of games, but there are already plenty of developers pandering to the casual. I think it's admirable that Itagaki went against the grain for NG, and while his game is daunting, it's really not as hard as its reputation. I've told numerous friends "Stick with it, the first two bosses are a bit of a trial by fire, but the things you learn from those battles set you up for the rest of the game." - and most of them went on to complete the game, and of those, I'd class two of them to be casual gamers (or at least not overly good). Beyond that, there's the hurricane packs as a toy for the hardcore as you put it.
I play fighting games competitively (particularly DOA) as much as one can while living at the arse end of the world (though it did get me a trip to LA at one point and Australia at another), maybe there's a Team Ninja loyalty bias or a bit of "I'm good at NG so I must be awesome" pomp and ego forming my opinion, but I think the difficultly is in the lists among the merits such as "Answering the age old question: Who would win in a fight between a skeletal dinosaur and a nina?"

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Zerite
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posted 01-10-2006 01:27 PM     Click Here to See the Profile for Zerite     Edit/Delete Message   Reply w/Quote
Actually, once you're familiar with the game, Ninja Gaiden can be pretty easy. Now, if you want the game to feel less repetitive you'll have to learn more difficult combo moves that leave you open to reprisal, but for the most part, you can kill everything with the wall jump heavy slash.
The thing about Ninja Gaiden is that if you aren't familiar with the game, what enemies you're going to encounter, whether they respawn, if their spirits heal you etc, then the game is leagues more difficult. For one, the game will punish you for your ignorance. Let's say that against the first boss (who is actually among the hardest in the game, and is certainly harder than all the forms of the final boss)you use the ressurection item. Then on the second level you end up using all your potions, even the mana ones to defeat the two horsemen, and the mounted samurai. After this point you do well, except that you don't pick up the ressurection item in the back of the airship because it didn't strike you as puzzling that there was a locked door in the back. You kill the boss (once you know how he's pathetic. Can't even touch you.)and go on your merry way until Alma. You have nothing. Your down to no potions, and no ressurection items, and possibly, you have no mana. This boss was never meant to be defeated like this. Worst of all, you can't go back and get potions anywhere. Not to mention that you have no idea how to deal with her attack patterns, hit her out of the air, or deal heavy damage to her (blade of nirriti is your friend). But if you're familiar with the game you might even get to her with maximum ress, and max on all potions. She doesn't even stand a chance.

But much like a schmup, once you know the game it's fairly easy( I'm ignoring very hard mode, the hurricane packs, and Black. Especially Black) And in a way it was competitive. The online scoreboards led to one of the most unusual events I've ever seen a video game. The second highest scoring player in the world (who had ~19000000 points on completion) accused the Highest scoring player of cheating (~27000000 points).

[This message has been edited by Zerite (edited 01-10-2006).]

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Sirlin
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posted 01-10-2006 07:58 PM     Click Here to See the Profile for Sirlin   Click Here to Email Sirlin     Edit/Delete Message   Reply w/Quote
You guys have lost all perspective if you are trying to argue that Ninja Gaiden isn't a very hard game. I'm good at games, if I really wanted finish Ninja Gaiden, I could. But jesus, it's hard. It's a vestige of the past: a hard game that makes you replay long sections over and over without decent checkpoints. It's definitely not something I'd say we should STRIVE FOR in games.

A good game experience would have a reasonable difficulty curve and maybe challenge the experts, rather than beat over the head and bore the general market.

--Sirlin

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Zerite
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posted 01-10-2006 08:33 PM     Click Here to See the Profile for Zerite     Edit/Delete Message   Reply w/Quote
Well... I really liked Ninja Gaiden, and I liked for the same reason anyone likes any game. It was an experience, and it immersed me in the game like I hadn't been in years.
When I beat Alma for the first time I was ecstatic. And every time I encountered a new monster, crazier than the last, I thought it was awesome. The ghost pirahna are insane! The second to last boss fight is truly oldschool. Oh and about your save complaint, since most of the areas don't respawn monsters, you can just go back to the save point right before a boss battle. That way, you don't have to fight continously to get to the boss. I know it's a hassle, but if a boss is giving you difficulty, the minute or two it takes you to run back is worthwhile. And if you think that you shouldn't have to do this, I agree, because it's not like it's generally more difficult than if a save spot had been right next to the boss area. Though it does cause you to run into the challenges (where you can kill a preset number of monsters for an item or just run past them) more often that you would otherwise.

But you did leave something out about Black. Ninja Dog mode isn't just an insulting because of what it's called. Your character also has to wear a pink bracelet, and supposedly gets mocked by the NPCs. And it includes an "impossible" mode that only one of tecmo's QA team was able to complete.

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