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Difficulty
Tuning in Games
Someone once
wrote this:
Balancing
a competitive multiplayer game is orders of magnitude harder than
balancing a single player game. When we try to balance a single
player game, we are basically striving to match the “skill” of
the computer to the skill of the player. There are many techniques
for doing this, and there is a large margin of acceptable error.
For
example, consider what happens if Joe Hardcore figures out a super
sneaky way of beating almost every enemy in a single player game for
free. Further suppose that this method is very obscure and
discovered by less than 1% of all players. Factoring in strategy
guides and the internet, sure, others will figure out this method,
but the overall impact will be small. Joe Hardcore feels full of
himself, the computer doesn’t mind being beaten, and most players
will never know about this method at all. It’s bad, but it’s not
that bad. If the same trick/bug existed in a competitive multiplayer
game, the game would be totally ruined.
–Sirlin
Though balancing a competitive multiplayer game
is extremely difficult, balancing a single-player game is no cake
walk. Before we can even talk about how to do it, we’ve got to
decide what exactly we’re trying to do. Is the goal to challenge
the player? Is the goal to empower the player? Is the goal to give
the player a particular experience? Is the goal to give him busy
work and use operant conditioning to tap into any latent OCD
tendencies he might have? (If the goal is that last one, then please
stand up World of Warcraft. You’re doing an excellent job!)
The game industry is still trying to figure out
whether games should be really hard or not. Really hard games
challenge the player, and potentially create a lot of gameplay time
because the player has to play a lot to master the techniques, the
patterns, etc. They also give the player a sense of accomplishment
for beating the game. The games of old were great at this, and there
are too many ridiculously hard games to even mention. For starters,
try Ghosts’n Goblins, Spelunker on NES, or just about any top-down
flying shooter.
The gaming market is a lot different now than
in the old days though. We used to have a much smaller market of
relatively hardcore players. Now the market is much, much bigger and
it’s possible to sell many millions of copies of a single game. Do
many millions of people actually want to play a ridiculously
hard game? To the dismay of many old-time gamers, I think the answer
to that question is “no.”
Let’s compare the difficulty of these four
games: Ninja Gaiden (Xbox), Prince of Persia: Sands of Time
(PlayStation 2), Devil May Cry 3 (PlayStation 2), and God of War
(PlayStation 2). These games immediately fall into two camps: 1) The
designers sat around all day wondering “What can we do to make
this game more friendly to the player?” and 2) “How can we
infuriate, frustrate, and repeatedly kill the player?”
Prince of Persia is the nicest of the 4 games.
The prince himself is very acrobatic and the controls feel very
fluid and great. There’s a lot of context sensitive moves, and
they always seem to do exactly what you wanted them to do. The
enemies aren’t very hard, but you get to flip around and do cool
stuff when you fight them. If you are ever low on life, you can just
drink some water anywhere you can find it. Water is incredibly
plentiful, so no problem there. Most games give you life back when
you pick up some kind of health item, but then the item disappears.
In Prince of Persia, the little pond or fountain or whatever is
still there, so you can drink repeatedly (before a fight, after a
fight, even during a fight) and get your entire life meter back.
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In Prince of Persia: Sands of Time,
like in all games, you push a box at some point. |
This game sure has a
lot of water. |
It
also includes the ultimate player-friendly feature: the ability to
rewind time! If you miss a jump or get hit by an enemy, just rewind
time to before that happened and try again. You need sand to power
this time-rewind, but you can get it easily from almost any enemy.
The Prince of Persia design team wants you to succeed. They are
rooting for you every step of the way. While some gamers thought
this was “too much hand holding,” I think the majority of the
audience found it “accessible and inviting.”
Now consider the stark contrast with Ninja
Gaiden. This game wants you to die repeatedly. One friend said,
“It’s basically a single-player fighting game where you are
forced to fight intermediate-level opponents, even though you are a
beginner.” Even that is pretty kind, since I have still
never beaten this game. Fans of this game seem to enjoy the concept
of “I died at the boss, now I have to do a huge portion of the
level over again.” That gameplay model, to me, seems like it’s
from the 1980s. Itagaki, creator of the game, loves to talk down to
players who can’t handle his game. He released online expansions
to Ninja Gaiden called “hurricane packs” where he made his
ludicrously hard game even harder and harder and harder. He was
pushing the limits of “impossible.” He then collected these
hurricane packs together into a title called Ninja Gaiden Black.
When asked if he would put in an option to make the game easier, he
said something like “I do not think we should, but some people
think that everything in life should be handed to them. They are
like dogs. That is why I have put in a new mode called ‘Ninja
Gaiden Dog mode’ just for them.” Itagaki has lost all connection
to reality and has now directly insulted his players.
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This is the hardest first-boss in any
game I know of. Thanks Ninja Gaiden. |
Get used to this
screen. |
God of War and Devil May Cry 3 repeat this same
pattern. God of War is relatively easy because it concerns itself
mostly with giving the player an experience. You feel like you are
on an adventure and that you get to do many things (fight lots of
enemies, swim, climb walls, cast magic spells, open treasure chests,
etc). God of War views itself kind of like a movie; it wants
everyone to experience the journey from beginning to end and be
entertained.
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Here's an epic
moment in God of War that everyone got to enjoy, even
without a raid group of 40 people. Blizzard can't figure out
how this is possible. |
Devil May Cry 3 is a very similar style of game, and
yet it wants to ruin your day at every turn. The Japanese release
defaults to a difficulty called “Normal” that is in fact
incredibly hard. If you beat the game, you unlock another difficulty
called “Hard.” In the US release, the game defaults to Japanese
“Hard” difficulty(!!), but it calls it “Normal” just to mess
with you. After you die a bunch of times (and you will), the game
tells you that you have unlocked “Easy,” which is incidentally
the same as the Japanese “Normal.” Many people have asked me if
they should buy DMC3 and I have to tell them “I loved it, but you
should not buy it. It’s too hard and you’ll hate it.”
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This Cerberus boss will own you before
you even know how to play Devil May Cry 3. |
At least Dante is pretty cool.
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God of War outsold Devil May Cry 3 by 2:1 as of
this writing. Capcom, creator of Devil May Cry 3, is actually
publishing Sony’s God of War in Japan. We can debate easy games
versus hard games all day, but the mighty dollar is hard to ignore.
That Capcom is now publishing its rival’s game is telling.
Speaking of Capcom, they won Gamespot's award
for best game of 2005 with Resident Evil 4, and probably rightfully
so. Overall RE4 is difficult and you will die a lot of times, but
it's far more forgiving than Devil May Cry 3. Yes, Resident Evil 4
has great graphics, great design, and a much better control scheme
than the series ever had before, but without its auto-adjusting
difficulty levels, I wonder if it would have touched so many gamers
in just the right way. It's challenging, but forgiving. Secretly,
there are 5 levels of difficulty. Every time you die, there is a 66%
chance that you will switch to the next easiest difficulty setting.
You probably go up a difficulty level if you play well for a while,
but I don't know how exactly it works. I do know that the easier difficulty
levels have fewer enemies who are each less threatening. Sometimes,
even mini-boss enemies such as that blind enemy with "wolverine
claws" are replaced with regular bad guys if you die too many
times.
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Resident Evil 4's chainsaw guy kills
you in one hit. By the way, if you're against violence in
video games, you're against the First Amendment. |
These are level 60 World of Warcraft
players who found out that the end-game is totally
raid-centric. |
Though it might be frustrating to try to get
past a certain situation only to find it different (and easier)
after dying a few times, I think it's much more frustrating to
encounter a situation that's just flat-out too difficult and never
lets you by. Auto-adjusting difficulty schemes are a lot of work,
and I've seen them done poorly, but Resident Evil 4 shows what a
huge success they can be.
Another clever feature of Resident Evil 4 is
the rocket launcher. It's one-time use weapon you can buy from any
vendor, and it's powerful enough to kill a boss in one hit! It costs
just enough to make you want to save your money and not buy it, but
if you are really fed up with a boss, you have a get-out-of-jail
free card. I used it two thirds of the way through the game on the
typical "boss with a vulnerable eye that you have to shoot so
he opens up his real weak spot for a few moments, then goes back to
slashing at you various ways with tentacles." I've fought
enough bosses of that exact type in my day that I didn't think twice
about taking a "pass" on this one. Skipping something I
found annoying really made my day, as most games don't give me that
option, ever.
Finally, there is one special game that bears mentioning
in this tale: Sega’s Rez. Rez is a critically acclaimed game that
got completely lost in the shuffle whenever it came it out. It’s
one of the best games you’ve never played. I know a few people who
don’t like the game, but I think they just “don’t get it.”
On the one hand, Rez is a rail shooter; your character flies along a
pre-determined track and you shoot stuff along the way. But to
describe it that way is a horrible injustice. Rez is an experience.
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Well, here's Rez. So...um...these
pictures won't help you much either. Go buy it yourself,
which you can't, because it's almost impossible to find.
What a shame. |
As your progress through each of the 10 layers
of each stage, another layer of music is added. The sound of your
shots and of the enemies being destroyed work together to create
music as well. The levels are psychedelic and basically
indescribable. They are hypnotizing and not like anything you could
ever dream up. Just watching someone play through Rez is
mesmerizing. Try watching someone play EverQuest and see how long
that lasts you. Try watching someone play Tetris or Counter-strike
or Mario Sunshine. Even though those games all have virtues, they
are not “amazing” to watch like Rez.
And yet, Rez is a very easy game. Most enemies
cannot even hit you. Some can, and some shoot projectiles that can
hit you. There are also some engaging bosses, but relative to other
games, it’s all very easy. Rez doesn’t want to kill you; it
wants you to experience its beauty, a beauty of sight and sound. In
fact, it even has a mode called “traveling” where you cannot
die! In this mode, you are free experience Rez in a totally
non-threatening way. Can you imagine this mode in Super Mario
Brothers? Or Street Fighter? Very few games are genuinely
entertaining enough that you would actually want to play just for
the fun of playing them without any threats. (Exceptions I can think
of are Grand Theft Auto, The Sims, Sim City, and Katamari Damacy.
And maybe Burnout.)
The flipside is that Rez is actually a very
difficult game if you want it to be. For example, to unlock the
“Boss Rush” mode you have to get a shot-down rate of over 95% on
all 5 of the main levels. That’s pretty difficult. To unlock some
other options in the “Beyond” mode, you have to get 100%
shot-down rate on the those levels. That’s incredibly difficult.
Other unlockables require you to get 1st place in various
“Score Attack” stages. If you are a fiend for Rez, there is
plenty of challenge if you’re looking for it, and very little
challenge if you aren’t. An interesting note is that the
unlockable items that require 100% shot-down rate because
automatically available after 10 hours of play-time. Rez figures
that if you are willing to put in that much time, then you deserve
to have some of the extras, even if you can’t complete the
difficult objectives. If Itagaki were dead, he’d roll over in his
grave at that thought, and so would the creators of any
massively-multiplayer game.
I submit to you that perhaps Rez is the
ultimate example of difficulty tuning. First and most strking, it is
fun to play for its own sake, apart from any objectives. That is a
rare and wonderful property that very few games can live up to.
Next, it allows a very wide range of players to experience that
beauty and fun. It also gives a high challenge level to those who
seek out challenge, and even then it throws you a bone if you’re
struggling. Perhaps this is the winning formula we should all be
striving for.
--Sirlin
Talk
back! Discuss this article in the forums.
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| "In
my day, we only had hard games and it made a man of you." |
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| Sounds
like people with no skills at all can still enjoy this Prince of
Persia thing. |
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| This
sounds almost as hard as finding all the DK coins in DKC2, the
greatest game ever. |
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| Flibbity-floo!
I can't make heads or tails of this and it looks like no
challenge at all. |
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