Design: Does easy mean fun?
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locke

Hi, all.

After a long period of downtime (moving across the country) I'm back on the 'net, and itching to get down and dirty with some more design discussions!

I'd love to do some designs... but unfortunately I am only Mac-enabled at the moment. Unless someone happens to want to donate their license for Virtual PC to me... *ahem*

Anyway-- in my list of design topics, the idea that games need to be easy to be fun is one that comes up a lot. Seems like professional designers have tried to answer that question, and it's pretty well split down the middle, in my opinion. Let's take a look at some examples.

But first, let's dig down into exactly what we are talking about here. Are games that are "hard" not fun? Or... put another way... does making a game easy, thus allowing just about anyone to succeed with it, make it more fun? On to the examples.

Let's start with a few examples of popular-but-difficult games, and we can use them to flesh out what I mean by "difficult".

Hard games come in all forms. Probably the "hardest" genre is shooters (meaning shmups, not first-person-shooters). The classic arcade/console shooters really held the bar high. I'm thinking of R-Type, the old Gradius, Xevious, Raiden, and of course Radient Silvergun. These games were (and still are) hard. You die a lot. Sometimes constantly These games require skill, patience, and a lot of hard work. They were addictive because they were hard, and because when you got stuck at one little area, the solution was usually pretty obvious... you just needed to time it _perfectly_. But shmups definitely caused many broken controllers, dents in arcade cabinets, and cursing. They were never the most popular genre, and that's almost assuredly because most people couldn't take the heat and would walk away.

We see this in several recently released console games as well. Anyone who's read my published stuff knows that I have an addiction to the F-Zero series of games. I will continue to buy Nintendo's systems if only because they threaten to release a new F-Zero game for it. The recent release of F-Zero GX (and the arcade version AX) caught some attention in the press for being incredibly hard. Hard in the shmups way. Twitch-hard, with a steep learning curve for each track, and a steep difficulty curve for the enemy AI. This game also featured what I have termed "shooter coma" or "shooter statis"... the state of being whereby you focus all brain power on the moment at hand. Symptoms include tunnel-vision, lack of blinking for many minutes, and absolute focus on your little ship, and the balls of fire surrounding it. Or, in the case of F-Zero, that upcoming turn. You don't have time to think. It must be PERFECT, or you are just wasting your time, and you might as well hit *reset* now.

It's that pursuit of perfection... and indeed... that requirement of perfection that makes these games hard. But let's look at one more.

Ninja Gaiden.. the recent Xbox version. This game, taking a queue from it's predicesors is a hard game. It's hard in the technical sense... like your first run through a fighting game. You have to learn all the controls, and with NG, you have to learn to use the environment. Once you learn these things, you become a killing machine, and the low-level stuff is cake. But the developers did something interesting. They made the enemies tough. Not just harder... bout TOUGH. Like Boss-character tough. And they throw it at you pretty much from the beginning (well, after the Ninja Fortress). The enemies can kill you with just a few moves. You HAVE to be good. So you fight some stuff, learn the moves, and become a Master Ninja. It's all within reach, but it's hard.

Each of the games mentioned above are fun _because they are hard_. On the otherhand, would you continue playing Ninja Gaiden if you got stuck at the horse-rider thing? ...or at the goblet room? I'm going to bet that copies of NG are collecting some dust out there, unfinished, simply because it's too hard. I'll admit to something: I never finished the Diamond Cup in F-Zero GX because it got very very hard. I put a lot of time into it, but it did indeed keep getting harder and harder. So I put it down... and that's a shame. Would I have had more fun if it was easier? That's a tough one. I certainly would have enjoyed "finishing" it... just like, eventually I will enjoy finishing Ninja Gaiden. But if it was easier would the victory be as sweet?

Some companies are saying "yes!"...and then some! Take a look at the MMORPG market. Companies have split the industry into two very different directions. On one hand, we have companies like Sony Online Entertainment (formerly Verant) and Sigil Online (with the original designer of EverQuest) keeping the difficulty bar high. EQ is not an easy game to play. Some would say it's because of it's age, but I suggest that they have updated the game's systems and features without making the game substantially easy. It's "easier" than it was back in the day, as they've "lightened-up" on some of the rules, but the to get to level 65 (and soon 70) it takes a pretty good understanding of the game. Luckily, unless you buy your character from EBay, by the time you reach 65 you'll be an expert. They have made the game more accessible, but not substantially easier.

Sigil is making a game designed to be a little tougher, even. That's no surprise however, because Brad McQuaid and Jeff Butler were the original architects of EverQuest. They believe whole-heartedly that games should provide challenge. That players enjoy it more when they overcome tougher obstacles. They are designing their upcoming game, Vanguard: Saga of Heros, to represent the "old way" of RPG gaming. We'll see how it works out, and whether people will enjoy their decision to keep things tougher.

Companies like Microsoft and Turbine Entertainment are betting the other way. Both companies have released games, such as Asheron's Call, and Asheron's Call 2, with a focus on making it "easy" to make progress. Players are rewarded often and with little-or-no consiquences for failure. The idea here is that people like to win. Players want to succeed, they don't want to throw their keyboard and mouse in frustration. Being frustrated by a high difficulty or by failure in the face of victory, is not their bag. They would rather tilt the scale in the player's favor to have them experience the thrill of victory.

It's a sound concept, and for the mass-market I think it's generally applicable. But how many victories does it take before winning doesn't mean much anymore?

That's what I'm starting to think about. In my opinion it's important to challenge the player. I think a steady progression of difficulty is key. I think the way difficulty was handled in Star Wars: Knights of the Old Republic was good. They made you work for, if you wanted to. You could zoom through it (unfortuntely like I did the first time through), but if you really dug through the game, there is a steady challenge there. For RPGs that's key. As the characters become stronger, the challenges must become greater.

I point to Zelda: The Ocarina of Time as a wonderful example of a game that challenges. Not by increasing the difficulty just ahead of the player's abilities, but rather by providing strategic challenges, requiring new thinking, or re-working of older ideas.

I believe that challenge is integral to good game design. I also believe that making a game hard simply to keep players stuck in the game is the wrong way to do it. I believe that making the game playable by everyone, winable by everyone, and enjoyable by everyone is _very very_ hard. Using the lowest common denominator is not a solution, as unfortunately several companies have recently done. I think people should work for the larger victories, but throw a handful of success at the player throughout the game. Keeping your player in a good mood is important. Having a puzzle that is sure to keep someone stuck for a few hours is NOT good. Leave clues in creative places. Make them work for it, but don't make them throw their keyboard.

Balance. It's always about balance, and that's completely dependant upon the game design. Saying "balance" is the cheap way out of this debate, so I'll say it: I like easier games that include several key (and major!) challenges. I don't like being frustrated, and I like leveling-up at a pretty good clip, and getting stronger, and feeling like I can achieve something even with only a 30-minute sitting. I don't like games that require me to work for 4 hours to move on to the next thing. I like smaller victories that lead me up to larger challenges. The larger challenges should provide a strategic difficulty that challenges my brain, not my freetime. I'm willing to work for something good, but you have to entertain me between life-and-death situations.

I'm weak like that. I still love shmups, F-Zero, and Ninja Gaiden -- and when I finish them I relish the victory more than say... finishing Zelda: The Wind Waker. But I sure loved finishing SW:KotOR... a decidedly easy-ish game.

One last thing: length should not dictate difficulty. A game should not be made difficult simply by forcing the player to put time in. This is the problem with many of these new MMORPGs. They make them easier, but that means the difficulty comes from the time it takes to make any _real_ progress.

Get it?

What do you think? Let's hear it!

-lok

Posted on 2004-05-08 17:50:05

blues_zodiakos

Here are my thoughts on the matter.

Absolutely every game should have an adjustable difficulty setting. Problem solved.

When a player dies in a game, and thinks "Whew, that was fun, let's go again.", and then dies for the 10th time and thinks "Whew, that was frustrating, this game sucks, and furthermore I'm never touching it again", you have a problem. That's why every game should have, in addition to the difficulty setting, the ability to change it mid-game.

This applies to RPGs as well. The Baldur's Gate games and NWN are very good examples of this. There's enough difficulty on the Normal setting to make casual players (and even some good players) happy but not frustrated, but there's a core setting for those with a taste for pain, and also an easy setting where all enemies do half damage (all but guaranteeing a win). All RPGs should do something like this. Many people play RPGs for the story, and it kind of breaks up the continuity when the player becomes stuck for an hour trying to beat a tiny gnome.

Now, I know first hand that sometimes it is more fun to stick it out when there's a hard fight (without switching the difficulty down) because it makes the personal reward for beating the boss or whatever more sweet. I think most other people know this too. However, there are times when it will simply not be fun to continue trying, as opposed to lowering the difficulty a notch. This shouldn't be seen as cheapening your game, but rather letting the player decide how they want to spend their time. Believe me, they'll thank you for it.

Also, something interesting that you can do when designing a game that does have an adjustable difficulty, is make actual tangable rewards for beating certain things at a mid and high difficulty setting. Not in-game rewards, like items, but other rewards, like for example an art gallery or a 'behind the scenes' gallery (I've always wanted to do one of those). These might have the side effect of getting people to play your game a second or third time.

Well, those are my thoughts.

-- edit

There's also something to be said also for making the game that YOU wanted to make, rather than a game that would make EVERYONE happy. I have the feeling there are a lot of games like this in the commercial market. Some art is more interesting than others not because it has the prettiest sunset or the most realistic face, but because it is different and speaks the mind of the creator. Even if it is undeniably ugly. :D

Posted on 2004-05-08 18:19:00 (last edited on 2004-05-08 18:22:27)

Kildorf

I'm with Zodiakos; I want to make games that I want to play. I think that it's very difficult to pour yourself into a game for a week, a month, or three years, however long, if you wouldn't want to play it yourself.

That said, I think difficulty is something that is more in the eye of the beholder than anything else. An adjustable difficulty does help a lot, but I think you also have to look at where the difficulty is coming from. I know that if something is difficult, but it's difficult in a fair way, then it's an awful lot more fun than if it just cheats to be difficult. By way of example:

Some games make up for having very weak AI by basically allowing the computer to know where the player is at all times, even when the player can't know where the computer player is. I've always found this frustrating and stupid; I'm pretty sure computer players in multiplayer Warcraft II worked this way, and I hated it.

On the other hand, shmups that have difficult shot patterns or action games that throw tough but reasonable fights at you, I think have a sweeter (as locke said) victory to them than easy games. It was a much bigger deal to beat a level in Doom's Thy Flesh Consumed episode than in Knee Deep in the Dead, simply because the fourth episode was so very much harder, but it still wasn't cheap.

Anyway, I've just managed to ramble incoherently and redundantly; hopefully I made some good points somewhere. Also, Zodiakos, the idea of a "behind-the-scenes" gallery is awesome, and I may have 'borrow' the idea from you some time. ^_^

Posted on 2004-05-08 18:57:35

mcgrue

Get a junker PC for verge. You don't need a monitor, just a mac->VGA adapter... That'd probably set you back $200 for a machine comparable to mine (1.4ghz).

Just think of it as buying a vintage console if PCs disgust you! ;D

Posted on 2004-05-08 22:33:52

mcgrue

Okay, now for an on-topic response.

Fun, for me, is not about dificulty in a game; It is about simplicity of design combined with complexity in strategy. Yes, the Othello school of thought.

My favorite games never tend to be that difficult, but their simple rules combine into infinitly awesome experiences. These games are usually best when non-ais are your opponents. Games like M.U.L.E., Moonbase Commander, Settlers of Catan, Netrunner, MoM, MoO...

Applied to RPGs, this design theory still holds water; games likr FFX and Pokemon had very highly evolved, simple battle systems. Balances and counterbalances. A delicate game of give and take, often in Ro-Sham-Bo style. The games were still a step from perfect, as there were many fight-winning moves in FFX, and a few in Pokemon... I long for the day when even your super-ultra-I'm-gunna-kick-your-ass move can be countered if the enemy has foresight.

...

That's all I got. Leave me alone, I just woke up. ;)

Posted on 2004-05-08 22:41:59

KilloZapit

Games should never be so easy that you can basically breeze though them without trying (Legend of Mana, SOTN), Also games should never be so cheap and require such perfect timing that all the fun is sucked form it (Battletoads, Jak and Dextar 2). As long as the game doesn’t stray to far into the extremes of boredom and cheapassness, it should be okay. Besides that, I think games should have simple and easy to use controls, clever but not obscure puzzles, and a simple but variable ability system. The problem is that most games are not designed, apparently, with game balance in mind. Most games turn out ether pathetically easy or frustratingly hard because for all intent and purposes, game balance is merely an afterthought, not a driving force in development.

Posted on 2004-05-09 02:19:18

blues_zodiakos

The funny thing is though, is that despite it being easy beyond all imagination, Symphony of the Night is considered by many to be one of the best games on the playstation. Even a game being too easy doesn't necessarily mean it's not fun, apparently. I guess 'fun' is a subjective and hard to quantify property, sort of like 'beauty' and 'love'.

Let's face it, no progammer/game designer finishes a game with the intention of it being unfun (unless you are Derek Smart). Despite all precautions a person can take while creating their game, the determination of whether it's interesting, good to look at, and enjoyable to play can only be made after the game is somewhat complete. However, we, the verge community, and indy game designers in general, have one leg up on the commercial world - they work on deadlines, we have until the day we die(and maybe longer, if a family member takes on the responsibility). If the game we are creating turns out not to be fun, we can go through it and change it until it no longer resembles it's original form, if that's what it takes.

Posted on 2004-05-09 06:37:32

resident

See, the thing is, there's a whole different type of 'hard' out there. There's R-Type hard. Ikaruga hard. Super Ghouls and Ghosts hard. The kind of hard which makes you go ARRRRRRGH, and come back for more.

In short, the only way to be sure you're making a fun game is to make a fun game. Don't make it easier or harder in the mistaken belief that it'll make the game more fun. It doesn't.

Posted on 2004-05-09 07:01:51

Alex

"Easy" is more likely to be fun than "hard". The original Sonic on Genesis was very easy, but is a classic game loved by everyone unless they don't. But R-Type is a classic too, and who in the world ever completed a game like that without cheating?

There was a Mega Drive side scrolling shooter called "Gaires" (jap only, I think) back in the day, and I spent quite a while playing it, and getting only as far as the second level. Then I found a cheat to provide invincibility, and completed it using that cheat. It was fun doing this, if just to see the rest of the game, but it also made it pointless to ever play the game again, because it proved to me that completing the game without cheating would be an actual impossibility, so why bother trying? I can confidently say that I believe no one has ever completed it legitimately.
That's an example of ruining a game by making it fun but also making it too hard. Whuch I think must be the worst combination of funness/difficulty, because at least if it's no fun you don't care if it's too difficult.
It's often said that a game has a shorter lifespan if it's easy, and that players will lose interest faster. Using the above example of Sonic again, I still occasionally play this game, 13 years after I first played it, despite it being very easy. This is because it's fun. Whereas I've not touched Gaires since.

But with RPGs the story is the most important thing. No one plays an RPG for the enjoyment of endless random battles, after all. The happy medium is the Holy Grail for RPGs, because (as Blues mentioned) you don't want to bog down the story by getting the player stuck at stupidly difficult bits that take either luck or weeks of levelling-up to pass. But you also don't want to make it too easy for them, because sailing through an RPG with ease makes it all too easy to ignore the story completely (Grandia II). Providing a challenge, making the player work, but not against all the odds, makes it a more rewarding experience, and involves the player more with the game.

Although, you can make the game pretty easy to complete, but still evilly-difficult to complete fully. FFVII being a prime example, in which you could fight the likes of Ruby Weapon and Emerald Weapon, but in no way had to. What the hell was that all about anyway? I never got close to beating those bastards, so I don't know what happened afterwards.

Oh, and one thing that makes RPGs less fun: showing enemies' HP. Like with Shining Force, it takes all the satisfaction away from defeating a boss if you KNOW you're going to be able to do it. It's not good or realistic to be able to think: "He's got 70 hp, and I know my special attack does 20 hp damage, so all I have to do is use my special attack in the first two rounds, then heal, then get my wizard chum to cast "inferno". And there's nothing he can do about it". Planning such as this takes away all the suspense, and it's always much more rewarding to defeat a boss just as you're beginning to think he's going to live forever. And something else that's not fun: bosses that heal themselves. Developers! If your bosses don't have enough HP, give them more HP to begin with, you morons! Don't annoy the player by making it seem as if their efforts have been to no avail because the boss can heal endlessly! Or if you do give them the ability to heal, at least make their MP (or whatever) visible or something. But preferably neither.

Here endeth my rant.

Posted on 2004-05-09 13:35:06

resident

For the record, a one credit finish of R-Type is eminently feasible, and I know of a gent who has completed it in a single life.

In short, easy is easy and fun is fun. Sonic is fun, but that has little or nothing to do with it's difficulty curve. You could take the same core gameplay, beef up the difficulty somewhat and it'd still be fun, just so long as you're not maiking the game unfair in order to beef up the difficulty.

Making a bad game easy doesn't suddenly make it fun.

Posted on 2004-05-09 15:16:00

Alex

Quote:Originally posted by resident

For the record, a one credit finish of R-Type is eminently feasible, and I know of a gent who has completed it in a single life.

Heh, don't we all? :)
And I know of someone who won the lottery, but the odds were still 40 million to 1. :P

Also, I wasn't trying to say that making a game easy makes it good... I meant that it's more likely to be enjoyable if it's easy than if it's impossibly difficult.

Posted on 2004-05-09 20:26:12 (last edited on 2004-05-09 20:30:36)

resident

I don't believe that to be true. An easier game is more likely to be played to completion than a hard game. Certainly, more people will be CAPABLE of playing an easy game. I dont believe that just because more people play something that that MAKES it fun somehow, and even so, with an approprately graded difficulty curve you can educate a player in how to play the gqme without shutting out newbies.

Posted on 2004-05-09 22:33:58

Alex

Exactly, that's what I mean. The happy medium = the perfect difficulty curve.

But if you have a good game, you ruin it by making it too difficult. Only a very strange person indeed enjoys spending £40 (or whatever) on a game where they constantly die, never progress, and get extremely frustrated simply because they aren't good enough at it. There's can be no enjoyment in that. Whether or not a game is fun is not decided by the level of difficulty, but it is influenced by it. All I am saying is that it's easier to ruin a fun game by making it too difficult than by making it too easy.

Posted on 2004-05-09 23:17:32

Mythril

I said something about this on an earlier occasion:
The companies need us to finish the games quicklier so we'll buy new games.

Posted on 2004-05-10 00:04:23

ThinIce

I am polluting this thread with a one line reply.

Posted on 2004-05-10 01:05:58

aaronwright

Sorry! This ended up being a rant on game design. Maybe it'll help someone out.

Easy or hard; shooters and rpgs? Well I think you're looking at it the wrong way. Shooters are an entirely different game atmosphere than say, a strategy rpg. Both can be difficult or easy; it's just a matter of reflexes or critical thinking. I won't bother to elaborate on this point.

My main comments are about difficulty level as a game design issue. I'd say in general, aim at the greatest common denominator in your player audience. With commercial games, this usually means aiming for moderate difficulty: hard for kids with the downs, easy for high school graduates. BUT, if you're making an indy verge game, hardcore gamers will probably be the only ones playing it, so feel free to make it more challenging. We can handle it.

A good idea I think, is too always have a gradual rise in the difficulty level of a game. Start off easy, let the player learn the game system, then increase the difficulty at the most steady pace you can. On the issue of how high you should raise the difficulty level on the player before the game ends, I have a fondness for SotN-style game design. That is, without interupting the flow of the game, distinct levels of difficulty are implimented. A novice gamer might only defeat Belmont and find the game easy. The optional second castle was in effect the game on "hard mode", yet allowed the gameplay to flow perfectly. For other types of adjustable difficulty, I suggest unlockable harder play modes that become available after completing your game on the normal setting. This is also an easy/neat way to add replay value, easter eggs, and maybe even your coveted source code (Zara thinks so).

My main advice on difficulty is this though: always, ALWAYS, use another person for reference on the difficulty level of your game. I find all my games very easy, but I designed them. I've been told the enemy damage hotspots in Solstice are a bit hard to hit. :D

Final notes (Off-Topic)
  • Difficulty is only one factor in game design. Pacing is just as important. Don't let your game's difficulty level shoot back and forth from easy to hard.

  • Be sure you always reward the player.

  • NEVER extend your game's length by adding search quests that make the player run around areas they've already been. I'M LOOKING AT YOU WINDWAKER.

  • Winners don't do drugs.

Posted on 2004-05-10 04:09:44

Mythril

Quote:Originally posted by ThinIce

I am polluting this thread with a one line reply.

Long texts make my head hurt.

Posted on 2004-05-10 19:43:16

KilloZapit

Quote:Originally posted by Alex


But with RPGs the story is the most important thing. No one plays an RPG for the enjoyment of endless random battles, after all.

Some RPGs are like that, others like the SaGa games have less story and more gameplay. It is true that for story-based RPGs the hard gameplay can get in the way of the story, but that doesn’t mean some hard RPG battles don't have their place.

Quote:Originally posted by Alex

And something else that's not fun: bosses that heal themselves. Developers! If your bosses don't have enough HP, give them more HP to begin with, you morons!

I disagree. One unfortunate thing about RPGs is that monsters and PCs follow entirely different rules. Monsters never heal, attack randomly, have shit for defense, but have TONS of HP. PCs can heal and revive, attack statically, have good weapons/armor, and have shit for HP. The end result of this is monsters become things you just hit over and over until they are dead, while healing form your attacks. The difference is painfully obvious if you ever played a game where a boss turns good and joins your party. That is one of the things that impressed me about say, Final Fantasy Tactics. It was FAIR, at least in the sense that your enemies had the same abilities as you. FFT had way too many battles and way to slow leveling to be that much fun though.

You know, maybe I just rather see a small amount of strategic and kind of hard battles to a large amount of random and easy battles.

Posted on 2004-05-10 22:05:13 (last edited on 2004-05-10 22:09:24)

Alex

I think with the "bosses healing" thing I mean with more of a PS/FF style battle system. I don't know what FF Tactics is like, but with a Shining Force style battle system it obviously isn't a problem.
I can't remember what it was called, but I played a SNES rpg ages ago where you would attack the boss for a few rounds, and he would attack you... Then in one fell swoop he'd heal himself, undoing all your work over the previous rounds. To me, that's just plain annoying. And this would happen time and again, presumably until his magic points ran out. I'm not against hard battles at all, they're absolutely necessary and desirable in every RPG. But bosses that can heal themselves up like that annoy me. Still, that's a matter of individual preference. I just happen to prefer bosses that don't cheat. :)

Posted on 2004-05-10 23:09:36

mcgrue

Healing is the difference between you and the enemy.

If a boss heals itself, cast reflect on it! :D

Posted on 2004-05-11 00:05:08


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