Difficulty Questions

Whether it’s regenerating health, an automatic jump function or even – in extreme cases – literally telling you how to proceed, some games just make it far too easy for the player to complete them. Of course letting the player complete the game is vital to give them some sense of accomplishment, but surely that feeling of worth is diminished when the player is simply playing an elaborate version of Simon Says? Games need to have smaller yet tougher goals throughout in order to maintain a constant level of achievement.

There are plenty of good examples of challenging (and scarily popular) games. For an example, take Trials HD on the 360. It’s not an easy game at all. In fact, it can be notoriously difficult to even complete a level, let alone complete it in some of the times set by the players. The game utilizes a physics system that, while unforgiving, encourages the player to correctly adjust the way they approach every obstacle in order to proceed. It has since become one of the most popular games on Xbox Live Arcade. The online leaderboard gives determined players even more reason to return to master the game. It’s a game where the word Achievement means something far more than an arbitrary badge on screen.

Downloadable PC game Spelunky is another difficult game that has proven a hit with gamers, so much so that it too is seeing an Arcade release later in the year. Death is a frequent occurrence within the game, whether it is from enemies or the environment. The randomly generated levels provide another layer of challenge, making the player unaware exactly what is coming next and forcing them to take a more careful, considered approach to their play style. It’s actually rare to hear of players that have managed to finish the entire game, yet that elusive nature of the end goal is what keeps people playing and gives those that have reached it a sense of immense pride at having done so.

Trials HD

Trials HD, Level 10, Attempt 4,127

The majority of games these days come with multiple difficulty levels available to the player. However, in reality the number of people who will actively return to a game once it is completed is very likely to be fairly low. In addition, most increased difficulty levels only really see rather superficial changes such as the amount of damage a player can give or receive. In general, once a gamer has seen the entire course of a game, they will no doubt be reluctant to go through the same rigmarole again without incentive which for the most part is not provided by simply making the same foes harder to beat.

An interesting take on the difficulty issue is found within a reverse of the accepted norm: the unlocking of easier difficulty modes. Some games take the player aside if they fail a level a set number of times and give them a chance to try again, but on an easier difficulty level. A commendable idea, but it’s a tricky balancing act between not patronising the player and still letting them feel as if they are achieving something.

Of course players want to achieve but at the same time they don’t want to feel as if they’ve been given their prize on a plate. But without giving the user many, many variables to customize their experience it’s nigh on impossible to please them all, and very few people are likely to be partial to configuring a lot of options before they are allowed to actually get into the game itself.

That said, I still think a key component to the longevity of a game is its difficulty. In an age where a game that can be completed in one or two sessions is becoming the norm and people grow ever impatient for new content, making the existing product last for as long as possible should be a primary concern for both developer and publisher. Day One DLC is all very well and good, but if even that extra content only makes the game last an extra hour it’s not enough to keep a gamer talking about the title until the expansion or for further DLC. It’s time developers stopped trying to make their games more accessible to people and give the player far more of a challenge to overcome. Only then will the rewards be even greater for both the player and the developers.

Ben Borthwick