Wednesday, March 30, 2016

The Thing about Difficulty: Good vs. Bad

Picture Source: Dark Souls

Last week a portion of the Nintendo occupied Internet blew up about the information of an easy mode in Star Fox Zero. Players will be able to pilot an invincible Airwing and complete Missions and the Story that way. Of course we don't know more about this, and with the fact that StarFox is a arcade like game, I don't think that you'll be able to earn High Scores and the like in that mode. Also there will be another Airwing that deals double damage, but also takes twice as much damage from enemy fire, is completely ignored by the outraged fans.

But the whole argument got me thinking about difficulty, what it means for games and if an Easy Mode truly hurts the enjoyability. So let's talk about that.

First let's start with a definition of difficulty:
Difficulty refers to the amount of skill required by the player to progress through, and finally finish, the game. Higher difficulty obviously means that more skill is required. Skill, in that case, doesn't only refer to the typical physical aspect of playing a video game, for example reaction time, but also to other aspects like memorization and strategy.

Difficulty in Video games can generally be categorized into two forms:

  • Artificial Difficulty
  • Natural Difficulty

Let's elaborate on these two terms before we continue.


Artificial Difficulty:


Artificial difficutly is the type of difficulty most commonly found in video games. And despite it often being associated with bad game design, it's not a bad thing by default. It's just the type of difficulty achieved by altering the elements of the game.

Picture Source: Super Smash Bros.

Even though it may sound complex this just means the changes when you switch a game from normal to hard. Common ''difficulty increases'' include increased enemy health and damage, tighter time constraints, fewer lives and reduced resources like, for example, ammunition. But, and that's the important factor, the core of the gaming experience, like level design, enemy behavior and solutions to puzzles don't change.
A good example of this kind of system can be seen in Donkey Kong Country: Tropical Freeze. On normal difficulty the game presents a fair challenge and difficulty curve. There are well placed Checkpoints, the player can take up to four hits before dying (two for your Kong buddy and two for Donkey Kong) and you can buy helpful items in Funky Kongs Shop. The Hard Mode, on the other hand, does not feel nearly as fair. There are no checkpoints and with only one hit the player dies. But the layout of the levels, enemy placement and enemy strength remains exactly the same as in normal mode. This is what I call an artificial difficulty increase.

 Picture Source: Donkey Kong Country Tropical Freeze


Natural Difficulty:


Natural Difficulty on the other hand, is difficulty baked into the very systems of the game. For example, things like the aforementioned level design, enemy behavior and solutions to puzzles.
This kind of Difficulty can take many types of forms, from enemies with complex attack patterns that try to flank you all the way to levels designed as mazes for the player to get trapped in. To explain this kind of Difficulty better I'll take a look at a game that employs this idea perfectly. And for once this isn't a Nintendo game.

Picture Source: Dark Souls

Dark Souls is the perfect example of Natural Difficulty, because almost everything baked into this game seems to have been made the way it is simply to make the players life miserable. The game is incredibly unwelcoming from the start, with a tutorial that offers almost no explanation of the systems behind the game, except for several short messages from the developers. This leaves players struggling from the very beginning to figure out where they are supposed to be going and what they are supposed to be doing. The infamous graveyard next to Firelink Shrine is testimony to that.
The Combat is also extremely difficult. Strong Enemies are often grouped together forcing disadvantageous group battles. To make things worse, dying is punished by dropping all the players resources onto the ground. They can only be recovered if the player makes it back to where they died without dying again. If you fail then your resources are lost forever.
Many small things, like missable items or neutral NPCs that murder other helpful NPCs also add to the difficulty. Dark Souls is a game that was clearly designed from the ground up with idea of being extremely challenging. It's difficulty comes naturally.


Bad Difficulty; Good Difficulty:


Picture Source: Silver Surfer (NES)

Now that we've established the difference between Artificial and Natural Difficulty, we'll take a look at the ways in which these two different systems affect the players experience.
At it's core Artificial Difficulty is shallow, providing a difficulty level that is neither satisfying nor enjoyable for the player, often feeling cheap and unfair. In contrast, Natural Difficulty typically offers the player great satisfaction once it's conquered because the challenge presented felt organic and fair.

Every Video Game is designed around a set of systems, and these systems are tuned to work together to create the overall game experience. On normal difficulty these systems are usually balanced perfectly, allowing the player to experience the game with a fair amount of challenge. With the Artificial Difficulty these systems get out of balance.

 Picture Source: Donkey Kong Country Tropical Freeze

Normally if confronted with an enemy or challenge the player has time to compose themselves and then approach the situation. This is the core, where the games fun originates.
However, with the difficulty artificially cranked up, this pattern doesn't really work any more. Foreknowledge and trial and error become the only reliable ways of completing sections within the game, because any confrontation often means instant death if not handled immediately in the right way. This type of system can be very frustrating for most players, leaving the game feeling like a grind, as trial and error based progress can often feel unfair and contrived.
Because of this these extreme difficulty modes are usually included for the sake of completionists, who have already played through and enjoyed the game once and are hungry for more. Often this hard modes require you to beat the game once in order to unlock them.

Now this sounds quite negative, but Artificial Difficulty isn't necessarily bad. To exemplify this let's take a look at Tropical Freeze again.
The hard mode is a seperate mode, that is unlocked after not only beating the game, but completing every single level. That includes the temple stages and Incognito Island. This is already quite a challenge, so players who have achieved that, are well prepared for the brutal hard mode. This is a separate experience from the main game.
Also Tropical Freeze is an excellent designed game. The normal mode offers a nearly perfect Natural Difficulty and a great difficulty curve. Building on this strong foundation the Artificial Difficulty of hard mode doesn't feel cheap, but more like an even further extension of the Natural Difficulty Curve, even though it isn't.

Artificial Difficulty isn't a bad thing. It just has to be handled correctly. I generally prefer Natural Difficulty to its Artificial counterpart, but in the end Artificial Difficulty is only bad when it happens in form of difficulty spikes. Still in the end it will always feel a little bit shallow. At least in my opinion.

Picture Source: Dark Souls

In contrast to this philosophy, we have Dark Souls, a game which shoves crushing difficulty down its players throats from the moment they turn it on, yet somehow manages to be fun and (almost) never feel unfair. This is because the core gameplay loop in Dark Souls is designed with difficulty in mind. Everything in the game, from the persistent enemy placement and behavior to the checkpoint system is designed around the idea of trial and error. Difficulty is fun because it doesn't break the core gameplay loop. It is the core gameplay.



Why should a game be hard?


Now that we have an overview about difficulty, let's talk about why a video game should be hard.
There are many things difficulty can bring to the design of a game beyond just offering something for masochists to beat their heads against.

Conquering a difficult section of a game has the potential to give the player an immense feeling of satisfaction. Overcoming a truly difficult obstacle feels like a real triumph and this feeling will really add to a players experience with the game. Many of us still remember our victory over the final boss of THAT game fondly. For example the first time I beat Kapitain K. Rool in Donkey Kong Country 2: Diddy's Kong Quest is forever etched into my memory as one of the most satisfying victories of my life.
Still you need to be very careful, because there is a fine line between doing this right and doing this very wrong.

In Dark Souls, the player often encounters overwhelming and seemingly impossible obstacles and conquering them feels like a true testament of skill. This is because though the challenges may seem impossible at first glance, with repetition players will see patterns arise in the chaos and find that things aren't so difficult after all. Rarely does Dark Souls demand incredible skill from the player; it only asks for patience and understanding of its trials. In fact, playing through Dark Souls a second time through isn't that difficult at all once you understand its challenges.

More than just for satisfaction, difficulty can be used as a tool in building immersion. When something is difference, progress is often slow and methodical, giving the player time to truly soak in and understand every aspect of the game, including it's narrative and thematic content.

This does not mean that every game should be difficult. Difficulty for difficulty's sake has ruined many games, especially during the NES days. Just take a look at some of the Angry Video Game Nerds episodes and you'll see what I mean.


Now what does this mean for Star Fox Zeros Easymode? Well we'll have to wait with a final verdict till next time, when we take a look at easier difficulty levels and why they are needed too.
But let me say this much. An optional easy mode doesn't ruin a game, just like an optional hard mode doesn't. But more on that and easy difficulty next week.



I'll hope you enjoyed this short read,
and as always

thanks for reading

  

Tuesday, March 29, 2016

Update

While I wasn't very active during March, I'm planning to work more extensively on this blog in the future and so I thought I would only be fair to tell you my plans for the future of this blog.

First of all there will be a regular stream of content with set upload days.

Each Wednesday I'll post a new thoughtpiece. These always were the centerpiece of this blog and I plan on extending on that. The topics will range from actual events all the way to the history of video games. Of course this still is a mostly Nintendo centric blog, and that won't change, so I'll try keep a connection between Nintendo and the actual topic.
As an example what these posts will be about, tomorrow I'll take a look a the aspect of difficulty in video games. In light of the Star Fox News from last week this hopefully will make an interesting read for you.

Each Friday there will be a write up of the Nintendo news from this week.

These are the two fix points of content you can look forward to each week from now on. There is still room for other weekly ideas, but for now I'm concentrating on these two. But of course that's not all. There will still be other content on this blog, that won't release weekly.

Write Ups of important events (for example E3, Nintendo Investor Meetings, Nintendo Direct, etc.)

Trailer Watch: An in depth look at big new Trailers and the details the hide.

Of course Reviews are also a part of this blog and I will keep it that way. However, because I'm not made out of money, I can't get every single Nintendo game there is and so I'll mostly concentrate on the big Wii-U titles. As for why there is no Review of Pokken Tournament and Twilight Princess HD. I already own Twilight Princess for the GameCube, and what I've seen from the HD Remaster didn't warrant a second purchase and I'm just not a fan of fighting games, so no Pokken Tournament for me. The next review will be Star Fox Zero and I'll try to get it online withing 3 days of the release.

So these are the things you can look forward to from now on on this blog. I hope you'll enjoy the more steady stream of content.

And as always

thanks for reading

Friday, March 4, 2016

Nintendo Direct 03.03.2016


So we got a Nintendo direct yesterday. Hurray! And it was... ok. It was nothing that blew me away (For that I would have needed footage of Zelda U), but it was a solid direct with some new announcements, some deeper insights and some surprises. 



Let's start of with the big hitter Star Fox Zero. It looks great. The artstyle reminds me of The Wonderful 101, one of my favourite Wii-U games, so I can't complain about that. And the action looks really intense. However it also looks like an updated version of Star Fox 64, which already was a updated version of Star Fox of SNES. Although Miyamoto says that there is a new story, this shows his lack of ambition in that department. While there was never a huge focus on Stories in Nintendo games a little bit more variation in that department wouldn't hurt. Still gameplay wise the game looks top notch. Especially the branching paths should add a lot of replay value. The only thing missing now is a good 4 against 4 mulitplayer.
Also Amiibo Support has been confirmed. Touchign a Fox Amiibo will give your Airwing the looks from the SNES classic and change the music to fit that change. It's purely cosmetic and as such I don't mind it.
Star Fox Guard seems like an enjoyable little game and I'll definitely try it out. It's not enough to be its own game, but as a download title it fits perfectly.



Next up was Splatoon and surprise, it will receive more content. This is great, but please fix the map rotation and replace it with a Mario Kart 8 like selection. You have enough maps to do that now.



Mario and Sonic at the Olympic Games doesn't really interest me, but it looks like an enjoyable party game. A big selection of playable characters, fun looking sports... There is nothing wrong with this iteration of the series, and I'm sure it will sell well. Also the HD graphics look really good.



Mario Maker also gets new content. Yay! The addition of spike pillars, but more importantly key, key doors and pink coins, will allow you to create even more devious levels. After seeing some of the puzzle levels already created for Mario Maker I can only dread what will await us on March 9th when the update hits.



Tokyo Mirage Sessions#FE already wins the title for most convoluted name in 2016. This game is breathing Japan with every pixel on screen. The whole Idol theme isn't something we Europeans can relate to, but I'd like to give it a chance. I haven't tried a Persona or Shin Megami Tensei Game so far, but only heard good about them, so I think this could be the perfect opportunity to get into these kind of games. The decision to keep the original Japanese voice acting and only provide subtitles will make purists happy, and was probably done because of the less then stellar sales figures in Japan. Still it's miles better than only having an english dub, like with Fire Emblem: Fates. Speaking of Fire Emblem, let's hope that the censorship happy guys at Nintendo will spare Tokyo Mirage Sessions#FE. Their recent track record doesn't fill me with confidence, so I will keep this game on my radar but remain cautious.



Finally we're getting the Paper Mario Game I predicted for last E3, and many fans aren't to happy about it. Maybe because, according to them, it looks like Sticker Star 2. I can't share this resentment, because I have never truly played a Paper Mario game. So as an outsider to the series the game looks rather appealing to me. I really like the cardboard look of the environment, although it clashes a little with the flat paper characters. The colour feature, if used well, will bring an exciting new layer to puzzle solving and combat. About the fear of a Sticker Star 2 I would advise everyone to remain calm and wait for new information about the game. From this one and a half minute trailer however, I would say that this game looks promising.
Oh and can we talk about how that Shy Guy straight up murdered the Toad in the trailer by draining his very life essence?


After that we got some information on My Nintendo, which we already knew and release dates for Animal Crossing Amiibo before finally heading to...



Hyrule Warriors Legends. I still think that this game is mostly a cash grab and that a full fledged Cartoon Hyrule Warriors with characters from Handheld Zeldas and Wind Waker would have been better, but at least they are providing some new content. I can't approve the download code that unlocks all new characters and stages for the Wii-U Version. Why can't owner of the Wii-U Version download that content from the e-shop? Why do we have to buy a completely new game? A game which runs horrible on the regular 3DS and is practically a New 3DS exclusive?
Also there is a season pass, but the season pass for the Wii-U original was ok, so I don't mind.
And to end this small rant on a high note. Yay we're getting Medley for free on both versions of the game.



Ok first. Shibatas Yokai Dance was amazing. Also this game, which is currently replacing Pokemon as the King of Japan, will probably won't do that here, because it's to its very core Japanese.


Disney Art Academy: Skip!



And now let's talk about the biggest thing of the Direct. Metroid Prime: Federation Force isn't cancelled. I personally don't hate Federation Force. I don't even dislike it. In fact I think it looks like a fun and enjoyable game. But it comes at the completely wrong time. If it wouldn't bear the Metroid Name all would be good. It wouldn't draw the huge attention it does now, but much more people would approach it level-headed. The game itself looks like a fun co-operative shooter with RPG elements. I'm sure it will be a ton of fun with a group of friends. The only complaint I can objectively find about this game is it's artstyle. The chibi characters just seem out of place in such an environment, and Metriod Prime: Hunters already showed a better artstyle on the old DS.
But now let's talk about the biggest problem of the game. That it bears the Metroid Name, even though it's only a spinoff. It releases at a time, when the last real Metroid was already six years ago, and even this wasn't received all too well by the fanbase. Federation Force releasing this spring with a true Metriod Prime 4 on Wii-u coming later this year wouldn't be a problem. Spinoff games are there to complement the main series and offer a fresh look and new perspective on the world. They are not suited to replace a main game, if the series is on a long hiatus. Many fans are just bitter about the fact that this is probably the only Metroid Game they'll get in 8-10 years. And I completely understand that.
And yet it would have been so simple. Release Metroid Prime 4 on Wii-U and a classic 2D Metroid in the spirit of Super Metroid on the 3DS. Everybody's happy.


After that we got a look at some third party, or to tell the truth, indie games coming to Wii-U. I'll probably take a look at Lost Reavers. It looks like it could be fun with some friends and even if not, as a Free to play title nothing of value if lost.



Yeah I already talked enough about Fire Emblem fates and why I won't buy it.


As someone who hasn't played Dragon Quest nor Monster Hunter I can't say much about these games, apart from that I'm happy for fans that they'll get them.



And now for the last part of the direct. A completely new announcement. And the picture above these letters already spoiled it. Kirby: Planet Robobot. On first, and second, glance it falls under the ''More of the same category'' of games, but with the excellent Kirby: Triple Deluxe as it's predecessor I don't mind. It provides everything you'd expect from a classical Kirby platformer. New Abilities and a new main gimmick. While it were the Ultra Abilities in Return to Dreamland and the Hypernova in Triple Deluxe, this time it's the Mecha Suit, which can also use different abilities. And to be honest this looks like a lot of pure simple minded fun. There will also be a group of new Amiibo, and I'm ok with their integration. The game is compatible with every Amiibo, which will give you power ups depending on the Amiibo you use. For example Link gives you the sword ability of Kirby. The special Kirby Amiibo will also give you an ability, but on top also a costume. Met Knight awards you with the sword ability and his look. These are completely cosmetic changes and I'm ok with that.
And like every other Kirby game there is a second mode, which looks like even more fun than the main game. This time you and up to three other players can band together in an RPG style battle mode.


All in all this was a good direct. It provided a healthy dose of everything, gave us some new announcements and further insight into upcoming titles. With a small tease of Zelda U at the end this would've even been a great direct. But for now I'm pretty happy.

So what are your thoughts about the direct? Did it meet your expectations? Were you disappointed?

And as always

thanks for reading

Source of all Pictures: Nintendo Direct 03.03.2016