Although we frequently have discussions about difficulty in games - is it
too hard? which parts did you have trouble with? was it too easy and
therefore boring? - we rarely direct our attention to the different fundamental
types of difficulty which make up our experiences and colour our
perceptions of the challenge a game provides. In this article, I'd like
to go over a few of those most basic types of difficulty as well as the
problems associated with implementing them, as well as bring out that it's
often not just the sheer challenge of a game that matters, but the nature of
those challenges that matter.
Trial and Error
The first, and most obviously identifiable type of difficulty that we find
in games, and by far the most common, is trial and error. Put simply,
trial and error revolves around getting the player to perform a task, either
through experimentation (i.e. "I don't have anywhere to go, maybe I'll try
this") or outward suggestion (i.e. "these are your orders, soldier,
now move out!"). At least theoretically, the main difficulty this
presents to the player is that the degree of challenge (types and numbers of
enemies, for instance) will always be slightly higher than what the player is
comfortable with, meaning that he or she will have to rise to the occasion in
order to come out on top, either by trying out new tactics, by taking greater
risks, or through sheer force of will and dumb luck.
As many of us can attest, trial and error difficulty treads a very fine
line. Typically, too many failures, and players will become frustrated,
while too many successes and players will feel as if the game isn't going hard
enough on them. The main issue with this, aside from basic balancing, is
that different players have different thresholds for difficulty. Whereas
a more casual player who's just enjoying a game for its story will find that
more than the occasional death is a turn-off, the hardcore player who plays on
the "insane" setting will want to be challenged at every turn and
made to work for every single victory. Ultimately a developer might run
into a situation where they're balancing not just one, but three or four
versions of the same game, due to the different needs of different players.
Of course, pacing is also a chief concern by and large governed by the ebb
and flow of difficulty, usually of the trial and error nature. The player
needs to have portions of the game which fly by quickly and without too much
issue, breaks in combat to absorb the world and feel unchallenged, and
nail-biting experiences that are tense and have a feeling of urgency to
these. Building these into a game when taking different gameplay
preferences into consideration is a difficult process; after all, while it can
be easy to balance a single encounter out to give the player the desired
experience, doing so within the context of a full game is another thing
entirely.
Adaptive difficulty settings are one way to get around this problem.
On the most basic level, this will typically change the amount of resources
(health, ammo, etc.) provided to the player, as well as the proportion of
powerful versus weak items based on the player's performance (i.e. more
"full heal" pickups if the player is struggling). This feature
is actually extremely common in games, either because developers want to avoid
providing separate difficulty levels (a poor decision in my mind), or because
players have a curious habit of selecting difficulty levels that aren't
appropriate for them (everyone has a different understanding of what
"normal" should be).
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| Screw Alyx, these crates were my best friends in Half-Life 2. Turns out the reason was a bit more calculated than my platonic love of all things boxy. |
Adaptive difficulty can be both explicit and hidden from plain sight.
Prey,
for example, has adaptive difficulty as a toggle option in the game's options
screen, and so it can be disabled based on the player's preferences.
Half-Life
2, on the other hand, while providing three difficulty settings (easy,
normal and hard) also has a layer of code dedicated to analyzing the player's
progress in the game, level of resources, the ease at which certain encounters
are completed, and so on; the game will then adjust the items enemies drop, the
amount of resources available in breakable crates, and so on in order to make
sure the player is always kept on edge by having "just enough" health
and ammo to get through an encounter, but never quite enough to feel completely
safe or fully-loaded. Other games will implement it in still subtler
ways, like allowing the player to finish off a tough boss monster just a little
bit more quickly than normal if the player's death is imminent, creating a
dynamic feeling of getting through by the skin of his or her teeth.
The biggest issue for me with adaptive difficulty is that, when left as a
built-in feature that can't be disabled, it removes control from the player's
hands. Although I'll usually take an entertaining and engaging experience
over one that's simply difficult for the sake of difficult, I also fully
understand that some players don't want hand-holding provided that they
explicitly ask for it. Furthermore, adaptive difficulty can also lead to
a feeling of predictability and sterility, without a hand-made feel to
encounters (which was a major source of criticism for
The Elder Scrolls IV:
Oblivion). To this end, I feel that adaptive difficulty is best left
as it is in
Prey - a toggle switch in the options menu - or specific
to a difficulty level, with the hardest mode taking off all assists, which
mitigates the problem of too much challenge by allowing the player to
rationalize it as his or her own choice (i.e. "well, I picked hardest, I
should have known it would be too much for me").
Endurance & Attrition
Another way to test the player focuses on the long term rather than the
short term. All forms of endurance, at their most base level, revolve around
resource management, with the player given a limited quantity of a valuable or
vital item, its distribution carefully controlled. Resources are
controlled in three main ways in just about every game:
- "Random" drops. It's quite common for enemies to part
with valuables when defeated, or for the player to uncover supplies in crates,
chests and so on. By tinkering with the tables that control those
supplies, based on difficulty, the player's progress, the amount of resources
the player already has, and the player's level of ability, character level,
number of party members/companions, and so on, difficulty can be precisely
controlled and monitored in order to provide a degree of challenge.
- Attrition rate. Depending on the game, the rate at which a player
burns through supplies can be highly variable. For instance, in a
shooter, going up against a tough boss monster might not consume too much
ammunition, but may consume a huge amount of health. Conversely, going up
against many smaller hordes of enemies will end up with a player ill-equipped
to proceed, but chances are, a healthy one. Learning to anticipate what
the player needs in order to continue in the game is important. If a game
uses an adaptive difficulty system, this might already be handled, but even so,
careful consideration of how quickly the player goes through certain resources
will lead to better encounter design and a game that feels more alive and
responsive to the player's needs. Strategically denying certain resources
can be just as important as strategically providing them, too, in building
tension and pacing the player's progress.
- Player ingenuity. Most common to role-playing games, smart players
will often stock up on useful items like potions and ammunition before heading
out into a difficult encounter; the duration the player can stay out in the
wild before returning to stock up on supplies again is by and large controlled
by the player's prior action, as well as whatever the player might uncover
during his or her outing. This is one thing that is hard to control in a
game, and frankly, shouldn't be. Keeping aware of what players can and
can't do, and building challenges around that is a good thing, as are systems,
such as encumbrance and fatigue, which can provide a soft limit on how much the
player can carry. However, imposing unreasonable hard limits (i.e.
"you can only hold three health potions at once") rarely feels like a
fair way of managing this.
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| You don't need to be Arcanum to have compelling attrition and resource management (but it helps). |
Long-term attrition may not be suitable for many games, but looking at
attrition in different ways can actually reveal interesting opportunities for
mechanics that may go unnoticed with a casual glance. For example, a
puzzle game like
Tetris has a strong element of attrition in the sense
that the available space on the game board is continually shrinking based on
the player's performance, the difficulty level, and which puzzle pieces the
player is provided with. On top of that, game speed is another
gradually-depleting resource the player must carefully manage as things move
quicker and quicker over the course of the game. There is a veritable
economy of space and time in
Tetris, even though there is no health
bar, ammunition counter, etc. to speak of. Recognizing that attrition and
endurance can exist as more than just basic physical resources will help flesh
out and provide depth to existing mechanics.
"Fake" Difficulty
A subset of trial and error difficulty, what I'll term "fake
difficulty" here is something which is actually quite common in the games
industry, but depends a good deal on the genre in question. Fake
difficulty is a fairly broad spectrum of difficulty, but in common with all of
the various permutations is the fact that they typically revolve around
tricking the player or bending the rules of the game in order to provide their
challenge - often causing significant frustration and annoyance for players,
whether they're keen to those tricks or not.
One of the most common forms of fake difficulty actually fits within the
category of adaptive difficulty - namely, it revolves around manipulating the
rules of a situation in order to provide the player with increased challenge,
usually referred to as "rubber-banding". The key difference is
that while adaptive difficulty works in favour of the player (for example,
you'll find 50% more health kits if you're low on health), fake difficulty
tends to work in favour of the enemies or opponents. However, since
enemies rarely compete on fair terms with the player, and in fact tend to use
an entirely different set of rules, this usually means that the bonuses given
to the player's opposition fall into the realm of super-human - increased speed
beyond normal limits, temporary damage boosts, the ability to negate the
player's own abilities when normally they can't, and so on.
A great (and persistent) example of this type of difficulty can be found in
Mario
Kart - in fact, the series is somewhat infamous for it. While the
goal of the game's rubber-banding is to provide a tense and exciting experience
for the player, making sure that each race is as close a finish as possible,
and that enemies are able to always keep players on their toes, in the long
run, or for more experienced players, this form of difficulty tends to only
breed contempt. While the illusion created is often enough to fool
players who are of a lower skill level, as the effects are much more subtle and
can often work in the player's favour, when that same system is put up against
players who are able to make a mockery of even the high difficulty levels, the
computer is forced to go to incredible levels to try and keep up with the
player, to the point of blatant cheating, gaining items and abilities far in
excess of the player, and even defying the laws of physics (or whatever
analogue exists in the Mushroom Kingdom).
Another form of fake difficulty that rears its head is that of the false
challenge (which I admit, sounds a little redundant). In the false challenge, the player is typically asked to
perform a standard feat - defeat some enemies, race to the finish in the allotted
time, etc. However, what starts out as a relatively routine task quickly
turns out to be an extreme test of reflexes and ability, as the player is beset
with all manner of unpredictable obstacles, traps and powerful enemies.
The key thing is that in all of these situations, the player is caught off
guard, and unable to sufficiently prepare. Usually, this results in a
quick and frustrating death, as the player likely felt he or she was successful
up until that point. Worst, usually, the only way to surmount this type
of challenge is to try it again, often from the very beginning of the sequence,
armed with the foreknowledge of the hidden challenge ahead. When these
are compounded one after the other, it can lead to rage-inducing moments for
the player.
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| You can't see it here, but in 0.25 seconds, the driver in the blue car is going to develop a sudden case of sociopathy and swerve straight into the player's bike. |
One game series which is notorious for this is
Grand Theft Auto.
While the game's mission-based structure suggests that the challenges faced are
relatively self-contained and straightforward, it's very common for the games
to prey on the player's expectations in the worst way possible. One
example from
Grand Theft Auto: Vice City I frequently cite is a race
sequence where the player has to reach a number of checkpoints in a set
time. No big deal, right? That
would be the case, if it
wasn't for the fact that other cars, trucks etc. are scripted to pull out
around difficult corners and immediately as the player passes by at full speed
- the player is almost guaranteed to hit these cars and ruin his or her attempt
outright, unless he or she is able to slow down and let them pass
instead. This just doesn't happen once, but close to five or six times
throughout the race, meaning that even if the player does everything right,
there's still a huge statistical probability that he or she will fail anyway,
solely due to the designers pulling a fast one. A similar occurrence can
be found in
Max Payne, where enemies are scripted to throw grenades at
the player at certain triggers, and these are literally impossible to avoid
without prior knowledge.
Suffice is to say, fake difficulty, no matter the variety, isn't fun for
players, even if it's built into the game with the best of intentions.
Although often the goal is to provide an unpredictable or challenging
experience regardless of the player's skill level, more often than not it just comes
across as mean-spirited, and at worst, can completely turn a player away from
the game by rendering attempts at competition null and void. Unlike most
forms of difficulty, this type is actually best avoided altogether, unless your
goal is to make players hate your guts.
Random Number Gods
Although this is typically a type of difficulty reserved for strategy and
role-playing games, random mechanics do exist in a wide variety of genres,
whether they manifest in terms of how enemies behave in combat, the spread and
accuracy of weapons, or whether or not the player is able to sneak by a foe
successfully.
I've occasionally seen mechanics based on random elements derided by people,
claiming that it takes away from the skill of the player to hinge success upon
unpredictable odds. The key thing to understand about building difficulty
out of a random number generator is that challenge is not substituted for
"luck", as some might claim. Rather, difficulty arises as the
player is forced to respond intelligently to new developments that aren't
entirely predictable - it is the culmination of actions over a period of time
that are important, not the individual actions themselves. Unlike trial
and error, which typically tests reflexes and coordination, systems built on
random elements test the player's ability to respond to change and to cope with
new situations.
As mentioned above, it's also important to mention that random elements are
often a staple in all types of games, regardless of whether or not difficulty is
provided by trial and error, by manipulation of odds, or, ahem, fake
difficulty. Driving a car in a racing simulation, for instance, there's
bound to be some random effect in the vehicle's handling, or on varying types
of terrain, even if it's only a small piece of the overall picture. There
is absolutely nothing wrong with this, because usually player skill is able to
account for random elements anyway. More to the point, random doesn't
necessarily mean unpredictable - it just means that there can be a certain
degree of noise or interference in playing the game, to prevent things from
playing out exactly the same way every single time. Otherwise, when
playing
Tetris, we'd see the same blocks always become available in
the same order, and that wouldn't be nearly as fun to play, as the game itself
is based wholly around bringing a degree of order to that randomness.
Unfortunately, building systems out of random number generators,
particularly in role-playing games and strategy games, it's easy to fall prey
to a problem - not in the mechanics themselves, mind, but in the player's
perceptions and understandings of them. This usually manifests as what's
commonly called the gambler's fallacy. The simplest example is a coin
flip. Even though a coin only ever has a 50/50 chance of landing heads or
tails (assuming it's a fair toss), we tend to assume that the 50/50 probability
applies to all instances of the event in sequence, rather than the isolated
event. In other words, we form a narrative as we flip that coin over and
over again, perceiving each coin toss not as a single incident, but part of a
larger whole - and as such, we also tend to assume that prior events have an
influence on future events, or, put simply, that the more the coin lands heads,
the greater the chances we think it has of landing tails.
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| Frayed Knights is about as fun as a game with spells like "Exploding Kneecaps" can be, but I often got the sense that the Random Number God was out for my blood. |
In gaming terms, this can be described in the context of a turn-based
role-playing game. A skill might have a 70% chance of success when used,
yet we become frustrated when, turn after turn, the skill misses and we end up
wasting both our time and resources trying to rectify the problem. What
just happened? Surely, the game is fudging the numbers! Well, no,
not really. We assume that, because the skill has a 70% chance of working,
it should (or will) succeed seven out of ten times, like clockwork. This
is, of course, not at all the case, as each individual attempt has the same
odds as the last, and therefore, it's possible to chalk up a huge string of
losses despite what should be good odds.
There's no easy solution for this problem, because you aren't battling the
numbers, you're battling player expectations. Many developers actually
get around this problem by instituting measures to make sure that random odds
are, in fact, more predictable. For instance, if I have that 70% chance
of success, I might program a clause into the game where it's impossible to
miss more than one time in a row - even if ultimately the math is completely
off. That's right, often, the random odds most players feel they rely on
aren't actually random at all, but instead manipulated to fulfill the
expectations players have. The irony of all this is that usually the
player only ever notices that there's a "problem" if the math is
correct in the first place. Obviously this is a controversial decision,
and not everyone will agree with it one way or the other, but in the end it's
probably better to fulfill player expectations than it is for those same
players to wind up frustrated over what they feel are unfair and incorrect odds.
Presentation is Everything
The header here might draw some flak, but I think that this is a lesson that
is very much unsaid when designing games, and yet at the same time one of the
most important to learn. Difficulty, as I've outlined, comes in many flavours
and is highly subjective - however, it is also important to recognize that the
way difficulty is presented to the player is also just as, if not more
important. Similar to the gambler's fallacy, sometimes it's not a
particular mechanic that's the problem, it's the way that players perceive it
that's at fault.
Let's take a recent example in
Dead Money, the
Fallout: New
Vegas DLC add-on. The game came under attack from both players and
press alike for what they perceived as a steep difficulty curve. In
Dead
Money, the normal endless freedom of
Fallout gives way to
slavery, as the player is thrust into a very specific and mostly linear path
through the game by way of a bomb collar, which will instantly kill the player
if he or she strays too far for the beaten path. Many of the challenges
in the game rely on destroying the radio transmitters that broadcast the
detonation frequency, which are often hidden underneath tables, inside closets,
or are otherwise difficult to reach. The goal in this situation is to
create tension for the player as he or she desperately rushes to find the radio
transmitter before his or her head is explosively removed.
It's pretty clear, from an outsider's perspective, to see why this mechanic
would be frustrating to players. The bomb collar produces a high-pitched,
persistent beeping when under threat of detonation, which players quickly learn
to avoid like the plague, for one. There's also something particularly
demeaning about being enslaved in such a way by the antagonist. Other
games that do this typically do so in such a way as so that the player regains
his or her freedom quickly - while it's a good way to breed contempt for the
villain, draw it out too long and that contempt falls onto the game developer
instead. Last, this kind of enforced limitation goes against what most
players take the newer
Fallout games for, namely, open-ended
role-playing games with a variety of solutions for every situation; in
Dead
Money, frequently there is only one solution, and it's often the one
players aren't happy with.
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| Bomb collars got you down? Don't worry, we've got a special offer on brain surgery to keep your spirits up! |
However, the problem with
Dead Money isn't the mechanic
itself. Analyzed at a basic level, all it is a simple race against time
to remove an environmental threat - turn off the switch before you die.
The bomb collar mechanic, while effective in terms of the storyline, could have
been replaced with any number of similar mechanics and still would have been
just as effective. More importantly, it wouldn't have been nearly as
frustrating to players. For example, radiation and toxic hazards are
extremely common in the
Fallout world - why, then, didn't Obsidian
choose to instead implement the same threat in the form of radiation and, say,
vents to clear it up? Interestingly, this variation actually exists in
Dead
Money, but is used to a much lesser degree. Had the bomb collar been
replaced with a game mechanic which was functionally identical, but less at
odds with
Fallout's design tenets, I think there would have been far
fewer complaints about the game's difficulty, because in that case, the
challenge would have been perceived by players as fitting far better into
Fallout's world, and less limiting overall - after all, if it's just
radiation or acid blocking your way, that's a much more incidental threat than
the villain's scheming, which if anything comes across as deliberate griefing.
Looking around, I think you'll find more and more examples of perception of
difficulty being a bigger problem than the difficulty itself. I can
already think of a few off the top of my head - the jarring and repetitive
taunts made by the bosses in
Deus Ex: Human Revolution, for instance,
are extremely grating on the nerves even if the boss fights themselves aren't
overly challenging with a little preparation. Usually, in fact,
associating a character with a given type of difficulty (say, Boswer and his
castles in
Super Mario Bros.) can quickly cause players to become
frustrated and annoyed in situations when that character is either already
rather annoying, or when the game mechanics themselves aren't enjoyable - it
gives people a face to yell at.
Conclusion
This analysis, while far from complete, should have given a pretty good
overview not only of a few different types of difficulty, but it should also
have made understanding why people get upset at different types of games,
different scenarios, and different sorts of difficulty a bit clearer.
Creating and fine-tuning difficulty is always an ongoing process, and it's extremely
difficult to get it right for all players. Even so, hopefully this piece
has shed some light on exactly why that is, and what steps can be taken at a
more fundamental design level, in order to ensure that your game is fun to
play, and challenging, without being frustrating as well.