It’s Hard Being Hard
December 30th, 2009
Here’s a question for you – how do you differentiate “Normal” difficulty from “Hard”?
Too many games that I’ve played have handled this distinction poorly, or treated “Hard” difficulty as something that the player only chooses if they’ve already played through the game once. Even with reactive difficulty that adjusts on the fly, it almost seems like there’s something ham-fisted about that upper tier of difficulty modes.
…bear in mind here that I’m not talking about the highest tier, the “Insane” or “Impossible” difficulties. They’re named that way for a reason – some might as well just dispense with the ego-primping and call themselves “Unfair.” You know what you’re getting into, when you select those modes – some might not even be available from the beginning. “Hard” is something infinitely more tricky… even its wider range of descriptions – “Mature” “Experienced” “Advanced” – calls to mind an expectation on the player’s part, one that references but does not necessitate prior experiences with the game. So it’s shaky ground already!
Let’s iron this one out. Let’s say that on any game that has adjustable difficulty levels (and frankly, I prefer games having this option, for reasons touched on later) should have the following:
EASY – this is the game experience in a lighter, get-to-the-good-parts fashion. It’s for someone who’s not familiar with the genre, or who wants to experience the title in a way that offloads the frustrating elements until they’re more confident of their footing. I credit Bioshock for the best description of this mode – and the first two Civilizations for its best AND worst implementation (because if you went any further beyond Chieftain difficulty, you relied immensely more on luck than on strategy or skill… simply put, the AI cheated. But don’t take it badly, Maxis, in that era, AI couldn’t really do much more than cheat).
NORMAL – this is really the true, unvarnished, initial concept of how the game should flow. Concepts should have been plotted and tested in this space, with these expectations. Even a newbie should enter this level and feel the challenges facing them are rough, but not impossible – they may not be able to initially grasp the schema that would make them an immediate success, but it’s not beyond their comprehension. For example – to the initiate, watching someone play on Hard should seem amazing, and on Impossible, exactly that… but Normal should be a bar they can see themselves reaching, albeit with practice.
HARD – this should not be impossible. Note that – even in the absence of a truly atrocious setting, it should not require perfection. The truly devoted will require that of themselves, and they don’t need a game’s permission… you ever hear of the “White Mage Runs” in the first Final Fantasy? All four characters, only white mages! Or a solo run through Disgaea, using only the main character in what is ostensibly a group strategy game? Players are wonderful and devilish creatures, and they will build a wall to the heavens just to try and top it. What this mode should be is a challenge, true and exact – the honed, more precisely demanding core of the game’s systems. It’s not enough to use them, not now – you must really understand them. I think Ninja Gaiden (apart from mocking you with its difficulty) epitomizes this well – fight smarter, or die. It’s not enough to fumble through the blocking system… you’ve got to really know it – and when you mess up, you know exactly what it was you did wrong.
That’s really the key to me – knowing what you did wrong. That’s a symptom of knowing the systems within the game well, and being aware of what strings you pull change what facets in what way. In a perfect world, we’d know every bit of our games inside and out… but I’m digressing. Or really, perhaps I’m best off making my point with games that do difficulty wrong.
EASY WAYS TO RAMP UP DIFFICULTY
- more enemies
- enemies have more health
- enemy hits do more damage
- less player health
- less player damage
- less power-ups (items)
Those all work, but a lot of times, to me, Hard mode is a grab bag of all of these elements, in no particular order, and it equates to some terribly awkward and unfun moments. The “more enemies” is used the most rarely, actually, and when it is used, it’s one of the more egregiously unbalanced offenders… either the guys added are mooks, just more warm bodies thrown in to get slain, or are of such a power that a formerly mid-ranged encounter is almost prohibitively punishing. The most annoying I’ve run into, however, is the “more health” + “less player damage.” That’s a recipe for repetition, and battles that lose all their flavor ages before they’re finished.
I think too many times, difficulty is purely handled in a by-the-numbers, programmatic fashion, necessitating manipulating these elements by percentage. While I think this can be manageable, too often I feel those percentages are too unsubtle – a slight change to enemy health (no more than 25%) is acceptable, but then don’t dare change player damage. Increased enemy damage is workable, but adding that and something like critical hits (an element of which I admit I have a base irritation with, by and large – a half-way decent idea rarely implemented well) goes overboard.
I like the concept of multiple passes for difficulty, triggered spawns for certain enemies and power-ups dependent on the mode chosen: and for this I prefer the “adding” method for power-ups – your first pass should be the most severe, with more triggers added where they’re needed – and the “subtraction” one for enemies, ideally by elements within encounters instead of scripting totally new ones. Doom 3 actually suffered in player opinion because of its high number of “monster closets” – which was later attacked as only seeming that way because most players were playing on Hard, expecting that they would require a challenge (and be best suited for it!).
In my mind, as game designers, we need to welcome players into our scenario with a Conan-like fervor – which is to say, when we intone “what is good?” they can repeat back the high points with precision. If they know how important blocking is, it’s because we’ve shown it to them – how a well-used power-up can turn the course of battle, because we’ve helped make that clear. And in addition to this, we can’t just whip-crack that pain from the word go: I feel like to some degree, every game’s gotta start out easy, no matter what mode you choose – let you feel out the particulars of the systems, experiment, learn and consider… and when we turn up that heat, it’s gradual, but it’s clear to the player that things are getting harder, and precisely how those demands are unfolding. If we turn up the difficulty to pressure the timing of those hits, made power-ups rare and precious things to be used with cunning and care, then – at least to me – it seems like we have a chance at better making the Hard difficulty something that is more of a challenge and less of a frustration.
More on this when I think of some awesome examples of good Hard modes vs. bad ones. There are altogether too many examples of the latter, I just want the WHY and the HOW of it.
…OH RIGHT! Here’s a great Hard mode – Batman: Arkham Asylum. The game’s combat is about countering, and the stealth mode about awareness. In Hard mode, not only is the critical “counter warning” absent from enemies’ heads – requiring the player to concentrate not only on the single individual they’re currently fighting but all of his attacking buddies as well (and at the same time) – but enemies are more alert for stealth attacks, requiring the player to utilize many more tricks in the environment (instead of simply dropping down and assaulting the enemies one at a time).
More examples! Plz to give!
UPDATE: This is how awesome my fellow designer and all-around awesome guy Paul Streifel is - he could zing out THREE examples of additional interesting ways to ramp up difficulty. Perfect Dark and Black apparently layer on additional mission requirements (that the first time through in Normal, it’s a simple objective), and then additionally add time restraints. Good stuff! I think it also works along the same lines as what the game helps to teach the player while still giving the feeling of adding NEW elements. Good, good idea!