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COLUMN: 'Play Evolution': Difficulty Levels and You

THE WITCHERERERER.[“Play Evolution” is a bi-weekly column by James Lantz that discusses the changes that games undergo after their release, from little developer patches to huge gameplay revelations, and everything in between. This week: evolution and progression in difficulty levels]

I picked up The Witcher the other day on a whim – and well, also because Bioware had its magic paws in it – and the first screen it greets you with upon starting a new game is the difficulty selection screen. At this point, you have three options: easy, medium and hard. The game describes “Easy” as a difficulty level where the combat is simple. Under “Medium” it says that the combat is of average difficulty and that alchemy is powerful but not required. On “Hard,” it claims that the use of alchemy is required to survive. That’s it. That’s all it says.

First off: what on earth is alchemy? I know what its definition is and I know that it will probably have something to do with potions and probably something to do with mixing them and maybe even something to do with witches and cauldrons, but how am I supposed to know whether I want to be forced to use it or not? How am I supposed to know whether it’s an interesting and well-developed part of the game or a complete waste of time?

But even these questions are superficial, and don’t really get at the underlying problem that makes these choices so nonsensical: the idea of player preference. There are a lot of games – especially PC RPGs like The Witcher – where difficulty levels that merely represent personal preference instead of genuine difficulty progression. While a lot of people I know praise these personal preference levels as progress, I think that they’re a rather large step backwards.

Guitar Hero 2. One of the most important things in game design is gameplay balance. While you’re making a game – let’s take, for example an RPG – in addition to making a narrative experience you are also trying to create boss encounters that are satisfyingly difficult, you are trying to create monsters that are not unfairly powerful but not mind-numbingly easy and you are trying to make characters that are not so powerful that the choice between branching skill trees is an interesting one and not simply a choice between two nearly equally overpowered branches.

At the end of the process, you have decided through careful testing and re-testing that this is what your game is like. It’s not that you have decided that this is your personal favorite way to play the game, and maybe you can make a setting where everything is easy as pie and therefore none of these choices are interesting, or one that’s so hard that it’s unpleasant -- it’s that you have decided that this is your game, and this is how you have decided to make it. Gameplay balance is just another part of what makes a good game, like interesting and diverse unit types in an RTS – as a developer, you don’t give the player the option to play with whatever units they feel like at any time, because then it’s not really your game, it’s a level editor. What the player wants is for you to give them a number of units to make this campaign interesting and challenging, but not impossible.

Similarly, when I sit down and look at the difficulty screen in The Witcher, I’m not genuinely thinking: “Man, am I a first time pony-newcomer at RPGs, or am I hardened RPG veteran with a axe to grind and a whole load of badditude?” I’m thinking: “Which one of these randomly named modes is going to be the one that makes your game interesting?” On a lot of games, the medium mode is so easy that it’s like reading an interactive novel where none of the choices you make really matter all that much. On a lot of other games, the medium mode is so obnoxiously hard that it’s completely unfun. In the end, it’s not your game, it’s someone else’s and you shouldn’t have to guess which mode makes the options they’ve presented the most interesting.

A lot of people, however, believe this train of thought leads to a stifling conclusion. “Why impose extra rules?” they ask. “Why can’t we just play games like we want to play games, without all these restrictions?” Well, restrictions and rules are all a game is, when you get down to it. To play a game is to take the restrictions and rules given by a developer and to try to exploit them and work within them as best you can; that’s what makes a game interesting. If that wasn’t true, we’d all be sitting around playing Second Life right now because, as the ultimate sandbox with no rules or restrictions, it would be the perfect game.

Devil May Cry 3. But not all difficulty settings are obtrusive. In fact, some games use difficulty settings to incredible ends. In these games, difficulty settings are not personal preferences, but instead something the player progress through as they evolve within the game and become more skilled. Guitar Hero is the perfect example of this. If you say “I just beat The Witcher” no one is going to ask you “well, did you beat it on Medium?” But if you claim to have beaten Guitar Hero, when really you have just completed all the songs on Medium, you’ll be laughed out of town. Completing all the songs on Medium is not beating Guitar Hero. That’s because the difficulty levels in Guitar Hero are progressions that the players go through; they are an integral part of the game experience.

Diablo II is another great example. If you complete Diablo II on Normal difficulty, you have only beaten a third of the game, even though you have technically finished the entire story. That’s because the difficulty levels in Diablo II are progressive. As your character evolves you go through what is, with respect to the narrative, the same story three times but you in gameplay terms you are really completing one game, because your character in Nightmare Act 3 is going to play completely differently from your character in Normal Act 3. The difficulty levels are not personal preference – they are designed to provide an evolving experience as the player progresses through the game.

Finally, there are a few interesting games that lie in the middle ground. Take, for example, Halo 3. Halo 3 is not quite sure about whether its story or offline gameplay is more important. On the one hand, you have technically finished the fight when you’ve completed the game on Normal. On the other hand, Legendary difficulty isn’t quite sure whether or not it’s a progression from Normal difficulty. In Legendary difficulty, you take a lot of the skills you learned from Normal difficulty and apply them, but it’s not too difficult to beat Legendary without having played the game at all before (compared to say, Guitar Hero’s Expert difficulty or Devil May Cry 3’s Dante Must Die mode), so it could also be said that Legendary mode is simply a personal preference based on how much you hate yourself.

[James Lantz is a starving writer who spends a large amount of his free time feeding large pandas to slightly larger pandas in a two-pronged ploy to both wipe out the species and create a giant panda. He also writes a blog, of course.]

Comments

Most games have to have a difficulty selection, because if you don't have anything, the user will feel totally at the whim of the game.

It would be nice if more games had flexible difficulty levels. For example, Silent Hill 2 let you set the "combat" difficulty separate from the "puzzles" difficulty. Since the control scheme for fighting was counter-intuitive, but also that I was a veteran of many puzzle games, this let me set play "Combat: Easy; Puzzles: Very Hard" and have an excellent time. That's really what The Witcher should have done, too -- "Combat: Hard; Alchemy: Easy".

Unfortunately, game designers must strike a balance between choices. Many gamers could be intimidated by such an opening screen, worried they'll make the wrong choice before the game even starts.

Some games have tried to build in an AI that modifies difficulty based on player ability, with mixed results, such as the first-person shooter "Prey". Can anyone site an example that worked, though? My personal experience has been that these AI-driven difficulty games get really easy, really quick.

This is my favorite column here, but this entry is quite confusing.
What's the defining difference between 'player's preference' and 'difficulty progression'?
You seem to be playing devil's advocate when you describe the difficulty selection in The Witcher confusing. I find their descriptions sufficient to guess how the difficulty settings determine the time the game will require. Naturally the difficulty selection screen can't tell the player anything about the quality of those time-consuming features - so I'd check on the web for some opinions on the alchemy feature, then decide.
Why is player preference nonsensical?
You seem to say that designers design the game with one difficulty setting, then add the other settings that are always misbalanced.
Games that are less suitable for replaying (story-heavy RPGs, for example) can't really force the player to play the game multiple times, starting on easy. (Besides, the mind-numbingly easy 'normal' difficulty of Diablo 2 turned me off completely. Since the game prohibits playing at 'hard' without finishing it once, I abandoned it.)

I agree with Norman that seperate difficulty settings for combat, puzzles, etc. are great. System Shock 1 had those too. Special challenges like a time limit can also be part of these settings.
Also, developers: why not enable the player to change difficulty settings anytime in-game?

The problem isn't so much difficulty, than it is making a choice that can't be rescinded without restarting the game. If that option is there it allows the player to find a level they feel comfortable with without feeling cheated out of a challenge. It's most disheartening to reach an impassable wall six hours in and no way around it apart from a reset. That option should be right up there with essential features alongside skippable cutscenes.

One option that has been used before is for a game to allow the player to lower the difficulty at any point during play, but not allow them to increase it. The system still isn't perfect though.

I have to agree with the sentiments of the other posters that something is off in the argument of the article. Do you not want difficulty options at all in games that are not meant to be replayed multiple times? And where do you fall in regards to games aimed at multiple plays that wear out their welcome before those plays are attained?

A natural progression of difficulty levels is a good goal. But your (apparent) argument that all but one difficulty level be locked away at the start can lead to player frustration. I don't want to play through the complete easy version of a game just to have the option to do it again at the level of challenge that I desired in the first place. Particularly if it were a long game.

And you knock Halo 3 because people can beat Legendary without having beaten Normal, while acknowledging that Legendary progresses from the skills required by normal? You find difficulty selection to fail if a skilled player can skip by the default difficulty? That argument has a definite flaw in how varied players are in skill levels, and particularly when a game is trying to appeal to a wide audience.

I too am confused by this argument, and am utterly confused on what the proposed solution is - not every game has (literal!) levels like Diablo 2, and Halo 3 has the same problem as The Witcher - it's difficulty levels are arbitrarily defined.

Letting the game give the challenge is ultra-hard to do. Max Payne 1 had 2 options: the first ("lower difficulty") "scaled" enemies, and the second set them to max difficulty all the time. The developer said in practice gave the option of "Always hard" or "Always hard"! A non-choice despite their best efforts (and was scrapped in Max Payne 2).

I'd agree with the comment that at least that if the player was given a choice between puzzle difficulty, and combat difficulty (including perhaps "Boss difficulty" and "Normal guy difficulty"), which can be changed by the player at any time, would be a great step forwards (with the comment on skippable cutscenes :D and I add in, unlimited any-time save games!).

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