Analysis: Is Hard The New Good?
February 3, 2010 12:00 PM | Simon Carless
[Why are the truly difficult games seeing the most critical acclaim today? Gamasutra news director Leigh Alexander thinks she might see a new video gaming trend: Is "hard" the new "good"?]
The Wii's success helped drive something of a sea change in the way developers conceptualize game design. As young children, mothers and grandparents in nursing homes alike all joined Nintendo in spirit, it was suddenly more possible than ever to create games for a mass market.
At the same time, the surge in social networking and the growth of other new platforms with low entry barriers, like the iPhone, also helped bring broader-focused, more accessible gaming experiences to newer and bigger audiences. These new avenues more than revolutionized the term “gamer” -- they made it redundant, as a “gamer” could be anyone.
The timing couldn't have been better, either. The last two years' softening economy made it necessary for anyone with an interest in staying in business to cast a wide net. Alongside this evolving landscape came a subtle shift in design priorities: Developers seemed better off making games that were simple and inviting, rather than challenging or immersive.
This landscape shift also affected the core market. Among the online communities of hardcore fans, a Wii backlash had been simmering for some time, and even many professional reviewers, once optimistic, had begun to be frank about feeling as if the system was not "for them."
But while the Wii has become something of an avatar for the "gaming for everyone" concept, it's far from the only factor. Even core design has been trying to lower its barriers, prizing systems whereby players can set their own challenge level.
The evidence is everywhere, even very recently: Compare Bayonetta, with its simple two-button combo system, to the more complex button patterns of the earlier Devil May Cry games. Witness the streamlining of Mass Effect 2 .
It seems counterintuitive that such evolution would evoke much protest. While it's true that the easiest way to lower a game's barrier to entry is to dumb it down, most of these evolutions and innovations are just smarter design. Why frustrate players unnecessarily?
That's why it's so surprising that all of a sudden, it seems there's a movement -- an insurrection, if you will -- of players who want to be frustrated.
The evidence is subtle but compelling. For one example, look to major consumer website GameSpot’s Game of the Year for 2009: Atlus’ PS3 RPG Demon’s Souls, which received widespread critical acclaim – none of which failed to include a mention of the game’s steep challenge. GameSpot called it "ruthlessly, unforgivingly difficult."
Demon’s Souls was a sleeper hit, an anomaly in the era of accessibility. One would think the deck was stacked against a game that demanded such vicious persistence, such precise attention – and yet a surge of praise from critics and developers alike praised the game for reintroducing the experience of meaningful challenge, of a game that demanded something from its players rather than looked for ways to hand them things.
It wasn’t just Demon’s Souls that recently flipped the proverbial bird to the “gaming for everyone” trend. In many ways, the independent development scene can be viewed on the macro level as a harbinger of trends to come, and over the past year and into 2010, many indies have decided to be brutal to their players.
For example, it’s probably no coincidence that one of the most widely-acclaimed indie games in recent months is Terry Cavanagh’s VVVVVV, a game both named and designed around the concept of grueling platformer death by spikes (despite, of course, its genre-refreshing gravity-oriented innovations).
A few examples does not a cultural backlash make, but the surprising success of such challenging video games raises an important question: Do players like being frustrated after all?
Many old design concepts, like massive gaps between save points, limited “lives” or arcade-relic intentional brutality, were abandoned for good reason – they were needlessly frustrating. But in adopting piecemeal the design ideal that all frustration is bad, developers may have thrown the baby out with the bathwater.
So is hard the new "good"? That seems to be the case. More and more, both critical and audience response favors meaningful challenge over too much hand-holding, and learning experiences over games that demand little.
Certainly design wisdom can’t regress toward principles that were abandoned for good reason, but the current environment is beginning to show signs that it mustn’t race heedlessly toward an entirely new paradigm, either.
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15 Comments
It is an interesting phenomena, I suppose, but I can't help but feel like the outcry from journalists and gamers is honestly a bit disingenuous. That it's not so much a real wish for "smarter" games or better game design so much as backlash to a perceived (and perceived alone) enemy on the "casual" front.
Which is funny; I do still think that the idea that "casual" players are allergic to difficulty is highly misinformed. Sticking to a difficult task and building the skills to succeed is a phenomena that existed long before Pong was lighting up pubs.
Heck, how many current gamers loved games like the original Mega Man series when they were kids? Despite what we might think about some of our pasts, a seven year old with an NES and a few cartridges did not a "Hardcore" gamer make.
Also funny: Monster Hunter is tough as nails and yet sells like hotcakes in Japan. Discuss.
P.F. | February 3, 2010 12:50 PM
When I learned Psychonauts runs fine on a Mac (under VMWare) I leapt at the chance to finally enjoy the fun. I'm halfway through the tutorial level, and I'm getting my ass kicked. Long ago, I could fly M.U.S.H.A. with the best of them, but no more. I know other older gamers who can still shoot out rapid combos, but they're the exception. Frustration is depressing. Hard is okay, if I can get around when hard is too hard. I enjoyed Mass Effect 1, because it's easy mode was actually easy. Having a bit more trouble with Dragon Age, but I may need to grind back up on the power curve, instead of rushing through the story. Another perspective. Rambling off.
Keith Nemitz | February 3, 2010 2:28 PM
In a piece that almost drove me to suicide (heck, if it's not its intended purpose, tell me what you think of http://www.call-to-adventure.com/?p=704), Heather Anne Campbell takes a shot at justifying our various degrees of addiction to video games. If there's a grain of truth in the article, it could be that it's all simply a matter of novelty. `Core` Gamers got fed up with seeing their market flooded with "casual" and "accessible" or "broad public" games and welcomed the change with open arms. Since they still occupy a significant part of the review "scene", the impact is that much obvious.
NeoDodge | February 3, 2010 2:31 PM
Ugh. Hard isn't the "new" good. Hard is the GOOD. Without balanced difficulty - namely, meaningful consequences for failure, games suck, period. And almost all games right now are without a balanced difficulty. This is due to the fact that we mistakenly try to cram games into a narrative form, because "FILMS ARE ART AND GAMES AREN'T, IF WE LOOK LIKE FILMS THEN THAT MEANS WE'RE GOOD." Can't wait 'til this industry grows up.
Keith Burgun | February 3, 2010 4:44 PM
I feel like this article is missing a crucial point - many of these "hard" games are scrupulously fair about their rules. The examples that the author gives of frustrating difficulty were abandoned for good reason - they don't actually make the gameplay harder. VVVVVV and Demon's Souls share the design philosophy that strips away anything that could be frustrating that isn't in the core gameplay, and then makes that core gameplay as demanding as possible. Players frequently mistake clunky and frustrating controls for gameplay, when really they're usability problems, and these games' new-found popularity likely comes from the revelation that they've been wrong about what difficulty is all this time.
Merus | February 3, 2010 4:55 PM
Glad you could come down off of your cloud to tell us mortals, what with our multitude reasons for enjoying games and the genre flavors they come in, the one thing that defines whether a game is really good or not, Keith.
I am now aware of the one true viewpoint.
P.F. | February 3, 2010 5:35 PM
good this is good review
hentai stream | February 3, 2010 11:18 PM
One game comes to mind.Steel Battalion. One life and one only. It was a incredible & demanding game that too few had a chance to enjoy and sadly the game servers did not last long enough.
Antapex | February 3, 2010 11:36 PM
Having been playing video games passionately for the last 21 years, I couldn't agree more with this statement...
For the last 5 years, whenever playing a new game, I would instinctively pick the hardest difficulty level..that was a no-brainer for me... because most of the time, Medium = Boring, and Easy is just a waste of time...
I played Demon Soul...and it was a refreshing experience... I can't hide the fact that I stopped a number of time saying " this is BS... I lost all my souls again ???!! I am so not playing this anymore..."
but only to find myself thinking about how to get through that stage 1 hour later, then rush home to give it another try... it was truly a very pleasant surprise, and I enjoyed finishing the game with all World Tendencies.
I hope this serves as a wake up call to developers, to realize that serious players are still numerous out there and while appealing to the masses might be easy...they might not be willing to invest in a game that looks like so many other games out there: just too damn easy...
9DeT | February 4, 2010 1:18 AM
Journalists are easily bored and always in search of the next "trend." Casual games now being mainstream, the next "trend" must therefore be difficult games. It's not about actual trends in buying, it's about trends in reporting.
Hard games are great for those people who like that sort of thing, and they suck for everyone else. Like adventure games before them, extremely hard games are going to become a niche patronized by a small but dedicated fan base.
Ernest Adams | February 4, 2010 4:10 AM
The easy to enter game does not mean it's easy. Various games have difficulty modes or extra challenges. People always talk about how 'easy' Nintendo is trying to make everything. Nintendo games (Mario, Mario Kart, Metroid, Zelda, F-Zero, Smash Brothers) are often very difficult games which are easy to beat the early parts of but get quite unforgiving by the end (collecting all 240 stars in Mario Galaxy includes going through some seriously frustrating challenges).
John | February 4, 2010 4:57 AM
It seems to me, though, that VVVVVV runs counter to, for instance, your Bayonetta example - the control scheme for VVVVVV is dead simple. Furthermore, it balances its difficulty with generous granting of continue points.
I think the shift has little to do with difficulty, and much to do with approachability. There's a difference between the sort of hardness that comes from many lousy NES games, where hard really means "arbitrary and capricious," and the difficulty of VVVVVV, where the game never behaves unexpectedly.
I think the move has been towards intuitive controls used difficultly.
Philip Sandifer | February 4, 2010 7:32 AM
Well, hard is beautiful. That's why I prefer Angband to Diablo II... Angband is a hell of a game, and each mistake is deadly.
If I hadn't finished Diablo II, I consider that I even hadn't begun Angband and I'm dead before the level 20 of the subterranean pit of Angband.
Long live, Morgoth!
Spam in a can | February 4, 2010 8:00 AM
I don't see it as wanting to be "frustrated", but as wanting to be challenged. I get frustrated when playing a game like Clive Barker's Jericho because I cannot consistently blame my losses on my own mistakes. When playing Demon's Souls, however, or a Shin Megami Tensei game on a high difficulty level, the situation changes: if I lose, it's because I screwed up. Figuring out how I screwed up and learning from it is part of the fun. Sometimes a game that's easy to master just isn't worth mastering.
Matthew Graybosch | February 5, 2010 1:47 PM
It needs to be mentioned that review scores are hugely biased towards hardcore experiences because most reviewers are "gamers" in the hardcore sense. They play games as much as any hardcore and they need a difficult game to be challenged. Its not their fault, you can't help to get good at something with practice. But because of this, casual games are often poorly rated by reviewers since the reviewer finds it too easy.
Reviewers are writing the reviews for their audience, which in general are hardcore gamers, and there is nothing wrong with this. Hardcore players need hardcore reviewers. The only downside to this happening is that there aren't enough casual review sites out there and thats because on the whole, casual players don't read review sites. This means that metacritic ends up being a rating system that favours hard games, and its hard for any casual player to read a review at their level.
The author is right in saying that we shouldn't throw out difficulty in games just to appease the casual crowd. And it is a good thing that there is a return to difficult content, especially now that designers are removing the accessibility problems and focusing on simple concepts that get hard. But lets not confuse "hard" with "good". A casual player will never enjoy a simple game that is made very hard. They don't want an involved in-depth experience that requires weeks of practice - they want easily accesible games that are also not that challenging.
Simon | February 6, 2010 10:30 PM