Difficulty
is the term to describe the level of challenge a game provides. Some
games have a static difficulty level whereas others give players the
option to adjust the difficulty. This raises a few questions: namely,
the titular question “How does it affect gameplay?” and other
questions such as “Can a game be too easy or too hard?” or “Is
difficulty subjective?” I suppose I could answer the first question
right now.
Difficulty
is the way the game challenges the player. There are typically three
major difficulty modes and they are Easy, Normal, and Hard. Easy mode
is basically a casual stroll through the park. You can spend more
time stopping and smelling the roses than you can trying to save your
own skin in the middle of a gunfight. There is very little danger or
threat to the player and is an ideal difficulty for newcomers to the
gaming scene or someone who has had a bad day and just wants to vent
their frustrations against enemies who cannot hope to win.
Normal
mode is a balance of challenge and fairness. It is meant to keep the
player engaged enough to pay attention to the game, but is never too
taxing for the player to handle. At least for the average player. A
newcomer may stumble and trip their way through Normal, but they can
get the hang of things and overcome adversity to reach the end.
Normal is the most commonly picked difficulty in any game that has a
difficulty select option.
Hard
mode is just absolutely nuts. This mode is almost always designed to
give the player a sense of utter dread after they lose countless
times. It is built to test the most hardcore of gamers, to challenge
the most skilled of players, and to be taken up as a dare for $1.00
USD for the guys who don't really know what they're doing and so his
friends can laugh at his demise. Why do some of us enjoy Hard mode? I
dunno. Maybe we're masochists? Or quite possibly the intense feeling
of reward gained from overcoming the seemingly impossible odds! Yeah,
we are masochists, aren't we?
Can
a game be too hard? Of course it can. This can be subject to a slew
of factors such as the game mechanics, the player's skill and
understanding of the rules, the controls, the jeers of your peers,
and uncontrollable aspects such as undodgeable attacks. If the player
is just not able to keep up with the game's pace or how many things
are going on at once, it can be overwhelming and they might deem it
too difficult. A hardcore player, however, may delight in the idea of
complex mechanics and hectic environments. But hey, if a game is too
hard to handle, it isn't the end of the world. You don't need to
worry about beating it on the hardest difficulty. Plus, difficulty is
a perfectly good reason for disliking a game. Even if it is trivial
as opposed to frustrating.
Speaking
of trivial, a game can be too easy, as well. If the mechanics end up
being too simple with no expansion or variety, the game can get
boring fast. It doesn't have to be complex, but it still needs to be
interesting. The worst part is sometimes the difficulty can be
mislabeled. Any of you familiar with Dust: An Elysian Tail, the
Normal difficulty mode feels like it's set to Easy. I played on Tough
to get a bigger challenge out of it, but it felt like a Normal
difficulty compared to other games. It gave me a modest challenge and
I even failed on numerous occasions. Anytime you play a game and it
feels too easy, try upping the difficulty. It might become more
engaging.
Overall,
difficulty is subjective. One player may play on Normal and find it
an adequate challenge, but another player may play on the same
difficulty of the same game and argue that it was trivial. Different
modes provide a different experience depending on the player. On that
note, what do you all think of difficulty? Should all games have a
setting for difficulty or be static? Is there a limit to how hard a
game should be? Just tell me what you think in the comments below.
The problem with difficulty isn't in how hard or easy the game is. Game too easy? Turn up the difficulty, don't play cautiously, do some self-imposed challenges. Game too hard? Turn down the difficulty, play cautiously, look up information on the game for strategies. When difficulty is a problem is how difficulty is ramped up.
ReplyDeleteThe Elder Scrolls V: Skyrim, for example, simply changes the damage values as difficulty gets harder and easier. This is fake difficulty. It's not harder because the gameplay is harder, it's harder because the math is harder. If you want meaningful difficulty, you have to do it through gameplay.
For example, in Dungeons and Dragons Online, in the third part of a quest chain in the Waterworks explorer area, there is an optional part of the quest branching off of the main room. Now, my character build, playing through the quest at a proper level, has no trouble with anything else, but this room is extremely difficult due to enemy positioning.
The room is of medium size, with a few platforms overhead next to the walls that require a decent Jump skill to reach. At the end of the room is a door to an optional boss guarding a chest. When you enter the room and make it halfway through, some kobold casters that can do some serious damage come out of hiding and attack from the platforms. There are also kobold warriors and some wolves to distract and disable you.
That room is a perfect example of a room that has difficulty done right. I have to rethink my plan of attack because my character cannot jump high enough to reach the platforms and isn't good with any ranged attacks. Pretty much, my only option is to run to the other end of the room and hope I don't take too much damage for the boss fight. If I was a ranged attacker, however, I could deal with the casters easily, but the melee fighters would be a problem. This is a great example of meaningful difficulty - instead of running away to get another health boost of some sort, you run away to think about how to approach this problem.
In the same quest, however, there is a large tunnel with small pipes inside that spew out acid that you have to go through. As the difficulty level increases, the saving throw required to reduce the damage by half and the acid damage dealt increases. This is an example of a room without meaningful difficulty. Every difficulty level, the tactic is to just run through the tunnel and hope you don't die, no matter what character. The only difference is how easy the not dying part is.
But making enemies statistically stronger is important. If a skilled player simply outmaneuvers the game and doesn't get any stronger, they will think the game is easy because they were just able to handle everything with basic equipment. If an unskilled player simply upgrades and plows through content without needing to think because they are strong enough to not even care about enemy positions, they will think the game is easy because they just kill everything before they even begin to worry.