Are Games Getting Easier?

Jul.16.2006

“Mark Raby’s article, on TwitchGuru, asks if games are easier compared to older games like in the 1980s.”

Actually, he doesn’t so much ask as bemoan the loss of the “good ol’ days” of gaming. The problem with Raby’s logic is that it doesn’t allow room for evolution and doesn’t frame the days of more difficult gaming in anything but a positive context. In response, I will proceed through his argument point-by-point and explain the possible flaws.

1) “In spite of the rapid growth in technology and the ability to make games more intricate, game have become fundamentally less challenging than they were 20 years ago.”
Intricacy does not equal difficulty. My overarching theme is that Difficulty was little more than a building block of teleology in games (goal-oriented tasks). Due to limitations in technology as well as economic forces, Difficulty was used to extend gameplay. In the arcades, Difficulty meant more quarters. Difficulty allowed programmers to reuse the same scenario because programming space was limited. The reason many early NES games were challenging is not because Difficulty is a natural part of gaming, but rather it was a hold-over from a previous mindset. “Game Over” is a tactic for replay, not a principle of gameplay.

I point to a fictional game imagined by author D.B. Weiss. “Lucky Wander Boy” (which is also the name of the book) is an old arcade game cherished in the memories of the main character. The game never obtained any popularity, however, because it had no challenge. “Play” was in exploration, wandering, and collecting. Weiss uses “Lucky Wander Boy” as the comparison for blood and gore of modern gaming. It wasn’t just a way to articulate old versus new; Weiss sought to compare modes and mindsets.

Difficulty can be fun, but difficulty can be frustrating. We play games to enjoy ourselves. If they’re too easy we might not enjoy our progression. But just because it is easy does not mean the act of acomplishing the task isn’t entertaining. Difficulty is not law.

2) “Game Over” Drives Satisfaction of Goals Acheived
Raby wrote, “I’ve had Super Mario Bros for about 12 years and every time I pass that final Bowser stage, I still get a great sense of satisfaction. In contrast, when I conquer a game from this era, I just feel relieved that it’s over. I rarely get the feeling anymore that I won because of hard work and determination.” Sounds like he shouldn’t be playing new games. The claim here is that unless you beat something that was not meant to be beaten, you haven’t earned victory. He is right that the name of the game has changed – games are designed to be finished. That way, they can tell the full story if that is their goal. Or, perhaps the story is inconsequential and experiencing the whole world is the real payoff.

Raby writes that game author want to show you everything they’ve done in putting the game together. The difference between his view and my view is that he criminalizes this action; it’s as if programmers who want players to beat the game are “showing off.” If you worked extremely hard on a creative piece, wouldn’t you want your audience to see every bit of it? A game filled with puzzles wants the player to try their hand at everything. A game with an interesting weapon half-way through wants you to play with that weapon. Raby’s logic would claim that the Gravity Gun in Half-Life 2 should be some sort of pay-off rather than a piece of equipment handed down from on high. But, those of us who have played Half-Life 2 know that merely playing with the Gravity Gun is satisfying; just because we didn’t get five game-overs in between does not change that fact.

3) LucasArts adventure games force you to think on your feet instead of just giving the soltuions to you.
This is true. This is very true. The Secret of Monkey Island is a difficult game that requires a lot of problem solving and a lot of brainpower. But not everybody is cut out for this and we certainly shouldn’t force it upon people. Games don’t have to be “thought provoking” to be enjoyable. Once again, I refer to the satisfaction of play. The Secret of Monkey Island, as well as other adventure games along the LucasArts style, bore me. This is just a personal preference, of course, and I know that despite my dislike for the genre they are indeed good games. But they’re not for me. So why force that down my throat? This is why genres exist – to act as outlets of creativity and cater to audiences of differing tastes. Raby claims that if game publishers think games which are too difficult will drive the market away. His solution? Force players to challenge themselves; just suck it up and deal. Doesn’t sound like the kind of publisher from which I want to buy.

Also, I believe his claims that strategy guides are stifling creativity on the designers’ end are unfounded. Not everybody turns to a walkthrough the moment something looks challenging.

4) The Final Boss
I disagree with nearly everything Raby says in this fourth section. Has he played Pain Killer? Resident Evil 4? Devil May Cry 3? Ratchet and Clank? God of War? There are plenty of bosses that are way harder now than they ever were in the NES and Genesis era of games. Bowser wasn’t “tough” in Super Mario Bros. All he required has a good job and a solid landing on the bridge’s axe.

The reason you can make “several flubs” when fighting today’s bosses is that you aren’t expected to do everything without getting hit once. The life-meter was one of the most important inovations in gaming, yet Raby does not acknowledge its existence in reference to boss fights. People (aka my roommate third year of college) do not break controllers because bosses are too easy.

5) The Paradigm Shift in Popular Genres
Raby cites the “Casual Gamer Genre” as one of the big problems with modern gaming. If The Sims is such a problem, why is it the best selling PC game of all time? He’s worried that “Casual Gamers” (a problematic term, if you ask me) are softening the market for everybody and that designers need to strike a balance to keep both sides happy. If you ask me, those types of gamers are still drawing the short straw when it comes to games.

Perhaps Raby just needs a new genre himself – that of the Difficult Game. That way he doesn’t have to exert any effort to find the difficulty burried in most of the good games released in the recent past – not like that’s a challenging task.

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Entry Filed under: Gaming. .

2 Comments Add your own

  • 1. J  |  Jul.16.2006 at 08:45 pm

    Great comments. His article reminds me of something Greg Dean of Real Life Comics fame once said, “There is no hard like Nintendo hard.” Old games were hard, but frankly, more often than not that was a result of poor planning, or, more likely, because of the old arcade mentality. Arcade games were crazy hard because designers only wanted you to have 3-5 minutes per quarter. The harder the game, the shorter the gameplay session, the more quarters, the more profit. Something to think about.

    Reply
  • 2. lostmoya  |  Jul.20.2006 at 09:15 am

    Excellent comments! I agree with pretty much everything you said.

    Also related to the difficulty issue is the issue of game length. I regularly see comments on gaming forums by people complaining that games are getting too short these days. But for me that couldn’t be further from the truth. I want games which are the *right* length; games which tell a story without too much padding. If I’m honest, I never finished a lot of older games–especially RPGs–precisely because they were too long. Like you said, games these days are designed to be finished, and for me that’s preferable to adding ten extra levels simply to increase the amount of time it takes you to finish the game.

    Reply

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