Home
Twitter
RSS
Newsletter
Archer A. Archer
06 Oct, 2004

Learning and Difficulty Curves in Games

PALGN Feature | How many times have you played a game and felt like you want to give up after being killed way too easily? Conversely, how many have you played where you finish it way too fast?
Balancing difficulty in video games must be an agonizing process for any software company and the team of individuals behind a title. How hard do you make Batman punch? Should the enemies be that much stronger to keep the player coming back until he gets the real path through that obstacle? How many hit points should be assigned to an RPG team? How many hit points should they be able to take off opposition when first starting off and indeed how quickly ought they as a party progress?

All these and related questions essentially deal with how a gamer first reacts to a game. It's doubtful that a manual is ever consulted when a game is bought nowadays, but when it is it's most likely when a game is too hard and you try to get a handle on things by better learning the controls and the way your character interacts with the given world. This in itself brings up the problem of how well a manual is written too - is it clear enough, does it adequately explain how to progress initially or does it simply bog you down?

Most games have the obligatory 'tutorial level’, which gives you a feel for the rest of the game and has been a great innovation of course but can also be frustrating when the controls and character are exceedingly simple to operate. At the moment, unless someone comes up with a radically new approach to inviting the player into the game, the tutorial level will no doubt go on as the best means of explaining the mechanics of how to be who you are and what you do.

This 'first contact' is essential to grab the gamer and keep them interested in the rest of the game - i.e. if you don't feel comfortable with the basics and how to survive with them, you'll probably never really be interested with the rest of the game, no matter how well scripted it is, how well the graphics are presented and so on.

Consider the number of games you've played where you just jump in and everything in terms of control and progress just feels right. Then think of how much thought, play testing, re-evaluation and re-writing of code and script must have gone on to produce that ease of play.

Then consider those trashy produced pieces that scream for more development before release and what a nuisance it is to fork out a large amount of money only to find that the experience bites your wallet back with a vengeance.

Role-Playing Games are notoriously well known for starting off a character or party with low levels. Often, against what seem to be insurmountable odds, you get the hang of the system (or a handy cheat code!). 'The Bard's Tale', currently in development for console and based on the old PC game of the same name is reported to start the character off with the task of killing a single rat! Some text appears on screen to announce 'Quest Complete!' until a much larger shadow appears behind the hero's victorious posture, presumably ready to pounce. Although a funny analogy it really draws out the whole idea of both enjoying the gameplay and being competent enough to survive in it.

Other games merely have a set life/health amount that persists through a game and may be augmented by new abilities but no real change to the character's strength. A boss will appear and you shoot it with different weapons. The bosses get progressively harder while you usually remain the same; it's all about balancing the player's needs in the context of the battle.

What games have you played that lost your interest early because of being too difficult or too hard? What was the best game you ever felt completely comfortable with, in terms of grasping controls and feeling confident to progress but also having the satisfaction of having completed it without the disappointment of having had no real challenge? Drop a line and let us know - maybe you're a game designer, or want to be one - we'd be interested to hear your thoughts.

Related Content

X03 Report
24 Sep, 2003 Undeniably the most idyllic gaming gathering of the year, although this year's X0 event didn't quite live up to the expectations. See our full report.
Lara Croft, and why videogames are still selling women short.
06 May, 2003 As the upcoming release of Tomb Raider: Angel of Darkness approaches, PALGN examines just how far Lara Croft has taken women in videogames...
N-gage - GBA killer?
06 Feb, 2003 Nokia showcases its new N-gage half mobile, half handheld console device.
16 Comments
7 years ago
Nice article, not something I tend to think about. I find that if I'm dying too often I need to get better. Although one boss on Ninja Gaiden just made me stop, up until then I thought the difficulty was alright. But then I stopped playing Rez when I couldn't beat level 3, went back to it and I am currently unlocking beyond mode options.

The only time I think I have finished something too fast is if I have been playing it constantly. But games which I do tend to finish quickly (eg Metroid) I wind up playing through several times. Where as I infrequently play through an RPG more than once, except for Earthbound.
7 years ago
Thanks for the comments - the fact that you bring up replayability as a topic here makes me want to write on that alone at some stage - what really makes a game replayable? It all has to start with how comfortable you feel with the game, how it grabs you and then how it challenges you to 'go one more time'.
7 years ago
Nice work on your first article!

Anyways I like when games are hard, It gives me something to strive too, and even if I get really frustrated, if the game is compelling enough I will always give it a go no matter how hard it is.
7 years ago
Thanks man - and 'compelling' is how ideally all games should be - you just want to play them again and again. Do you think frustration/anger can sometimes be counter-productive, ie you play 12 times, feel like throwing your controller through the TV screen etc? I tend to walk away, have loooonnngg coffee and then come back fresh. Either that or change to another game, play it and then think in the back of my head how I should be playing through the problem on the first one!
7 years ago
Yeah that would make a pretty good article. I think replayability for me stems from high scores, i.e. Ikaruga, I played it so often striving to get a better score, and I always came back for more because I knew I could do better. Similarly with Metroid speed runs having played through the game once you know where everything is and there's nothing slowing you down like endless amounts of text to read through or cut scenes to watch. I think that adds alot to replay value, if there is nothing making it feel like a long and ardeous task. I am uninclined to play through an RPG like one of the later Final Fantasy series again because I missed a certain item, or didn't see a certain event. It just would take to long and there is no reason for it. But something like Pokemon which gives you a reason, battling others, missing something like a rare Pokemon makes a replay seem pretty worthwhile. Another factor is if you unlock something. I'm unsure how many times I would have played through Viewtiful Joe if it was just one difficulty and just Joe, I think I would have played through a couple of times but the different situations and all the unlockable content made me play through several times. But then it is one of my favourite games in years because of the effortless-ness of replaying it.

Just some things to take into consideration if you write that article. Maybe I should write it.
7 years ago
Sounds like you have the making of the article already arma - go for it icon_smile.gif I suppose there are tons of reasons why we play through a game again but essentially it is for a higher or better score, isn't it - the knowledge that you can beat the thing so much better now you've played it to its bitter end. Of course the unlockables are always fun but I totally agree that the FF series or similar aren't worth it just for a couple of items! I suppose replayability in gaming is like reading a favourite book again - you know the plot but you get more of an understanding or enjoyment of it the next time around.
7 years ago
Good point. I think I'll cobble together a draft as I have some free time.
7 years ago
Great - look forward to reading it icon_smile.gif
7 years ago
great article dude icon_smile.gif

i think i've said a number of times about getting stuck on a particular level/boss/whatever in a game, a few immediately spring to mind (Buffy: Chaos Bleeds, Alias, Red Faction 1 and 2, XIII)... and i've left the game for a period and pass it on the first next go...

i think your mood creates quite a bit of difference to the way you approach levels...

i don't think there has been a game yet i haven't finished because it was too hard, i generally lose interest... i've got about 10 games i haven't finished, usually because i got game #11...

i'm also not the sort of person who plays games to get 100%... i suppose i would be if i ran out of funds, and was forced to live off the games i have, but usually i'm happy finishing it once, with each character if the play is different (ie: Devil May Cry 2, Enter the Matrix)
7 years ago
Thanks for the comments, once again - there's a lot of interesting discussion coming out of this topic oddly enough - already arma is going to write on replayability and you also bring up again the matter of mood and gaming - an article in itself. How does a game affect our mood and how does our mood affect our gaming? Should we compile a running list of factors that affect us or distract us as gamers along with another that lists factors that benefit those moments when you just zoom through a level with ease?

just one question - what is the number one factor that keeps your interest with a game? I too suffer from the game #11 virus icon_smile.gif

Apologies for my username not coming up too - I keep forgetting to log in icon_smile.gif

The Absent-minded Archer icon_wink.gif
7 years ago
well, it's usually only hard bits or bits i have to keep re-doing that affects my mood, and the change is it makes me mad...

well, aside from shoddily made games that is... poor controls gets me annoyed...

i'm not entirely sure what keeps my interest in a particular game... in general i'm not the sort to play 1 game from start to finish and then begin another... there have been exceptions of course (FarCry, Call of Duty, Metal Gear Solid 2, Jedi Knight 2 and 3... to name a few)... i like to finish games, and i have finished the majority of games i start, i think its just the fact that its something new that distracts me... or as i said i find something too hard and i can't be bothered (the most recent example is Thief 3... i hate having to avoid the damn city watch between missions...)

having said that, the game i've been playing most in recent times is Doom and Doom 2... i got the collectors edition when i bought Doom 3, and i've finished Doom 1, am in the final chapter of Doom 2, and not very far at all in Doom 3...
7 years ago
I'm a big one for story but that of course depends on how well it fits in with the action, no matter what the game genre. Half-Life is the daddy of all FPS games with an engrossing and seamless plot (which we hope will be the same or better with the sequel). Doom 3 was a major departure in that area - what was essentially 'shoot everything' became 'shoot everything after reading everything' - it reminded me a lot of System Shock 2 in that way.

If controls stink, I will not touch a game, unless of course it gives you different binding options. A game without an ability to change those options is stupid in itself, as not everyone has the same dexterity with controllers or keyboards in the case of PC games - user freedom in that area should be paramount.
7 years ago
yeah i don't like unbindable control games...

i'm a fan of games workshop's stuff and wanted to play Firewarrior, but the most basic of bindable options is not there... invert y axis... (on PC at any rate)

yeah i'm a weirdo who plays with an inverted mouse... i don't know why... to me it makes sense... i see it as holding onto the character by his hair, you move your hand up to make him look down...

i don't know a single person who also inverts the mouse...

story is incredibly important to me as well, i forgot that Deus Ex 2 (and then i bought 1 to know the backstory) were games i played through without playing other games... i haven't played HalfLife 1, my computer at the time couldn't run it, but what i find funny is everyone saying Doom 3 is a rip off of HL story... but Doom 1 had the same story, go back and play it... it's not obvious like HL but the story is the same... FarCry is pretty much a ripoff of both though, but it is a damn fine game regardless...
7 years ago
It's the whole 'Hollywood Concept Movie' idea that also affects gaming ie you notice that when there's one sci-fi movie that does well, all the studios make 'em. Gaming does the same - work with what sells, perhaps in a more profitable way than movies ever do. Doom 1 was the essential guts of the whole 'hellhole releasing monsters into our reality' kind of storyline and has had various versions thereafter. I liked the fact that Thief turned the FPS genre around - in a way you become like a monster, sneaking around, not wanting to be seen, pouncing to kill etc more like the Alien in the movie of the same (I'm extending the metaphor here, but it applies).
7 years ago
I think Ninja Gaiden had a great difficulty level- it was hard at first, but when you get past the first 2 boss's I was able to play the game pretty smoothly except for some boss's. But the game was so good that I kept on coming back for more, and a lot of times I found myself turning the console back on after walking away from it 10 minutes before.

There is only one boss in recent times that I could not beat, and that was the final stage in Blinx. It seems to be a whole bunch of the previous boss's, and I couldn't get past the 2nd one on that final stage.
7 years ago
Ninja Gaiden is one of the harder games made of recent - but the main character you play has plenty of moves and powers.
Add Comment
Like this feature?
Share it with this tiny url: http://palg.nu/25i

N4G : News for Gamers         Twitter This!

Digg!     Stumble This!

| More
Currently Popular on PALGN
Australian Gaming Bargains - 08/12/11
'Tis the season to be bargaining.
R18+ Legislation
R18+ Legislation
Naruto Shippuden: Ultimate Ninja Storm Generations Preview
Hands on time with the game. Chat time with the CEO of CyberConnect 2.
PALGN's Most Anticipated Games of 2007
24 titles to keep an eye on during 2007.
PALGN's Most Anticipated Games of 2008
And you thought 2007 was populated.