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R P G A M E R . C O M   -   E D I T O R I A L S

The All Important Illusion of Difficulty...
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Philip Bloom
FAN EDITORIALIST



Tangental Response to (but not really): All those difficulty articles

...Without actually being hard. Such a conundrum, one might say. Appearing difficult without being hard? Why would that be important at all to having a good game? Games are either 'easy' or they are 'hard'. Perhaps there is some flavor inbetween (depending on who is being asked), but people can clearly tell which is which, right? It's really the actual difficulty of the game that is important!

And...here you'd be wrong. The hardcore gaming contingent, as hinted at by Raincrystal, do not move the market and never will. To service them directly would, as explained in her editorial, drive off and/or frustrate most the casual gamers and leave what, while fun to a small group, would be a very narrow focused game behind. So...why not make games easy? Super easy in fact? Because players will figure it out and it will kill interest.

Nothing shattered the fun of Chrono Cross for me quite as distinctly as recognizing that I really had no real chance to die, even against supposed boss enemies. Yes, I know some found it hard at points, but really whether it was hard or not wasn't very important at all. What was important was the illusion that it had some manner of difficulty. At no point was it terribly important that I died (though death is an excellent way of maintaining this illusion), but that I believed that, at certain key points of the game, that I had the potential to die if I made the wrong decisions and used a poor strategy.

Let's just take a moment to let this sink in. The best, most widely renowned, and beloved of RPGs (and I'd even go as far as to expand that to all general genres of gaming) are not truly difficult at all but provide the illusion that they are difficult. They don't toss out xp or power willy-nilly and make the game super easy the whole way through. That neither benefits the atmosphere nor shows any respect to the player who is playing the game. It shatters the illusion of the story being presented in almost all cases. They instead promote the feeling of that you can lose to a degree that you feel you must actually put effort and insight into playing. Some of this may come from a 'natural' leveling curve (and in fact, contrary to Brad's claims, providing a player with the ability to level up as a valid strategy is wholly worthwhile, if not always in the degrees we see commonly), some of it comes from actually dying sometimes (though that is a wholly unnecessary bit to the experience save to convey the recognition that one CAN die/lose) and some of it comes from a simple perpetually misunderstood game design paradigm[1] of how difficulty works.

Anyhow, in that set of best, most widely renowned, and beloved of RPGs, you'll usually find that this set of options is pretty hefty. Often erring on too large rather than any sense of 'narrowness'. This, far from being a detriment to the enjoyment of the game, is in fact part of the reason for it. Having quite a few good options is generally an aspect of both broad and deep gameplay and adds to the ability of games to be replayed and still be fun. But this is contrary to one (if not two) of the main proponents of difficulty in a game. And I don't think anyone is going to point that making things ridiculously hard to do once you've decided to do them is a good thing.

Instead, what is generally done is the creation of an illusion of acceptable difficulty, which generally comes in two forms: The direct illusion and the intuitive fakeout (Yes, fanciful names for things that have no technical name that I'm aware of). They both represent pretty much opposite philosophies of coming at the same thing (Prempting: Yes, there are obviously some that don't fall perfectly in this model or do things differently while still being beloved by and large, but the vast majority fits into one of the two pretty smoothly).

The first directly attempts to create the illusion as the player perceives it. What the player is doing is not, in any real fashion, hard, difficult, or threatening, but the player is made to believe that it is. This illusion, as a rule, never really holds after the fact, but is generally easier to build and when well built provides all the excitement one could want with a full fledged belief that 'yes, you are just about to die'. A good example of this is Final Fantasy 6. Kefka had oodles of atmosphere. There was a ton of buildup in both story and battle to present the illusion that he was a terrifying, powerful, and deadly force. Why, he even lashes out almost within the first turn or so with 'fallen one' which regardless of your characters power, knocks their hp to one. Sounds incredibly challenging, only a hit to kill you after that. The illusion of difficulty solidly in place.... even though we all know after the fact that kefka is kind of a pushover and in fact playing him again solidly reveals him as all smoke and mirrors. But that doesn't detract at all from the important initial experience (Which is the only one most gamers ever take out of a game).

The second, instead provides something that is quite challenging but also leads the player through it utilizing effective and intuitive design (something remarkably hard to accomplish well) and hides the real challenge from the player for the most part until they are through, when they then reflect on it and realize 'wow, that was a really complicated puzzle'. Yes, the puzzle is usually visible as challenging beforehand, but not quite to the real level it'd deserve (where it could easily come off as frustratingly difficult). While I'd say some games subtly achieve this to some degree (I'd personally count Lufia 2 and Suikoden 2 among them), I really would have to say the game I've seen that has best developed/personified this method of retaining the Illusion of difficulty without actually being hard is Prince of Persia: The Sands of Time. Many of the puzzles in this game are actually respectably difficult, requiring a precise set of tens to hundreds of moves in a row between save points combined with usually instant death on failure. From an obvious point, the whole instant death thing definitely satisifies creating the belief that you can die and that the puzzle is difficult/deadly. But at the same time, the slow and carefully calculated ('natural') progression upwards in complexity combined with a friendly rewind feature left most, if not all, of the puzzles feeling intuitive and almost easy to solve, even if on reflection it's quite noticible that they are pretty complicated endeavors. Rather than pulling the punches on the blows and belittling the traps, they kept them as deadly as possible most the time, creating a rather terrific atmosphere of excitment when going by them.

Anyhow, to summarize and translate into RPG terms: 'the player should feel he has a chance to die and lose, but shouldn't have to die all the time(or even at all really) to feel this way. He shouldn't feel that just one(or two) simple strategies will solve every door, puzzle, and battle, but at the same time should feel naturally able to find some valid strategy for dealing with what's in front of him'.

This does not mean that every battle should feel like a life and death struggle though, just to ward that off. The 'filler' battles in RPGs are just that. They both provide a bit of life to going through a dungeon (regardless of it's form) and provide what in action movies is classically filled by the mooks. It's dramatically unexciting for every battle to provide this atmosphere (And overkill). Instead, they provide the vision of the characters as heroes and thus build more excitement when you hit the actual boss. Using the action movie analogy, you never really expect any of the 300 or so mooks that pop out of everywhere to really 'harm' the hero or last through more than a few hits, but instead to simply demonstrate that 'yes, the hero is a badass' (amongst other things). That said, I hope this explains why it's not that important whether a game is easy or difficult in truth, but that the best games instead strive for the illusion of difficulty without truly beng hard.

[1] An explanation on that misunderstood gaming paradigm: a player, regardless of the game, is always given a certain range of options at any given point in a game. A certain subset of these options consist of the valid moves of a game, pretty much always a smaller subset than the original set. For any given challenge, a certain smaller subset of this subset of 'tactics' is valid. Ideally, you don't want each tactic in this valid workable set to be equally valid. Instead there should be a set of methods that work desirably well, one or two that work very well, one or two that'll be quite tough but work, and generally one or two incredibly obvious ones that anyone can do. In RPGs, this 'incredibly obvious' one is almost always just level gaining. It's a valid tactic and one that really shouldn't get all the whining it does as it effectively serves it's purpose: Pretty much anyone who can't figure out the other tactics can level gain to continue on.

Why not only use this tactic? Well, Brad hit on it a bit, but didn't really get that it's not difficulty at all that leads to it. In a well designed game there's always those other parts of the 'working tactics' subset that usually have other advantages in choosing them. Quite often the harder ones lead to a more exciting fight. The easiest one is, in a good game, usually well hidden, rewarding cleverness and insight either into the game mechanics or the specific puzzle at hand. In all cases 'difficulty' is only a measure of how hard it is to recognize this set, the size of the set, and the difficulty in executing the action chain along that set. This holds for all games.




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