Difficulty Settings
Posted by
Nathaniel Chapman
,
08 April 2010
·
1441 views
In advance, I want to mention that I am using GTA as a theoretical example in this case. I actually don't remember what it did for difficulty levels - it was just a clear example to explain the terms I'm using.
Something that I've done a lot of thinking about is difficulty modes. Not just because it's something you have to consider on every project, but also because it ties directly into the core meat of system design - what causes your game to be challenging? What level of challenge is fun, and when does it become frustrating?
I find that it's actually a really interesting exercise to look at a game and see how you could make difficulty modes (if it doesn't have them) or make the difficulties more interesting. This is partly because you need to answer two very important questions - what is your core gameplay, and what are the core challenges?
To define those terms as I'm using them:
Core Gameplay - This is the dominant overall experience of the player throughout the game. Core Gameplay can be comprised of multiple parts (for instance, in GTAIV driving and shooting are both part of core gameplay), but it must always be interactive. So, cutscenes are not core gameplay. Additionally, in most cases core gameplay elements are connected and influence each other. For instance, take driving and shooting in GTAIV. If you drive expertly, you can sometimes soften up a target before you kill him by flipping his car or running him over. Or, if you have awesome guns, you can usually blow up his car before he gets a chance to drive off.
Of course, this is a great example of what is NOT core gameplay, too. GTA has a lot of missions where you're forced to just shoot or just drive, and these missions don't generally succeed in my opinion because they actually break core gameplay. GTA's core gameplay relies on choice and interaction between shooting and driving as gameplay elements. Taking either aspect out of the mix fundamentally alters what makes the game work and lessens the play experience (in general).
Core Challenges - These are the individual mechanics - be they mechanical, tactical, strategic, etc. that comprise your core gameplay. These are the things that you have to do in the game, and the sum of your successes and failures at these individual challenges determines your success or failure at the core gameplay as a whole.
For instance, in GTAIV some of the core challenges are Aiming, Ammo management, Proper weapon selection, Cornering, learning the handling characteristics of each car, etc.
Anyways, in my opinion games tend to offer the most interesting difficulty options when they rely on tweaking or even adding new core challenges without invalidating the core gameplay. A great example of this is Thief. Thief's difficulty options added new challenges to their already existing stealth gameplay. They didn't choose to increase enemy health (at least, as far as I remember) because that runs at cross purposes to their core stealth gameplay. Instead, they force you to not kill anyone. This makes the game's environment navigation and perception/awareness challenges much more complex, but doesn't really alter the core balance of the weapons and tools.
The reason why more blunt instruments, like just increasing health and damage, tend to fail IMO is that they don't actually make the game more challenging, they just mess up the pacing. I played an ARPG recently that scaled damage and enemy HP and rather than really being more challenging at higher difficulty levels, it just turned into a massive slog. That's something you really want to avoid at all costs... pacing is key to the game being fun, and hard doesn't mean frustrating or boring, it should mean challenging.
So for instance, if I were designing difficulties for GTA I would probably make the guns more differentiated and single purpose in harder difficulties (IE less general purpose, innacurate guns become more inaccurate, short range guns become more short range, etc.). I might make ammo more scarce, though that can risk hurting your pacing. I might even change the handling profiles of some of the cars to make them more swervy, and a little easier to lose control of. What I wouldn't do is reduce your car's HP or increase enemy HP. I feel like those changes would just make the game more frustrating/dull, not harder.
Something that I've done a lot of thinking about is difficulty modes. Not just because it's something you have to consider on every project, but also because it ties directly into the core meat of system design - what causes your game to be challenging? What level of challenge is fun, and when does it become frustrating?
I find that it's actually a really interesting exercise to look at a game and see how you could make difficulty modes (if it doesn't have them) or make the difficulties more interesting. This is partly because you need to answer two very important questions - what is your core gameplay, and what are the core challenges?
To define those terms as I'm using them:
Core Gameplay - This is the dominant overall experience of the player throughout the game. Core Gameplay can be comprised of multiple parts (for instance, in GTAIV driving and shooting are both part of core gameplay), but it must always be interactive. So, cutscenes are not core gameplay. Additionally, in most cases core gameplay elements are connected and influence each other. For instance, take driving and shooting in GTAIV. If you drive expertly, you can sometimes soften up a target before you kill him by flipping his car or running him over. Or, if you have awesome guns, you can usually blow up his car before he gets a chance to drive off.
Of course, this is a great example of what is NOT core gameplay, too. GTA has a lot of missions where you're forced to just shoot or just drive, and these missions don't generally succeed in my opinion because they actually break core gameplay. GTA's core gameplay relies on choice and interaction between shooting and driving as gameplay elements. Taking either aspect out of the mix fundamentally alters what makes the game work and lessens the play experience (in general).
Core Challenges - These are the individual mechanics - be they mechanical, tactical, strategic, etc. that comprise your core gameplay. These are the things that you have to do in the game, and the sum of your successes and failures at these individual challenges determines your success or failure at the core gameplay as a whole.
For instance, in GTAIV some of the core challenges are Aiming, Ammo management, Proper weapon selection, Cornering, learning the handling characteristics of each car, etc.
Anyways, in my opinion games tend to offer the most interesting difficulty options when they rely on tweaking or even adding new core challenges without invalidating the core gameplay. A great example of this is Thief. Thief's difficulty options added new challenges to their already existing stealth gameplay. They didn't choose to increase enemy health (at least, as far as I remember) because that runs at cross purposes to their core stealth gameplay. Instead, they force you to not kill anyone. This makes the game's environment navigation and perception/awareness challenges much more complex, but doesn't really alter the core balance of the weapons and tools.
The reason why more blunt instruments, like just increasing health and damage, tend to fail IMO is that they don't actually make the game more challenging, they just mess up the pacing. I played an ARPG recently that scaled damage and enemy HP and rather than really being more challenging at higher difficulty levels, it just turned into a massive slog. That's something you really want to avoid at all costs... pacing is key to the game being fun, and hard doesn't mean frustrating or boring, it should mean challenging.
So for instance, if I were designing difficulties for GTA I would probably make the guns more differentiated and single purpose in harder difficulties (IE less general purpose, innacurate guns become more inaccurate, short range guns become more short range, etc.). I might make ammo more scarce, though that can risk hurting your pacing. I might even change the handling profiles of some of the cars to make them more swervy, and a little easier to lose control of. What I wouldn't do is reduce your car's HP or increase enemy HP. I feel like those changes would just make the game more frustrating/dull, not harder.
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About expected game-play experience, in RPG, rules are there to dictate the experience of the players, which is why the game masters need to interpret the meaning of the rules and have to decide which rules they are going to use in their sessions/campaigns. The core game-play of games which difficulty levels can be adjusted by decreasing/increasing damages to some extent is, of course, combat and it's condition for winning must be related with reducing the health/hit points of the opponents into 0. It is without saying that this mechanism was dominant in most of classic CRPG, which probably some players - even designers may still think in the same way even when thinking of games which core game-play should not be focused on that part.
However, the format won't work in a game such as Thief, where the core game-play is sneaking. I believe this is something to do with its design philosophy. For, I've gotten an impression that the designers from Looking Glass Studios tend to regard games as simulations* rather than following/rebuilding game-play formats of existing games, probably reflecting their film influence (Hitchc0ck and Kubrick come to my mind). They build the game-plays to enhance the imaginary experience of the players in the simulated environments. I think even the birth of sneak action game-play is just a sub-product of this process although it was kind of evolutionary for shooter genre, which core structures are still somehow related with reducing the opponents' HP before the protagonist's HP gets 0. Simply put, different rule-sets for different game-experiences. It's always necessary for the game-masters (and probably designers) to imagine what kind of game-play experiences they'd like to offer their players.
As for pacing, Thief allowed the players to play at their own paces. Even in hardest mode, the main character can be spotted numerous times, which is O.K. as long as he doesn't get killed although still fighting is not a wise option and stealth game-play is still intact. If the players choose such pace, the game may not remain so "stealthy", though.
Regarding to putting elements which interfere with core-game play and pacing, there are discussions about hardcore mode of FO:NV in the thread of these boards although the thread may be digressing as usual. The mode won't only increase the difficulty in an indirect manner but also it definitely affects the pacing at the same time, which is probably one of the reasons why NV team separated it from the difficulty setting. In the context of what I wrote above, it is more like adding a set of house-rules which enhance the simulation to create the sense of survival but the addenda won't make the game easier to say at least. I guess there are no clear-cut ways to separate the difficulty from these additional factors which directly or indirectly affect it. This tendency would become more complicated in more sandbox games such as FO3 and probably GTAIV (Sorry, I haven't played it)... You seem to have began to use brain scanners in development. Is there a way to find adequate stress level of the brains of the players, by which you may able to find out the sweat spot for us non-super-taskers of the balance between the core game-play and other game-play elements?
* Of course, by simulations, I mean putting the players in a shoes of other people who are in an interesting situation, which somehow cross over role-playing games. Some role-playing game-designers like Chris Avellone seems to see their games lacks some factors which, he seem to think, important for role-playing games mostly around choices of the players around NPC interactions, story development resulted from them, and character development. However, there are role-playing games of different breed such as Call of Cthulhu, where story proceeds through Lovecraft formula in which the characters try to combine in-world documents with their experience mostly in desperate situations...the simulated dilemma here is knowing too much is dangerous but the characters feel they must know. So, what can they choose?