Tuesday, 18 April 2023
Reviewers and Marketing
Friday, 9 April 2021
Easy modes for Hard Games
Hard Games Should have easy modes.
The biggest draw of gaming and the gaming medium is it's propensity to entertain, and the biggest barrier in the way of that is accessibility. Whether we take that in terms of hardware accessibility, from scarcity or expense, software accessibility, from lack of preservation, or just natural accessibility. These are the chasms that we have to bridge over on our journey to bring entertainment to as many as possible. Sometimes this means making special provisions for the colour-blind, the visually impaired, the audibly impaired and so on and so forth. In the instance of the matter at hand; that means adapting the game to be playable by everyone of any level of skill, so that potential fans aren't turned off from a game they might love due to lacking the natural reflexes of another fan. Difficulty modes and adaptive gameplay make for experiences that all can enjoy and aren't exactly exclusive features to only casual games. Take Resident Evil 4 for instance, a decently tough and intense game at it's highlights, that's a game wherein resources will become more plentiful the more you struggle with the journey, letting people experience more of the content. Or how about X-Com Enemy Unknown, one of the most challenging tactical campaigns in gaming, they have difficulty modes all the way to the point where you can make several mistakes and still make a good shot of winning.
In particular this conversation relates to Dark Souls and the way in which it's reputation as a difficult game drives some more casual players away from it in the knowledge that there is no path catered for them. If they don't have the time commitment or don't want to take on that stress, they'll be barred from enjoying a franchise that many others consider to be one of the best ever made. By asking for an easy mode, it's not as though people are asking to be let off easy, they just want to feel as though they're still having fun when playing games and living the fantasy they come to the gaming world for. Why can't there be an easier mode wherein enemies don't hit as hard as they would, or the player naturally has more health, or the number of in-game enemies is reduced, or some combination of the three? What could possibly be the harm in letting more people play your game?
In my personal experience, I've never been especially great at tactical games, particularly those that require you to take control of an entire army such as 'Empire at War' and 'Divinity Dragon Commander'. I just don't have it in me to remember every single unit weakness and pair off team to team across a huge battlefield, so I end up resorting to overwhelming force like a coward. That being said, it's the grace of games like those, in offering easier difficulty modes where AI isn't quite as aggressive as in other modes, that I'm allowed to play these games anyway and really understand their unique allure. Without easy difficulty modes, I'd never have enjoyed Stellaris or Civilisation in the way that I have, and isn't it a crime for two incredibly formed series' like that to be cut off from potential fans? I certainly don't feel like I've experienced some lesser version of either of these games and putting the power of making the game as difficult as I'm comfortable with allows me to adapt and improve and, maybe, rise to the challenge of the hardcore levels one day.
There's several different ways to approach the creation of entertainment and satisfying your consumers, sometimes it's by making them contented and happy but, and this goes especially true for interactive mediums such as gaming, sometimes challenging them is the point. Don't get me wrong, most of the time it's never really a sound strategy to make a game that intentionally frustrates players unless you're actually making a troll game. (Cat Mario-for instance) That doesn't mean, however, that a game can't place itself outside of your comfort level, as long as it then gives you the space and resources to develop and reach that level. Games such as that, and my mind goes to some of the tougher rougelites seeing as how that's what I've had recent experience with, fall back on intrinsic development within the player and meticulously craft themselves in order to make that satisfying. It's by no means a simple proposition, and it would be nigh on insulting to say that difficulty games with an easy mode are the result of lazy developers, but a final game which can put up solid walls and let players, through determination and skill, crack them is always going to feel more rewarding then one which is just a sandbox for destruction and power fantasies. Those titles are fine, but they don't tell an intrinsic journey that ultimately improves the player by the end, not just the avatar they're controlling.
Bringing this around to Dark Souls, there we have a game which almost perfectly encapsulates this whole philosophy with gusto. At it's core the famous gameplay of Dark Souls shoots at being unforgiving, but blameless. Through tight controls, comprehensive inertia, telegraphing enemies and just consistent rules of play across the board, never once does it intentionally put you in a position where failure is it's fault, it's always your own. Is this stressful? At times. Can this be frustrating? If you let it. But in it lies a challenge, that if you give yourself the chance to preserve, learn and improve the game will give you your hard earned victory. Pulling away the consequences for losing, making mistakes less punishing or making the struggles less full, softens that eventual victory. Where's the relief in victory without the challenge to get there. And, I know it's kind of low blow, but struggle is sort of the entire point of the Dark Souls game as a work of art. It's not a power fantasy of blowing through this dark medieval world, but a journey from the bottom of the foodchain as a wastrel to the point of becoming a Lord. Thus an 'easy mode' would sort of betray the nature of the very game you're playing.
At the end of the day all anyone's wants to do is to spread their love of games to new experiences and try out the new hotness that everyone else says is great, but it can feel demeaning when you're just not in the demographic for that sort of game. Although, one could go so far as to say that's just the natural breakdown of consumers; some products are better suited to some types of people over others, there's nothing you can really do to please everyone and trying to often results in some of the most confused games of all time. (Resident Evil 6, for example) Maybe equating this situation to spreading oneself too thin seems odd to you, but I've always held the belief that when designing art it's of foremost import to be true to the work and catering for the audience should never override that. Does that mean some games are supposed to be prohibitively tough and there's nothing that should be done about it? Maybe, but that doesn't exactly sound right either. It's an argument of tug and pull that perhaps lacks a 'please everyone' option, but how do you fall on the conversation? Let me know in feedback.
Thursday, 11 July 2019
Speedrunning done quick
Some games enter the sphere of Speedrunning from genre's one wouldn't expect. Somehow the Resident Evil games are popular for Speedrunners despite being games that inhabit the horror genre. When I imagine Resident Evil, I imagine creeping horror with the occasional puzzle and a fair amount of jump scares; apparently some people just see a race course. 'Resident Evil 7: Biohazard' even went so far as to add a mode that was based around Speedrunning the length of the map with a timer in the corner counting your progress. 'Resident Evil 2: Remake' added a similar mode and a rotating quota of weekly challenges that encourage players to speed through the game in order to beat their posted times. Heck, even the original had some of it's secret weapons locked behind the players ability to finish the game before 3 or 5 hours. (I literally got 11 minutes away from the rocket launcher one time.)
Then there are the challenging games. The ones that foster a reputation for being tough as nails, harrowing experiences that only the stubborn and insane should attempt. Then a Speedrunner comes along and puts everyone to shame by finishing the thing in no time flat. Of course, I'm talking about games like Cuphead and Dark Souls. For some, the mere act of reaching the end is cause for celebration; but for others, they won't be happy until they finish Dark Souls 2 in 14 minutes. It could be argued that in situations like this the purpose of the game is lost but then the same could be said for any atypical method of play, couldn't it?
There are times, however, when it is more impressive to see how quickly someone can complete everything a game has to other, rather than how well they can pull off a wall glitch. That's when you start seeing % runs on 'Donkey Kong Country' or 'Crash Bandicoot'. For a completionist, like myself, this is where you get to see the real masters show you how it's done. Beating the game on it's own terms with all the pinpoint precision going into efficient root optimization and corner skipping. Perhaps I find myself more inclined toward this style of Speedrun because I remember beating 'Batman: Arkham Asylum' for a full 100% in under 6 hours one day. My own claim to Speedrunning fame. Although I'm sure that's not a patch on the actual record, I'm too scared to check.
I see Speedrunning as a very active way in which the gaming community has chosen to show their love for the world's best pastime. (I'm not Biased. Honest.) We show how much we care about these games by breaking them, simplifying them, and speeding through as quickly as possible. It's win win scenario. Gamers get a competitive element to their games that seems so much more worthy then the 'high scores' of yesteryear and developers get to have their games bought and played by more and more people eager to prove their Speedrunning skills. I may moan and gripe about how it's not the way I would play the game but at the end of the day that's not the point. Speedrunning is a sport for those perfectionists that like going above and beyond your average gamer, and they've built one of the most amiable competitive communities in entrainment around that niche. Now, that's praise-worthy all on it's own.






