Why Easy Games Fail Yahtzee's Game Theory
To quote Meatloaf, "Two out of three ain't bad."
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To quote Meatloaf, "Two out of three ain't bad."
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It would probably help people if they could separate "easy" from "simple." A game doesn't have to be one to be the other.Yahtzee Croshaw said:Why Easy Games Fail Yahtzee's Game Theory
To quote Meatloaf, "Two out of three ain't bad."
Read Full Article
That's why it's quite strange that Yahtzee called Dark/Demon's Souls too hard. In essence, it provides him with what he says is a good balance between context and payoff. I think it was just because his schedule is too pressed in order for him to be able to spend a lot of time fighting through the challenges.Yahtzee Croshaw said:"because as frustrating as replaying the same section over and over again can get, no one will remember that frustration once they've actually gotten past it, and their satisfaction with their achievement increases the more attempts it took. The more frustration one builds up the more pleasing it is to all drain away, it's like putting off having a wank for a day or two."
I think the problem with Dark Souls is that some of the bosses/areas are slightly cheap when it comes to "skill". Most of the game was quite good, but several places were a bit ridiculous. I loved the game, but some of the bosses were just tuned a little too high, Four Kings comes to mind, and the only way I beat Ornstein and Smough was waiting for an hour or two until someone finally joined my game. When I finally did beat them it didn't feel nearly as gratifying as beating someone like Sif, or the Capra Demon. Coupled with the fact that you lost pretty much everything on death, and had to play the super careful game if you had a lot of souls saved up on that first death made quite a lot of the game more harrowing than was necessary at times. And don't get me started on Plague Town or the super dark underground section that I forget the name of. Awesome ideas, but I'll be damned if I didn't have to stop playing for long spurts of time because of those sections.irishda said:That's why it's quite strange that Yahtzee called Dark/Demon's Souls too hard. In essence, it provides him with what he says is a good balance between context and payoff. I think it was just because his schedule is too pressed in order for him to be able to spend a lot of time fighting through the challenges.
But didn't demon's souls/dark souls sucessful BECAUSE it was hard? The fact that it was so hard made a breath of freash air in the current market . It's a case of right place right time in my opinion . Hypothetically speaking , if every game was as hard as those two ,they probably wouldn't have been so sucessful . There definately is a market for difficulty games right now due to the lack of hard games .5ilver said:Look at the current best-selling games. Modern Fps garbage, WoW and similar MMo's and RPG #1742674. What do these all have in common? They're really easy. The only difficult and somewhat successful game I can think of is Dark Souls.
I like this, I really have nothing else to add to this. I think Yahtzee's game theory could use this as an addition of some sort.Dastardly said:It would probably help people if they could separate "easy" from "simple." A game doesn't have to be one to be the other.Yahtzee Croshaw said:Why Easy Games Fail Yahtzee's Game Theory
To quote Meatloaf, "Two out of three ain't bad."
Read Full Article
Easy/Hard depends on the ability of the average person to quickly overcome the challenge in a given situation. Simple/Complex depends on the number of tools and pathways and obstacles available to the player (basically, the number of 'moving parts'). To my mind, a game's Easy/Hard index should ideally be the opposite of its Simple/Complex index.
While I didn't play it, your description of Ninja Gaiden leads me to believe this game was both easy and simple -- not much of a challenge, and a very small number of ways to beat it. Easy + Simple = Boredom. And then you've got the Souls games -- hard and complex. A recipe for frustration.
Compare that to your "intentionally difficult" games, which usually have a high degree of challenge, but pretty simple controls and mechanics. Yeah, it's frustrating, but you get a sense that you're thiiiiis close to grasping it -- your failure is a result of you just not having it yet, not the game being stupidly obtuse.
And then you've got games like Dead Rising. It's a pretty easy game (excluding the occasional curve-breaking boss fight). Basically, bash the slow-moving zombies. But there are so many different ways to do it, and that makes it a different kind of fun. Easy (in difficulty), but Complex (lots of moving parts).
In not so many words, you've got games that don't have much going on, but what's going on is crazy difficult, and you've got games that have a lot of easy stuff going on. Two different kinds of fun/challenge balancing.
Basically this.krazykidd said:But didn't demon's souls/dark souls sucessful BECAUSE it was hard?
I like this. And then, when you have a fanservice-y (in the non-sexual sense) moment in a series, that also applies to Indulgence because of the Context. For example, shooting bottles with Garrus on the Citadel in ME3: the context tells us why this is awesome, then the indulgence kicks in and we all collectively squee.remnant_phoenix said:As an alternative label for "gratification," I recommend "indulgence."
The examples that Yahtzee uses for "gratification" (mowing down tons of easy squishy enemies, running over civilians in GTA, hitting people with a purple dildo-bat in SR3) all involve indulging some desire or fantasy that can be enjoyable even if there is no challenge or context in the matter. The fun comes from the indulgence, so I say it comes down to Context, Challenge, and Indulgence.