So I've been playing a spot of Valkyria Chronicles lately, and it's a surprisingly difficult game. Part of it is that the game is just a bit wonky...it functions very atypically from most other turn based tactical games of its type. And part of it is that, well, the game is a bit "puzzley". Enemy forces and map layout are arranged in such a way to force a very specific critical path to success. There are mild ways in which one might deviate, but not if one wants to stay within the game's success parameters. You will do A and then B and then C, and if you try do C before B you'll fail. The game allows you to generously replay the mission as many times as necessary to learn said critical path to success, but in the end I imagine most successful run-throughs will look very similar.
This, IMO, is a bullshit type of difficulty. We'll call it "Forced Failure" difficulty, or "Difficulty by Rote". It's not that it isn't a KIND of challenge, I just don't find it to be a particularly interesting challenge. The Elven Legacy games functioned somewhat similarly, where you faced the dual pressure of overwhelming odds and time gated objectives, and failure to perform optimally meant weaker and weaker starts in subsequent missions. Hard? Very. Satisfying? Not particularly. You'll get there eventually, it's largely a matter of patience.
So I thought about other kinds of bullshit difficulty.
1. The AI cheats. This is typified by Civilization style games, perhaps most notoriously Civilization itself. The AI is bone stupid and barely understands the rules of its own game, but is gifted with enormous bonuses and/or gets to ignore the rules entirely, in a fashion that is immediately transparent to the player. It's hard, but it feels "gamey" hard. The masochism of knowingly playing against stacked decks.
2. One right way to play. It's not so much about strategy or tactics as following the single preordained path the developers created for you. Aside from the aforementioned Valkyria Chronicles, I'm reminded of things like The Last of Us and their sniper level, where the sniper doesn't even exist to shoot until you enter his room from behind, it's just a gun floating in space, shooting you.
3. Rubber banding. The AI will get bonuses at specific times, to give the illusion of narrow competition. Primarily seen in racing games, but exists in strategy as well (Civilization 5's shameful "espionage" comes to mind, where the most secure/powerful nation in the word will leak secrets like a hole-riddled dinghy).
4. Overly random. We're not talking XCOM "I missed on an 80% shot, is impossible" randomness, but "I will triumph or wipe based on this single utterly random event/dice roll that is outside of my ability to mitigate" randomness. Hearthstone's Unstable Portal is a good example of overly random determination of outcome.
5. Bags of HPs. Unique to RPGs, in which "harder" means the enemy is still hopelessly incompetent but now has eleventy billion HP. Not interesting difficulty, often results in numbing tedium.
So what are games that have good, or rewarding difficulty?
I thought about XCOM, most especially the original but to some degree the re-invention, which allow for tactical experimentation, punish sloppy play, but does not enter "end state" with a single botched mission.
I thought about Dark Souls, which suffers from a bit of "gotcha" forced failure but is otherwise an interesting mix of twitch skill and RPG build management.
I thought about a variety of "raiding" MMOs, which require one to replay a fight to learn the "right" way to do it, but unlike in a TBS you still have to execute it, which requires manual dexterity, resource management, and exquisite timing.
Can anyone else think of games that did difficulty "right"? Or other ways in which difficulty is handled poorly, or artificially? I don't view "hard" as a merit in and of itself. It's easy to make "hard". It's HARD to make a game difficult AND rewarding, where players are not punished for creativity or experimentation, and there are multiple roads to success.
This, IMO, is a bullshit type of difficulty. We'll call it "Forced Failure" difficulty, or "Difficulty by Rote". It's not that it isn't a KIND of challenge, I just don't find it to be a particularly interesting challenge. The Elven Legacy games functioned somewhat similarly, where you faced the dual pressure of overwhelming odds and time gated objectives, and failure to perform optimally meant weaker and weaker starts in subsequent missions. Hard? Very. Satisfying? Not particularly. You'll get there eventually, it's largely a matter of patience.
So I thought about other kinds of bullshit difficulty.
1. The AI cheats. This is typified by Civilization style games, perhaps most notoriously Civilization itself. The AI is bone stupid and barely understands the rules of its own game, but is gifted with enormous bonuses and/or gets to ignore the rules entirely, in a fashion that is immediately transparent to the player. It's hard, but it feels "gamey" hard. The masochism of knowingly playing against stacked decks.
2. One right way to play. It's not so much about strategy or tactics as following the single preordained path the developers created for you. Aside from the aforementioned Valkyria Chronicles, I'm reminded of things like The Last of Us and their sniper level, where the sniper doesn't even exist to shoot until you enter his room from behind, it's just a gun floating in space, shooting you.
3. Rubber banding. The AI will get bonuses at specific times, to give the illusion of narrow competition. Primarily seen in racing games, but exists in strategy as well (Civilization 5's shameful "espionage" comes to mind, where the most secure/powerful nation in the word will leak secrets like a hole-riddled dinghy).
4. Overly random. We're not talking XCOM "I missed on an 80% shot, is impossible" randomness, but "I will triumph or wipe based on this single utterly random event/dice roll that is outside of my ability to mitigate" randomness. Hearthstone's Unstable Portal is a good example of overly random determination of outcome.
5. Bags of HPs. Unique to RPGs, in which "harder" means the enemy is still hopelessly incompetent but now has eleventy billion HP. Not interesting difficulty, often results in numbing tedium.
So what are games that have good, or rewarding difficulty?
I thought about XCOM, most especially the original but to some degree the re-invention, which allow for tactical experimentation, punish sloppy play, but does not enter "end state" with a single botched mission.
I thought about Dark Souls, which suffers from a bit of "gotcha" forced failure but is otherwise an interesting mix of twitch skill and RPG build management.
I thought about a variety of "raiding" MMOs, which require one to replay a fight to learn the "right" way to do it, but unlike in a TBS you still have to execute it, which requires manual dexterity, resource management, and exquisite timing.
Can anyone else think of games that did difficulty "right"? Or other ways in which difficulty is handled poorly, or artificially? I don't view "hard" as a merit in and of itself. It's easy to make "hard". It's HARD to make a game difficult AND rewarding, where players are not punished for creativity or experimentation, and there are multiple roads to success.