So I'm going to throw this out and say no one here has played Klocki, If not than here's a like to the web version: http://www.kongregate.com/games/targaciej/klocki and the version on steam: http://store.steampowered.com/app/499440/klocki/
So, how long did it take you to finish it? If it took you a long time [or if you used a walk through for some of the tricky parts] then I'd say it was difficult. If it took less than an hour or two, then I'd say it wasn't to hard, maybe easy even.
So why did I ask you to play it? Well, I was interested. More or less because of the nature of the game and how people see difficulty when playing video games, more specifically puzzle games.
Some people will be able to breeze past puzzle games as if they were nothing. Others may have some difficulty. [Mostly due to the puzzles themselves, if the game it broken than that's more or less the dev's fault for making a broken game.] And I think difficulty in video games is interesting to say the least, As not everyone has the same experience. Some thing the game is too hard and needs fixing to help it; Others may think the difficulty is fine and doesn't need to be adjusted and is fine how it is. And this is important because f how difficulty changed over the years.
Way back when, hard games were a must in the arcades as to get more money from consumers. And this leads to one generation being born with experience of harder, more arcade style games where difficulty can spike or drop off at any time. Other's may be born into a generation where difficulty is able to be chosen and customize-able. Where it's possible to adjust the game to there liking. These two generations also have conflicting ideas on difficulty in games. And this isn't just seen in video games. Movies had this phase as well and could still be in this phase for all we know. The idea of too much or too less gore, nudity, and Swearing in may eyes.
Klocki in my eyes is an idea of difficulty being selective in the best way possible. The game changes and gives new ideas to play around will and prepares the player for the next bigger, more challenging level. With mechanics similar to that of the last level. And it's overall seen as a not so challenging game. It just takes critical thinking to solve these problems.
Now what's a bad idea of difficulty in my eyes? The Dark Souls franchise.
Ok ok, put down your pitchforks and hear what I have to say. Ok? Ok.
The Dark Souls Franchise [ie 1 to 3] are notorious for being extremely hard games, giving many players a hard or unfair fight. But to some it's not hard at all and is just a normal game to them. This leaves a disconnect to other players on what's agreeable or disagreeable. Like to some the first boss of DS 1 Is very easy and is, well, The first boss of a game. To others [Many others may I add] It's unfair and cruel. This leaves a disconnect between what's a good game difficulty and what's awful. For example, There is one side-objective in Dark Souls where if you dodge roll in the right spot, You land in a nest. Then a bird picks you up and then takes you to a new area. Now,ask me this. How would any sane man find this out the first run? And without accident? Only people who have played through the game and are coming for a second run. Or they looked up a guide. Now this isn't inherently a bad thing. Sometimes the game can give you clues as to solve questions. Others give you nothing but your own wits to solve. It's the same idea of detective or riddle work. To some it's easy, To others not so much. And I don't fault people for looking up guides for things. As said too many fucking times here. Difficultly is subjective. So finding the happy medium can or could lead to a better game than a notoriously Easy or hard game. As it leads to more people buying the game and enjoying it than it being too easy or too hard.
But of course, finding it is the hardest part of it. Finding if the game is a good mix of difficulty can be hard without help or other people working on the project. Like a final boss can by easier then the journey or level getting there, or it could be swapped to where the journey was an easy experience as to where the final boss can be the worst thing about it.
So, Back to Klocki. It works as a game since it doesn't take too much time to finish, while it also has a lot to learn and figure out by using simplistic ideas. And by having enough levels that mix the idea up, but also keep it interesting till the end.
What's your idea on video game difficulty? What do you think is the right way to have difficulty in any game you play without it being ether a mess or flat out unfair and uninteresting?
So, how long did it take you to finish it? If it took you a long time [or if you used a walk through for some of the tricky parts] then I'd say it was difficult. If it took less than an hour or two, then I'd say it wasn't to hard, maybe easy even.
So why did I ask you to play it? Well, I was interested. More or less because of the nature of the game and how people see difficulty when playing video games, more specifically puzzle games.
Some people will be able to breeze past puzzle games as if they were nothing. Others may have some difficulty. [Mostly due to the puzzles themselves, if the game it broken than that's more or less the dev's fault for making a broken game.] And I think difficulty in video games is interesting to say the least, As not everyone has the same experience. Some thing the game is too hard and needs fixing to help it; Others may think the difficulty is fine and doesn't need to be adjusted and is fine how it is. And this is important because f how difficulty changed over the years.
Way back when, hard games were a must in the arcades as to get more money from consumers. And this leads to one generation being born with experience of harder, more arcade style games where difficulty can spike or drop off at any time. Other's may be born into a generation where difficulty is able to be chosen and customize-able. Where it's possible to adjust the game to there liking. These two generations also have conflicting ideas on difficulty in games. And this isn't just seen in video games. Movies had this phase as well and could still be in this phase for all we know. The idea of too much or too less gore, nudity, and Swearing in may eyes.
Klocki in my eyes is an idea of difficulty being selective in the best way possible. The game changes and gives new ideas to play around will and prepares the player for the next bigger, more challenging level. With mechanics similar to that of the last level. And it's overall seen as a not so challenging game. It just takes critical thinking to solve these problems.
Now what's a bad idea of difficulty in my eyes? The Dark Souls franchise.
Ok ok, put down your pitchforks and hear what I have to say. Ok? Ok.
The Dark Souls Franchise [ie 1 to 3] are notorious for being extremely hard games, giving many players a hard or unfair fight. But to some it's not hard at all and is just a normal game to them. This leaves a disconnect to other players on what's agreeable or disagreeable. Like to some the first boss of DS 1 Is very easy and is, well, The first boss of a game. To others [Many others may I add] It's unfair and cruel. This leaves a disconnect between what's a good game difficulty and what's awful. For example, There is one side-objective in Dark Souls where if you dodge roll in the right spot, You land in a nest. Then a bird picks you up and then takes you to a new area. Now,ask me this. How would any sane man find this out the first run? And without accident? Only people who have played through the game and are coming for a second run. Or they looked up a guide. Now this isn't inherently a bad thing. Sometimes the game can give you clues as to solve questions. Others give you nothing but your own wits to solve. It's the same idea of detective or riddle work. To some it's easy, To others not so much. And I don't fault people for looking up guides for things. As said too many fucking times here. Difficultly is subjective. So finding the happy medium can or could lead to a better game than a notoriously Easy or hard game. As it leads to more people buying the game and enjoying it than it being too easy or too hard.
But of course, finding it is the hardest part of it. Finding if the game is a good mix of difficulty can be hard without help or other people working on the project. Like a final boss can by easier then the journey or level getting there, or it could be swapped to where the journey was an easy experience as to where the final boss can be the worst thing about it.
So, Back to Klocki. It works as a game since it doesn't take too much time to finish, while it also has a lot to learn and figure out by using simplistic ideas. And by having enough levels that mix the idea up, but also keep it interesting till the end.
What's your idea on video game difficulty? What do you think is the right way to have difficulty in any game you play without it being ether a mess or flat out unfair and uninteresting?