Poll: Difficulty types in games.

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MazzaTheFirst

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Now this will seem like a straight forward question but I want to add a little more depth to it, like my graphics thread. [http://www.escapistmagazine.com/forums/read/9.199153-Poll-What-kind-of-graphics-do-you-enjoy-in-a-game#6509799] So this won't be a standard, "Do you play a game on hard?" sort of thread.

See, in games there are various difficulties and different ways of handling them. As in make enemies tougher, make you weaker, reduce items in the level, create more enemies etc. They are all different ways to add difficulty layers on top of each other for an overall structure. But when it comes to specific events or fights or even levels how can you excel one factor that makes it challenging but enjoyable. What I am trying to ask is, out of the following, which do you prefer? (Note I am talking about both specific level difficulty and difficulty setting challenges.)

Enemy Swarm:
Pretty simple; You walk into the room and instead of the regular groups of five or six baddies, there is maybe twenty, thirty or even more. This can be all at once or slowly flow in over time. This even ranges to one extremely dangerous and lethal enemy coming in packs. Good for crowd control tactics.

Enemy Damage Sponges:
Having fun cutting through those aliens with two shots? How about decapitating that zombie with a three hit combo? Not anymore. Let's ramp up the enemy health and resistances well past the original values. Suddenly the cowering foes found their actual armour instead of a newspaper shields. Mind you they aren't aware of this and will behave exactly the same as before so no real AI improvement here but you suddenly have a harder time cutting through the grunts. Good for prioritizing and optimizing attacks.

Enemy Skill Increases:
This is when the enemy suddenly can aim faster, react faster, do more damage and just generally play better. They may also have more resistance to damage, move faster, have access to more attacks but the difference is they know they can do all these new things and they will abuse it. They have an attack the player can't defend against? Spam it as much as possible if the player doesn't keep up the pressure. Good for building up general skill.

Item Drought:
You have to go to hell and back to get a single clip of pistol ammo. Remember how there were three power ups in this room on easy? Yeah only on easy, never at any other time. There is a single health kit in this level and you will have to punch a dinosaur to death before you can get to it. Rather then just increasing every enemies health and damage, limit what the player can use. This rewards hoarders who save everything up and punishes people who are careless.

Level Design:
This involves either traversing a very dangerous area while the enemy has clear shots at you. They have the high ground, they are in the bunker, they don't have to dodge the boulders coming down the cliff and they will abuse it as much as they can. Usually when you enter a new area you'll be at a very poor location and the player will have to make decisions to balance the odds in their favour. Best thing about this? It can apply to multiplayer.

Player Weakness:
If you have played any old school NES/Genesis/Atari game you will know exactly what this is like. The player is given a single health point. Maybe if the game is very forgiving you might find a shield or even a second health point. Everything can kill you in one hit. Or almost one hit. Or maybe the boss has an instant kill attack. Or a regular enemy has a super combo. Either way if you mess up a single time you are dead or so close to death it doesn't matter, no questions asked. Great if you are just that damn good and can prove it. Obstacle dodging is pretty cool as well if you pull it off.

Lack Of Checkpoints:
Depends on the player skill and the difficulty setting. A five minute room might be pretty simple, but every time you get to the last jump or the final enemy you mess up. Now the room wouldn't be so bad if it wasn't for the fact that if you mess up once, you have to redo the entire room. Every single little thing you did up to the end bad guy you have to redo every time you mess up. Made worse if there is a boss afterward and it doesn't checkpoint at the boss. Generally a trail and error sort of difficulty, which can be fun in its own way.

Bad Controls:
Okay, this isn't a real option. No game should have bad controls on purpose for the difficulty. But it is worth mentioning. I am sure you have all played a game where the controls could of been better.

Other:
Inevitably I left out something. I am not that savvy with every genre around so feel free to tell me which ones I have left out.

I got the idea of this thread while creating various levels for Doom, Alien Swarm, Warcraft etc. Now I generally try to make difficult campaigns sort of for myself, I like the challenge. But it comes to a point where I question myself, "Did I make these enemies too strong/weak? Am I spawning way to many or not enough? Is this an optimal level design? Did I give the player enough items to deal with this encounter? Is it fun with these levels of difficulty?" Every now and then I get other people I know to test some of my levels and I see they do struggle with bits. I want it to be fun but challenging. So I wonder which of these difficulty types is too extreme and what I can replace it with to make it more smooth.

So I ask you, which of these difficulty types do you prefer overall?
I tend to like Skill Increases. The game still feels the same but I know they have evolved to a point where I must get better.

Also a bonus question, when creating a level or game how do you implement difficulty? Even if you don't create levels or games, how would you like it to be implemented?

Truth be told I prefer to create levels where the player has every resource they need. Plenty of health and ammo and respawn points if applicable. But I try to counter this with increased amount of tougher enemies in good tactical positions in maps. In this way the player doesn't feel cheated out of the tools required to win, but they have to overcome a lot to pull it off. I don't like weakening the player ever.
 

Baron_Rouge

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Right, Demon's Souls has all of them except bad controls (in my opinion). The enemies also get more aggressive each time you die. There is one checkpoint per level. Some types of enemy have unlimited healing items. The game cannot be paused. I could go on.

For the record, Demon's Souls type of difficulty is my favourite. I love that game. Puts hair on your chest.
 

Rot Krieg

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I would say a combination of Enemy Skill Increase, Item Drought, and Level Design make for the best increase in difficulty. Personally, I would like to see more developers actually put time and effort into making harder difficulties. Things such as the level design changes, the enemies act differently and are far more skilled and aware of their own abilities. Most games just up the amount of damage enemies do and that's it.

Mass Effect 2 had a nice feature where on Insane difficulty, all enemies had armor and/or shields, giving insanity playthroughs a nice twist and demanding a very different play style than normal playthroughs.

See, to me, that's the real issue with difficulty. Higher difficulties shouldn't just be about making things harder. It should force the player to play in an entirely different fashion. A good difficulty increase can make an entirely different game play experience, whereas a poor one usually just makes it frustrating.

Also, I think that the lack of checkpoints method needs to be used very sparingly. In certain games, namely platformers and shmups where there is a pattern and the difficulty is derived from learning the levels and patterns, lack of checkpoints can work. In games like shooters, it's just tedious and annoying (I'm looking at YOU, Aliens vs. Predator). Even if it's not that difficult, having to repeat 45 minutes of work just because you screwed up once isn't fun OR challenging, it's just stupid. Like I said, it's iffy. Like any tool, it has it's uses, but it can be easily abused.
 

Extraintrovert

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Jul 28, 2010
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I voted for Enemy Skill Increases. Do I win?

In all honesty, none of these interest me. I flounder helplessly if the difficulty of a game is even slightly beyond my tolerance, cursing all of the traits listed, and at best I use the medium difficulty setting (and usually only after a playthrough or three). The reason I voted Skill is because it seems to be the most imaginative; for the others only one or two things can happen, but for this the enemy could change tactics every time the player faces them, and that appeals to me.
 

Proteus214

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Jul 31, 2009
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I chose "other" because it really depends on the context of the game, plus it's good to increase the difficulty using a combination of those. The best difficulty increases are the ones that just make the players pay attention to what's going on more so than they did on an easier difficulty. For example, an enemy may have a particular attack that isn't much of a threat on easy, but if you play on hard mode, you have to pay attention to it and avoid it as best you can.

In this way, you haven't added or taken away anything, but have instead just forced the player to change their tactics. It also makes it so that the player has the ability to practice on easy mode. The scenario is the same and the player can just use it to practice a hard mode tactic.
 

Ironic Pirate

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May 21, 2009
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Enemy Swarm.

Because it's more fun, you feel powerful. I fucking hate shooting someone thirty times before they die, there's no satisfaction. That's why I hate Halo.
 

Layz92

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Drought or design. All the others are just aggravating to have done to you. Those 2 are a seamless challenging way to do things.
 

Eagle Est1986

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Time Splitters 2 had it down the best.
Easy would get you a shorter level.
Medium would be pretty difficult but you could afford a few mistakes.
Hard basically meant you'd need to have a perfect run through to finish the level.
 

Vrach

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Jun 17, 2010
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Skill increase is obviously the best, although depending on the game and the situation/type of mob, increasing health, amount of mobs can be a good idea too.

Level design is always awesome for multiplayer balancing (love beachheads in Battlefield games) but can be used well for increasing difficulty in singleplayer too, although it's a little tricky to implement seamlessly and well.

Item drought is crap imo cause it's just taking away from the variety in the game, which is a stupid price to pay to make the game harder. Player weakness can just go to hell, experienced it recently in Jedi Knight games - tried to play em again on Jedi Master, highest difficulty, but it was just an exercise in frustration. It's ok to a point, but not to increase, but decrease difficulty - for lower difficulties, it's sometimes alright to add extra hp/armor/ammo/etc.

In the end, I can't really tell you one is the best, cause the best is usually a mix of them and some more ideas (don't have time to write up now) and is very dependent on the game in question, particularly the type.
 

FactualSquirrel

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Baron_Rouge said:
Right, Demon's Souls has all of them except bad controls (in my opinion). The enemies also get more aggressive each time you die. There is one checkpoint per level. Some types of enemy have unlimited healing items. The game cannot be paused. I could go on.

For the record, Demon's Souls type of difficulty is my favourite. I love that game. Puts hair on your chest.
I agree in the most part with this, apart from the low amount of checkpoints. If you ask me, it doesn't make it require skill, it just makes it long, especially with the trial and error type gameplay occasionally required. Aside from that, the game was awesome.

But if I have to go for one, it would be enemy skill increases, so that difficulty actually increases, as the other types seem to be copouts to me.
 

MazzaTheFirst

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Heh I can see I have probably made a bit of an biased argument towards Enemy Skill Increases. Fair enough though since it is actually more entertaining to fight overall better AI. But I don't think that can apply to every game. Serious Sam was built around Enemy Swarm. A game like Doom for example would probably go well with it as well. Then there are endless respawns on nightmare. I don't know if you'd consider that a 'fake difficulty' though.

Baron_Rouge said:
Right, Demon's Souls has all of them except bad controls (in my opinion). The enemies also get more aggressive each time you die. There is one checkpoint per level. Some types of enemy have unlimited healing items. The game cannot be paused. I could go on.

For the record, Demon's Souls type of difficulty is my favourite. I love that game. Puts hair on your chest.
I actually really wanted to play that game because I heard it was hard. But I don't want to buy a whole console for one game. =(

Layz92 said:
Drought or design. All the others are just aggravating to have done to you. Those 2 are a seamless challenging way to do things.
That is a good point. If you are destroying in one level but then five seconds later absolutely nothing is working it can be a bit jarring. The smoother you can make the difficulty curve the better. Unless you like to mess with the player completely. Swarms work well with this because it isn't actually changing the base gameplay you are just throwing more at them which can be understandable later on.

Vrach said:
Skill increase is obviously the best, although depending on the game and the situation/type of mob, increasing health, amount of mobs can be a good idea too.

Level design is always awesome for multiplayer balancing (love beachheads in Battlefield games) but can be used well for increasing difficulty in singleplayer too, although it's a little tricky to implement seamlessly and well.

Item drought is crap imo cause it's just taking away from the variety in the game, which is a stupid price to pay to make the game harder. Player weakness can just go to hell, experienced it recently in Jedi Knight games - tried to play em again on Jedi Master, highest difficulty, but it was just an exercise in frustration. It's ok to a point, but not to increase, but decrease difficulty - for lower difficulties, it's sometimes alright to add extra hp/armor/ammo/etc.

In the end, I can't really tell you one is the best, cause the best is usually a mix of them and some more ideas (don't have time to write up now) and is very dependent on the game in question, particularly the type.
Oh man, I know EXACTLY what that feels like with player weakness. Played the Force Unleashed and started on one of the harder difficulties. Getting two shot is not that fun.

But yeah, definitely a mixture of all of them, barring bad controls, should be employed. I also refrained from talking about a specific genre like FPS or RPG or Racing or RTS etc etc. I like to have a bit more of a general discussion about it. I guess the idea was pick a favourite genre/game and discuss how difficulty can make it better/worse/fun. Obviously a game like Serious Sam and then a game like Team Fortress 2 would be very contrasted in the way they handle things. Guess it is just up to the poster/reader to pick one they like and talk about it.

FactualSquirrel said:
I agree in the most part with this, apart from the low amount of checkpoints. If you ask me, it doesn't make it require skill, it just makes it long, especially with the trial and error type gameplay occasionally required. Aside from that, the game was awesome.

But if I have to go for one, it would be enemy skill increases, so that difficulty actually increases, as the other types seem to be copouts to me.
I have always hated a low about of checkpoints in games, especially in earlier games. But if you play a game like I Wanna Be The Guy on Very Hard or Impossible for example then the lack of checkpoints and trail/error gameplay do make the difficulty. But it is a very different kind of difficulty. Rather then forcing the player to get better or faster it is a patience game to gradually take the challenge step by step. I guess you can consider that fake difficulty but I like it in very specific games.

Edit: Hah, sorry for the huge reply guys. I like to read through every post and reply to a lot of them but seeing how I left this for a couple of days I had to make one huge mega reply. I'll try to keep it more spread out and individual.
 

Jark212

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Jul 17, 2008
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Enemy Skill Increases, also known as DAMN AIMBOTS!!!

They make me spam all my grenades...
 

migo

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Item drought is good, suddenly makes the game more realistic. Enemy skill increasing is also good, descent did this well where the robots would just move faster and shoot faster.
 

MazzaTheFirst

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migo said:
Item drought is good, suddenly makes the game more realistic. Enemy skill increasing is also good, descent did this well where the robots would just move faster and shoot faster.
True, item drought can be really useful while being seamless. But whenever I try to implement it there is a very precise mark to make it balanced. To many items and the skill aspect is gone. To little and you are creating a sort of fake difficulty because they don't have what is required to fairly win. I prefer to be on the over compensating side but increase the other areas of difficulty slightly.
 

MasterV

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Enemy Swarm. Nothing gives that epic feel than when you (or a group of friends in something co-operative) encounter an army of enemies who are lethal and dangerous, like a sea of death and emerge victorious!
 

sephiroth1991

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A more diffcult enemy AI/Skill for me, just makeing them stronger seems cheap, since i can use the same tactic but just more carefully.
 

thom_cat_

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I'm a level design nut, so I suppose that gets my vote. But enemy skill would be next.
I tend to think to amp up the difficulty usually you give the enemy more powerful weapons and make them move faster, maybe take a bit more damage. As long as they aren't stupidly damage resistant or have insta-kill weapons I'm fine with it.
 

MattyDienhoff

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Like the majority of you I also like enemy skill increases, especially when higher difficulties mean they use different tactics. In my opinion this is the best way of increasing difficulty, but takes more work on part of the developer to pull off properly which is why we don't often see it.