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  Challenge in Games: Everyone Hates Nathan
by Trent Polack on 04/13/09 02:00:00 pm   Expert Blogs
8 comments Share on Twitter Share on Facebook RSS
 
 
  Posted 04/13/09 02:00:00 pm
 

Resistance 2 is a first-person shooter which doesn't seem to understand what era it was released in. There are moments in the game where a player, in the role of Nathan Hale, is walking through a forest, the screen will shake and some loud footsteps will occur for about a second, and then an enemy will break out of his camouflaged state and deal one brutal swipe to the player, killing him instantly.

There are platforming segments where falling in the water (water that can be swam in) will result in instant death due to an invincible alien dolphin that eats players. Worse than all of this, though, are the numerous combat encounters where the game will attempt to constantly "raise the stakes" by throwing more and more varied enemies at the player at once in a large set-piece battle.

One big, bad, challenging spider robot was done an act earlier, so now the player will be tasked with killing three big, bad, challenging spider robots all whilst killing the various grunt enemies that litter the battlefield. Once spider robots one and two are down and the rocket ammunition is gone, then the final spider robot must be killed while swatting off drones that hover around the "safe area" that seem to do more damage than most of the other enemies in the game. There may or may not also be aliens using a weapon that can shoot through walls, making any cover from the spider robots and the dozen drones useless.

There has always been a fine balance in gaming and game design between challenge and frustration. As game designers, we want our players to constantly feel like their personal level of expertise within the confines of a given game or genre is always put to the test without allowing the player to fail that test (or at least to fail it often).

If a player is playing a game as intended and isn't missing some fundamental gameplay principle or mechanic, we don't want to frustrate that player for playing the game as intended. The ideal scenario is that we want to challenge gamers, not frustrate them.

Challenge is a term that the gaming and game development collective all use and practice, but is theoretically relegated to some nebulous understanding. Challenge is the intentional introduction of gameplay forces that work against player progress as a means of encouraging skill growth or adding meaning to player achievement.

If challenge is thought of as a force that impedes player progress for purposes that are beneficial to the player, then a primary reason would be enforcing a certain skill requirement that forces players to either learn new mechanics or think of new strategies of play.

Designers don't want players to necessarily feel like they're better or smarter than the game at all times, or else we're ruining a player's sense of interest or accomplishment by constantly diminishing the meaning of their actions. And since challenge is the intentional introduction of frictional forces between play and progress, frustration can be a byproduct of the unintentional or undesired application of challenge elements into a game.

In Resistance 2, the player's progress through the game is marked by increasingly more "epic" set-piece battles where the game attempts to out-do its earlier efforts. This boils down to there being more and more varied enemies in a given battle that generally takes place in an increasingly large arena of battle.

This is not in and of itself a problem for the player; in fact, it's generally an accepted method of progression to task the player with increasingly more dangerous and difficult scenarios as he makes his way through the game. The main issue with Resistance 2 that makes these set-piece battles is that enemy awareness for the player's presence completely defies expectations in its sensitivity and focus.

When a player enters a major battlefield passively or peacefully in an attempt to get to cover before taking major action then his perceivable consequence would be one where all battlefield actors continue what they were doing when the player entered the arena -- if an enemy was attempting to kill one specific allied unit, that enemy would continue to engage in this activity.

When a large quantity of enemies actively appear (because appearance is what matters, if a player does not and cannot know the reasoning for an action then it is irrelevant) to break off their current activities in order to target the player, the game instantly becomes an consequence-defying experience.

Theoretically, the distinction between challenge and frustration is pretty clear: challenge is good, frustration is bad. Practically, the difference between the two concepts is anything but pronounced and can either be a result of poor balancing and design or simply a player who has an unexpected style of play that the game is unable to course-correct. In the case of Resistance 2, the frustration comes out of a game which relies on cheap enemy tactics to unnecessarily supplement the intrinsic difficulty of the scenarios that the game supplies.

Do games still need need to be difficult? A great deal of the up and coming game developers and designers, myself included, are of the mindset that the games we all grew up playing are more intentionally challenging than a majority of current games. This is kind of a straw man in and of itself solely due to the fact that anyone who was around to play the games ten or twenty years ago has undoubtedly increased their gaming skills over ten to twenty years of playing games. Though, with that said, there is a still a truth the claim: older games were harder, but not necessarily because they were more challenging.

Take the beginning of Super Mario Bros., the NES original, as an example. The very first few seconds of the game charge the player with bypassing a goomba enemy. Within the scope of the game, this event requires the most trivial of actions by the player, but if, for whatever reason, a given player was having a hard time bypassing this enemy and died three times, then the game was over.

If the player died twice and had one left, then that player's progress through the rest of the game is going to be more difficult than a player who progresses past that first goomba with all three lives. Should the game be challenging because one player didn't know the necessary gameplay mechanics and lost one of his starting three lives in learning that he has to jump over or stomp on the goomba to pass a certain area?

The concept of giving a player a finite number of "lives" with which to progress through a game has gone by the wayside for genres of games that don't intend to thrive on a sense of retro gaming or nostalgia as part of their appeal. In general, this is for the best.

Arbitrarily limiting a player's attempts at gameplay progression (a concept born out of coin-operated arcade machines) is a design ideology that is no longer required to challenge players and, instead, simply frustrates players. Games that requires players to manage lives, eventually, caused players to continually abandon their progress through a game because they could get past a leg of gameplay without losing one of those finite lives that would come in handy later in the game.

If we're making a game that aims to challenge players, this is not behavior that we want to have challenged. We want to challenge a player's skill at the game, not their ability to perfect an early leg in the game so that they had more attempts at later levels or bosses.

A lot of games are attempting redefine the way in which players are challenged. Far Cry 2 encourages player experimentation amidst challenging scenarios by offering the player an in-game buffer through a mechanic that allows a player's "buddy" to rescue him/her when on the brink of death (thus eliminating the player's need to reload or restart from a checkpoint).

The recent Prince of Persia game eliminates death entirely and the challenge in the game comes from performing a series of gameplay elements more fluidly. Fable 2 allows players to die but instantly resurrects them, creating, as Jonathan Blow coined it, faux-challenge. Flower makes a player's actions important and meaningful purely through the way the player reacts to the game world and the sense of flow that is earned through skillful gathering of flower petals; the game does not even provide the player with a failure state.

Challenge is not a bad quality of games, but it's given the success that the aforementioned recent games have had at changing player perception of challenge it is not a quality that all must possess. The worst way to foster player creativity and experimentation in games is to actively work to punish them when they go off-script.

There is no reason that games should attempt to limit a player's ability to progress simply because that's how designers and players are trained to think of games. By rethinking the way that games challenge gamer skill, new attempts at making a player's interactions with their games meaningful can arise.

 
 
Comments

Bob McIntyre
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Simply erasing the players mistakes (as in Prince of Persia) is going too far, though. There's a balance to be struck between two extremes. On one hand, forcing the player to replay the entire game if he or she makes a single mistake is way too frustrating. But erasing the player's mistakes instantly and without penalty of any kind is patronizing, unchallenging, and boring. The player has no incentive to play well if there's no consequence for failure. The problem with older games is that they punished the player way too hard.

Super Mario Brothers 3 had a good balance. If you lost all of your lives (in a two-player game), the worlds that you completed were put back into play, but the worlds that the other player completed were not. There was a penalty, but it didn't kick you out of the game, undo the other player's progress, or send you all the way back to World 1-1.

Trent Polack
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I've actually always been a fan of checkpoints as they are employed in a number of recent first-person shooters. If they are well-placed, then checkpoints offer a way for a player to try a given stretch of game an infinite number of times, so the challenge of that stretch is dependent only to the contents of that portion of gameplay (unless, say, the player has no ammunition and there is a dearth of ammunition in the stretch of game).

My primary point is that designers shouldn't make games challenging to make them challenging since that's what we're accustomed to experiencing as gamers (such as the soul-crushing days of Ghouls and Ghosts, Super Mario Bros., etc.).

Armando Marini
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I have always been a fan of games who adjust the level of difficulty to suit the player's current difficulty. Crash Bandicoot was well done in this regard. If the player repeatedly failed, the challenge for that area was lessened. I preferred that to God of War where the challenge was adjusted for the remainder of the game, although I still preferred this to no change at all.

Bob McIntyre
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I really dislike having the difficulty adjusted involuntarily. If I'm struggling on something, I want the feeling of accomplishment that comes with victory. If I want to bench-press a heavy weight or run a certain distance in some amount of time, I don't want you to stand behind me and help with the weight, or give me five steps for free before you start the timer. I want that challenge to stay there so that I get better and earn it. It's patronizing and degrading to turn down the difficulty. What the game is saying there is "you're never gonna get it right, and I'm tired of watching you fail, so I'm not even going to let you try anymore."

I don't mind the God Of War approach, asking "would you like me to turn this down" after I fail repeatedly. At least there I can say "no, don't turn it down, I'm gonna get this." It's a little demoralizing to be told "hey, you sure are failing a lot!" but at least I get to decline.

Blake Nicholas
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Here are examples of challenge and frustration in my opinion. Notice the difference.

Challenge - Me (my avatar) walks down a corridor, a sign is planted in the ground that says 100 enemies up ahead in the arena, be prepared. I walk a little further, prepared for anything. I finally reach the arena entrance and before I step through I get ready for anything. Right as I step through I get attacked and have to react. I react too slow and die. I was challenged, and I failed. I am not frustrated.

Frustration - Me (my avatar) walks down a corridor, nothing in the corridor really, I continue on. I walk further down the corridor noticing that there is an entrance to an arena in view. I reach the arena entrance and I step through. Right as I step through I get attacked and have to react. I react too slow and die. I was challenged, and I failed. I am frustrated.

The difference is obvious. In the challenge scenario I was prepared for what was going to happen and I had time to prepare myself in any way that I needed to. As a result of this when I do finally fail, I have no one to blame but myself. In the frustration scenario I blame the designers for killing me.

This little example, I think, shows where frustration stems from, lack of control. So apply this little example to every "challenge" our game presents and you can see that for a challenge to not be frustrating the player has to know it is coming. The other part of that is that the player has to be trained on how to handle whatever they are told is coming. So not only do you have to tell the player of the challenge before it arises you have to prepare them for it prior to the first encounter with that challenge.

This takes a tremendous amount of planning and work to balance a game to be challenging without being frustrating. From things like controls, to ensure that the way you teach them to deal with a challenge is reliable. To things like camera, to ensure that no untold challenges arise when a camera acts unpredictable. To things like proper training for all challenges. To things like proper warning prior to all challenges. I think that checkpoints and rewinding (prince of persia) are nothing more than lazy ways to get away without proper challenge design.

Ideally the perfectly crafted game would be hard, very hard, but it would also be possible for a first time player to never "die" throughout the entire game. Imagine a game that you died in one hit, but where it was possible for a first time player to never be hit because they were trained and warned properly throughout the entire game, that would be a perfectly designed challenge of a game.

One thing I got from your article and you is that you think ALL games should be designed like that though. That isn't what I'm saying at all. I'm saying there's room for all types of game design methodologies in relation to challenge and frustration. Because honestly some gamers even enjoy frustration, so frustration itself isn't even a bad thing to everyone.

Trent Polack
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"One thing I got from your article and you is that you think ALL games should be designed like that though"

I actually rushed the end of this article where I meant to expound further on the joys of games that do frustrate, but that's not a reading of this that I meant to convey. I think there is a very profound joy in games that frustrate gamers, but I also consider that, for the most part, I'm pretty good at most types of games. When I played Ninja Gaiden 2 on its "normal" difficulty, there were moments where I found the game frustrating but I still enjoyed the game immensely to the point of it being one of my favorite games of last year. That said, if there were points where I got frustrated from a game that I expect to be frustrated at, I can't imagine how less-skilled players would deal with the game.

Ninja Gaiden 2 is, I think, a game that intends to be frustrating, but there are instances in the game where the frustrating is coming from elements that I don't feel are intended to be frustrating (like continual attacks from ghost fish in one level while swimming/dealing with a boss). Those moments don't really contribute to someone's enjoyment of a game and overcoming mild frustrating isn't an achievement. Those are the situations I think that all games should avoid.

Seppo Helava
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I hated Resistance 2 as much as I hated Too Human.

It seemed like in Resistance 2, the solution to every problem a designer faced was, "Kill the player." Can't figure out how to make sure a player can understand where to go? Kill 'em. Can't keep them from getting around some obstacle? Kill 'em. Want to try to create a huge, epic boss fight, but can't make something nonlinear enough that it can respond to a wide variety of player actions? Just kill 'em. Kill 'em in one hit. Kill them with invisible enemies. Kill them by running a timer that they can only outrun if they know the trigger's about to get pulled. If you can't make something understandable the first time? No problem - kill the player, and make them do it again.

I wanted to much to like the game. I love Insomniac's previous games (though admittedly, I haven't played R1 - R2 was the very first PS3 game I got), but R2's ridiculously poorly designed AI, the overwhelming number of one-hit or practically unavoidable deaths, the lack of any illusion that the AI behaved realistically, and had any realistic awareness of the player, rather than just being triggered to MURDER NATHAN HALE (IN ONE HIT IF POSSIBLE) was horrible. It utterly destroyed the experience, and though I finished the game, I did so only because I kept hoping the game would suck less than it did.

It was obviously the result of the hard work of many people - many people who did a spectacular job. But the game's design... I'm sorry. It was awful. As a single player game, it's one of the worst shooters I've played in recent memory, and in terms of petulant, obnoxious design decisions, easily in the running for worst of 2008. Sorry.

Matthew Woodward
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In response to Bob McIntyre, I don't share that view on Prince of Persia. The most valuable thing I have as a busy, employed gamer is my time. Every time I fall off that ledge and Elka flicks me back to wherever I was before, I have to run that section again. And again, and again, until I get it right.

If I just made a minor slip-up, then I lose very little, but I don't see a lot of value in being overly penalized for a little mistake. If I'm genuinely having trouble with something, then I have to keep doing it until I get it right. The mechanic doesn't stop me from having to successfully complete particular sections.

What it does do is stop me from having to repeat sections that I've already mastered (as a checkpoint system would, and indeed DID in Sands of Time to my repeated frustration), or from having to hammer quickload constantly. Both of these things detract from my playing experience, and I'm grateful that the game lets me avoid both these bugbears.

That said, I'm careful in saying that I'm not sharing your point of view, rather than disagreeing with you. A lot of people play games to be challenged, but I'm not one of them. I generally play games to experience them, and while overcoming challenges can be part of that experience, they're a means not an end. I suspect I'm in the minority on this - at least as far as web commenters go - but it also wouldn't surprise me if there was some loose correlation between "likes a challenge" and "likes to get involved in certain types of discussions on the internet" leading to under-representation of certain gameplay preferences in web discussions. Food for thought at least.




Also, on an almost-related note, I'm continually surprised why more games don't use the progressive difficulty system from Pirates!, because it's impeccably designed.


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