I recently purchased the original Unreal as, to my shame, I had never actually played it up until this point. It was a bit of a landmark title for it's day and was the graphical powerhouse to beat upong it's release, though it seems to have been forgotten in favour of it's larger, multiplayer brother Unreal Tournament. But, for a mere AU$5.00, I thought 'why not?'.Now, I've been a gamer for nearly two decades and have played through some fairly difficult titles and have all but exhausted the FPS genre, so naturally I bump the difficulty level up to 'Unreal'. I like to be challenged, and I eat console FPSs for breakfast. Funnily enough, I was challenged - however, not just by the combat. The difficult adjusts the damage dealt and received, and in some places the number of opponents, however it doesn't change the level make up - and this is where I found Unreal to be the most challenging. Simply finding my way around some of the End-game levels was a lot more difficult than I had thought, and puzzles were down right head-scratch worthy. At first, I thought this was simply bad game design - a few had me stumped for quite a while - and a bit of a commentary on the progression the quality of the Video Games industry. Until I played it's sequel, Unreal II: The Awakening. While Unreal's difficulty was in it's 'puzzles' and combat, Unreal II basically handed you some guns and gave you things to shoot. I cleared Unreal in around 18 hours and was challenged quite often, however Unreal II took half that and provided literally no challenge of any kind.
Looking back at other games such as Half-Life, which was absolutely challenging - and still is, and their sequels such as Half-Life 2, which was better designed but was also a lot less challenging except for one or two moments, I feel that as time has progressed, games have gotten easier as a whole. Now, I'm not just talking about the dumbing down of game mechanics, I mean the actual challenge presented by the games of today. Looking back at the generations of yester-year, games like Sonic basically required you to memorise the entire game and be able to finish it without dying or making many mistakes. Flash forward to today, and games like Prince of Persia actually remove the ability to fail completely. Literally, you're unable not to succeed in that game. Is this something we asked for? Is this the natural evolution of our medium? In my humble opinion, no. Looking back at those older games, it was quite the achievement to finish one because of the challenge it presented. Seeing the ending sequence was the product of hours of hardwork and dedication, but boy did it feel good when you did it. If weren't good enough to be able to finish the game, you had to practice until you were. I remember weeks in front of a game called The Ninja on the Sega Master System II, and finishing it was one of the fondest memories I have as a kid because My Uncle and I spend hours memorising and practicing that game until we had it down cold. Sure, there were moments of frustration, but I'd be lying if I said it wasn't fun.This isn't just for lower-scoring games like Unreal II, however. Look at some of the biggest and best on the market, like Bioshock, and we can see this as well. Bioshock featured Vita-Life chambers, where upon death you'd be respawned instantly and off you go again. If you had half killed something, it remained half-dead while you were returned to full health and able to beat it to death with your wrench at no penalty. That is, if you died - the combat wasn't terribly difficult at it's normal setting anyway, and even at it's full difficulty the real challenge came from ammo conservation rather than from the difficulty of your opponents, a trick Resident Evil used to great effect back on the original Playstation. And yet, Resident Evil was still harder than Bioshock. There is obviously a fine line to walk between challenging and frustrating, but why are so many games failing to deliver the challenge that older games packed in spades?Maybe I'm a rare breed, but I think finishing a game should be something to proud of - something you actually have to put some effort into, however with that effort comes the pay off of the feeling of success. When I finished Unreal, I actually felt good, despite the ending being nothing more than a "you escaped - to be continued" screen. Compare this to Call of Duty 4, Bioshock or even Unreal II, where finish it generated more of a 'meh' than a fist-in-the-air-fuck-yeah! Is this the way the industry is headed as Video Games become more and more mainstream and make more and more money? Or should every person who picks up the game have a right to finish it without putting little to no effort in to it? Is the End Screen a right, or a privilege?
It is more satisfying to come home after a long day of menial work, start up your favorite game and
feel...
like...
a...
GOD
For an hour, than it is to be thrown around like a ragdoll whenever you are trying to relax.
For younger gamers, challenge is acceptable, for older ones, it is often a put-off.
Well, yeah, but they aren't triple A titles, like most EA and Activision titles, with huge production and marketing values. The ones you refer to, like STALKER aren't for everybody. OTOH, the ones that try to be are usually much more forgiving.
If you feelsoft, try this one: http://www.snotr.com/video/774
If you don't, try it too.
Well, its also an issue of design: the games of yesteryear were made to be just about You vs The Level Designer, whereas newer games give the player more freedom in what to do and how, and with that comes the requirement of good AI that properly reacts to players' decisions while not being unfairly unbalanced (sniping with a pistol et al). Heck, just look at Mario or Castlevania: there was no such thing as AI, only a movement and an attack pattern stuck in an endless loop. Do that in Halo, for instance, and the game would not only become ridiculously easy, it'd also be dull as heck.
And then there's the issue with many games' single-player modes being just a preparation for the multiplayer experience. Hard to make a challenging campaign for Warcraft III, and when 99% of those good enough to finish it spend all their time in multiplayer, irrelevant as well.
I can understand making games easier for the casual crowd. OK, I can deal with that. That's what the difficulty slider is for, god-forbid I buy a game that doesn't have one! What annoys me about most games today is that they are mind-numbingly short. Hell even some Western RPGs are heading this way. The other issue is most games have almost no replayability. The reasons above are why my main genres for gaming are 4X and RPGs. At least they tend to be long, in a good way!, and have replayability. FPSs are on my 'shit list' for almost always being too short, too easy and so not worth the money they charge for 'em. RTSs seem to focusing more on MP than SP. Too much twitch in them now. Too much 'make everything faster!!!11!'. RTSs also try too hard to balance the sides. As support for an RTS game goes on, all factions in that game look more and more similar, all for appeasing the balance gods. I can't stand RTS games that have factions that are completely different (ie, various alien species) and yet play exactly the same as the other factions. (Edit, this was not a slight against Sins. Though, I fear it's getting there) How utterly boring.
/my $0.02 and/or rant. Which ever comes first.
There is no denying that the past two Stalker games were quite seriously bugged on release day but they have been fixed. Your best strategy is to browse the community forums and wait for impatient players like me to give the feedback that things are working well, though that arguement is valid for most titles.
As a side note I decided to pre-order Operation Flashpoint2 the other day as I believe it will satisfy my desire to play more realistic games, that and it was cheap.
But do hard games sell? Don't forget, what the market wants, the market gets. Face it, most people want to be entertained, and not challenged.
Same here. I broke my right hand a few years ago and it didn't heal straight. Before that I was a real pro at Unreal Tournament, but now my mouse hand is too slow. I can beat the AI easily enough, but online play is frantic and you have to be a pro just to survive.
I find a lot of the newer games far too easy at lower levels, and the step up from easy to hard etc is nearly always unbalanced. What is needed is better AI, not an increase in difficulty by way of the AI cheating.
Supreme Commander: Forged Alliance (Online or play the cheating AI)
Arma II (Any part)
Farcry (Aircraft Carrier <shudder>)
Stalker (especially when you've run out of ammo)
The old Alien vs Predator
Reaching max level on Runescape (Not really hard persay just very very time consuming)
Grand Prix Legends (http://en.wikipedia.org/wiki/Grand_Prix_Legends)
Hard games do exist just sometimes people dont want a challenge, they want fun
This topic peaked my interest and I've posted a moderately lengthy response on my blog. I tip my hat to ZehDOn for his insight and perspective of modern game difficulty.
http://www.alexkaltsas.com/blog/2009/9/25/are-we-as-gamers-getting-soft.html
@ZehDon Isn't the Sonic Genesis Collection for the 360 undoubtedly the best 30 bucks you've spent in a long long long time?!
@Fuzzy Logic Years of Starcraft have ground my wrist into a pulp. I can't play anything for more than a couple hours now, and that's only if I have muh wrist brace. And I'm barely 30. I hope they have robotic wrist replacements in the next 20 years!
Two things about this statement: first, not everybody finds challenge fun, and second, challenge is relative. Just take a look at GC2's difficulty levels, with some people easily destroying Suicidal while others struggle with Tough (if not lower).
AI is getting better all the time, but there's still a limit on what you can do with it. When you reach that limit, the only way remaining to increase difficulty is to let the AI cheat
This is probably just another manifestation of the consolization and its consequent dumbing down of just about everything in gaming.
BTW, be sure to try UT 2004 if you want to play some Unreal online. The UT 2004 Onslaught and Invasion Monster Hunt RPG games are lots of fun and you can still find populated servers for them.
As I said before, Killzone 2 has actually managed to do this. In every difficulty level, the health and damage of you, your enemies, and your allies remains the same. What does change, is the tactics and accuracy of the enemies. On easy it takes them a while to line up a shot, but if one manages to hit you in the head then your back to your last checkpoint. Higher difficulties show the enemies not only being better shots, but also using cover more and flanking you, suppresive fire etc.
Now that is difficulty increase i'd like to see, unlike having to unload a full assault rifle clip to an enemy's head to kill him
New gamers are getting "soft" due to type of games they are being served these days...
Old school gamers are just getting fed up with everything and giving up entirely...
I have been playing computer and video games for more than 25 years and situation has never been so bad and shallow as it is now...
Only game I play for the last couple of years is Sins... Rest is not even worth a mention unfortunately
The new Wolfenstein was ok on "Death Incarnate" and it was a great game with some good boss puzzles.
Difficulty is how hard it is to finish the game. Period. Just because you don't like the source of difficulty doesn't change the fact that it's still difficulty.
If you find it easy, then it isn't difficult. It doesn't matter why you find it easy, the only thing that matters is whether or not it is.
It's not difficult, that's my point. Adjusting combat difficulty only makes the game frustrating for players who can't keep up, and annoying for everyone else as the game isn't harder, it just takes longer. Almost all FPSs utilise similar combat mechanics and as such the old strafe-dodge-and-fire method is flawless. Call of Duty 4 and Halo 3 require you to spend more time hiding than fighting thanks to their over-used health systems - I won't punish Halo 3 for using it though since the system is explained within the lore of the Halo Universe, and it was one of the major features of the original Halo. I finished Unreal and Unreal II without dying - both at their maximum difficultly levels - and yet Unreal was infinitly more challenging and a much, much better game as a result.I don't define difficulty as how hard it is to finish the game - several games are simply just long and take a really, really long time to complete; if you have limited time, they hard to finish and thus are they difficult games? Fallout 3, for example, isn't difficult in any stretch of the imagination - however it's hard to finish the entire game, especially if you have a limited time frame. Mind bending puzzles, level design that requires you to think - these make games difficult. Metroid Prime, for example, almost perfected the use of level design as a difficulty mechanic. The PS1 era Resident Evil games had great puzzles - with a little too much back tracking. Collecting all the hearts in the The Legend of Zelda: A Link to the Past was difficult - how many people got the one in the 7th Dark World Dungeon that required warping back to the Light World at just the right place? - and was fun. My point is, games aren't hard to finish any more. At all. They're built so any one can pick it up and see the end of it with only the combat serving as a difficultly mechanic, and if you're good at that - which most older gamer would be - then you're pretty much out of luck.
That's because puzzles in FPSs, or worse, RTSs stopped making any sense years ago. If I'm playing an FPS I expect to be challenged on my combat skills, if I'm playing an RTS I expect to win or lose based on my strategies, *not* on my ability to guess what the level designer expected me to do to proceed. If I wanted to do that I'd play a puzzle or adventure game, which yes are still getting made. And also, there's only *so* many broken medallions with stallion engravings you can put in a game without it being too ridiculous and affecting the player's sense of inmersion, ala Resident Evil.
Furthermore, any challenge you derive from level design is nonexistant in multiplayer, which is where most of the 'hardcore' gamers (the ones with enough patience to finish the game in the first place) spend all their time. So challenge has to be made by making enemies imitate what online players would do, meaning AI, which is hard to write properly and even harder to make it efficient enough not to be a detriment to the rest of the game outside turn-based games.
I get were you're trying to go. So, I ask, what do you think of Portal?
I think it has some of the best level design around, has a kickass feeling to it, and some challenging and ingenious puzzles. However, I don't think it as a hard game at all.
There are many great features available to you once you register, including:
Sign in or Create Account