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»Common Sense: Difficulty is Hard
  "Jeremy Parish, go f**k yourself."

Admittedly, as both a writer and reader of game reviews, I've gained a set of annoyances in regard to most reviews. While most of them are minor and generally rare in most game reviews and articles, there is one annoyance that reigns supreme: complaints about the difficulty of a game. Be it about a game's ease or difficulty, every comment revolving around a game's challenge generally pains me, with the sensation being similar to swimming through a pool filled with lemon juice after falling face-first into a pile of razor blades. Of course, I've never felt this sensation in reality, but common sense dictates that it hurts like hell. The fact is that this bias against games that are "too hard" has affected me at least a few times, through the Mega Man Zero series, and more recently and importantly, Ultimate Ghosts 'n Goblins.

In order to understand the anguish caused by such moronic statements that can be summed up as either "OMG diz gmae is 2 hrad lolololololololll!!1#2" or "This game feels like it was made for three-year-olds! How could someone take such a mind-numbingly easy game to [insert child-oriented franchise here]?” one must delve into the psyche of the critic himself. Ranging from the morons who spam message boards with messages compiled of bad syntax and worse grammar, to the most seasoned professionals who use their experience and long history in the field to rend anything that didn't come out at least 10 years ago. Simply put, what a critic generally wants is a paradox. A game that doesn't waste the entire budget on graphic design, but offers great eye candy, even compared to what's available five years from now. A game that is deep and involving, but can also be picked up and played. Of course, the thing that most video game reviewers are extremely critical of, the game's learning curve. This is what either makes or breaks it in terms of gameplay and fun factor. If a learning curve is too steep, the game is too hard. If it's too flat, it's too easy. There is an ideal balance between the two, but frankly, I haven't seen any game achieve it.

The main problem with the way some critics review a game's difficulty is the fact that they don't take into account a game's audience when factoring in the game's difficulty. A game that is intended for children is going to be easy, at least in the traditional sense. On the other hand, a game that is a sequel to one of the hardest arcade games in all of video game history is probably going to be hard. But both of the extremes on the difficulty scale have reasoning behind them: the game developers' have simply tuned the games' difficulties to their core audience. This alone is easily understood. Kids won't want to play a game that takes a great deal of skill to master, while old-school gaming aficionados would be outraged if a sequel to a difficult classic didn't have at least comparable difficulty, let alone something easy enough for a casual gamer to beat without any hardships. I mean, that's just common sense, really.

Another factor that is widely ignored is the fact that there are two kinds of difficult games. The good kind, in which the difficulty is present by the game's level design and actual occurrences in the gameplay; and the bad kind, where the difficulty is simply attributed to bad coding and design flaws. Sure, both seem to invoke anger in a gamer, when the game is considered "unbeatable", but the good form of difficulty can at least hone the gamers’ reflexes, and eventually, the he or she will end up getting past the hardship. Bad difficulty, on the other hand, simply causes aggravation, because achieving the challenge's objective will simply be a matter of luck, as opposed to skill. If a game's difficulty is solely based in the "good" form of difficulty, it should be praised for it. Only the difficulty brought about by design flaws and other miscellaneous screw-ups should be punished.

Finally, the most important factor that should be taken into account is: does the difficulty of a game adversely affect the gameplay (in terms of control and fun factor)? If this is the case, then the game should obviously suffer. But in my case, I enjoy difficult games. They offer a greater feeling of satisfaction when you complete a certain leg of it, or better yet, the entire game itself. Yes, for me, the more difficult the game, the better. Then again, I am a fan of puzzle games. And as most fighting game fans will attest, SNK Syndrome bosses take a god-like amount of patience to overtake.

So in conclusion, unless a game's difficulty doesn't fit the game's core audience, isn't based solely on design flaws and other mistakes or doesn't make the game any less controllable or fun, it shouldn't have a heavy bearing on the score. It's just that simple.

Wonder what I'm complaining about? Discuss the inspiration.


Article by:
Wolfdogg
Posted on: Sep. 28th, 2006

     Comments
  December 30, 2006

Knives

Well, depends on the game, I guess. Some games, if too difficult, are no fun, and the other way around.





Genre: Platform
Developer: Capcom
Publisher: Capcom
Release Date: TBA
Save Type: 1 Slot
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