Are modern video games easier or simply designed better?

Recommended Videos

dscross

Elite Member
Legacy
May 14, 2013
1,298
37
53
Country
United Kingdom
In recent years, an odd consensus has arisen where many believe that games are easier than they used to be. In many cases it?s true, and it isn?t surprising, as extreme competition between titles has created the need for games to be immediately entertaining as soon as you press the start button. As a consequence, many older ? and potentially newer ? players consider these games of yesteryear much more difficult. The immense challenge Wii U owners have experienced with virtual console games is evidence of that.

Are these newer adventures really easier? Or has the design philosophy for video games improved instead?

The challenge in 8 and 16 bit titles regularly transcended normal difficulty whereas modern games simply require quick reactions to overcome a boss or room full of foes. In these games, beating a boss was tough, sure, but actually understanding how to progress was regularly far harder, demanding bizarre experimentation, not to mention the possibility of a game over forcing you to restart.

In years past, we were conditioned to expect the unexpected, and a combination of absurdly disposable free time and a lack of gaming competition meant that our preadolescent selves poured countless hours into a single game in a desperate struggle to witness the ending.

Oh, how things have changed. Today, an amalgamation of tutorials and loading-screen hints have made approaching new games a far simpler and enjoyable task. While older generations molded us into sharp gaming machines wielding an insatiable appetite for completion, players today have potentially grown used to the simplicity of modern games. The difficulty that pushed our minds to breaking point, forcing us into magazines or conversations at school for any shred of guidance, has been replaced by friendly non-player characters and Internet FAQs, each giving us answers before we?ve even considered the questions.

I personally think there are two types of ?hard? in games. The normal hard, where you are defeated by an enemy or stare at a puzzle and think, ?I know I can do this, I just need to keep trying.? Then there is the other, rarer, and arguably worse type of hard, where you stare at the screen in disbelief and quietly think, ?I?ve broken the game somehow. It?s bugged and it?s impossible to progress. I need to restart.?

That second, horrifying form of hard was something I experienced roughly every hour in Super Metroid when I first played it.

Considering this annoyance, I must admit I genuinely appreciate any effort made to teach me in a game, and ideally, every game should take the time to make sure you understand as much as necessary before thrusting you into the main experience, such as the approach in the Legend of Zelda franchise. The exquisite balance of training and trials works well to never overwhelm the player while continually feeding them more information and powers.

The issue, however, is when games skew the balance too heavily toward assuring progress, smothering the wheels in numerous lubricants until you can slide through the whole experience before you?ve even had time to think ? the most intellectually stimulating section being the credits. This attitude has been born from necessity, as aging players have far less time to dedicate to games, but risks sacrificing the sense of achievement so many of us look forward to when overcoming severe obstacles.

While I can appreciate this trend toward more amicable games, I commend any title where the focus is to challenge the player, such as Dark Souls.

So to return to the question: Are modern games easier now or simply designed better? Or is there just more variety now?
 

Saelune

Trump put kids in cages!
Legacy
Mar 8, 2011
8,411
16
23
They are easier, but for many reasons, some good, some bad.

For one, lives are an archaic thing now. You either reload a save or more often now, a checkpoint.

Pokemon is a good example of a series intentionally getting easier. Besides the larger number and variety of pokemon, now the player has all these advantages NPCs dont, like affection giving your pokemon bonuses.

And quest arrows...something else Pokemon has fallen victim to, but more notably The Elder Scrolls.

Morrowind you get no quest arrows, and have to actually know what you're doing and even if you're on a quest. But Oblivion most of it you can do without much though, and Skyrim even more so.

I think it is a good thing to know you -can- always proceed, but I dont think it should always be so simple. That is to say, you should never end up in a truly unwinnable situation, but I do think too many games are too easy for the wrong reasons.

For the hell of it, I will list good and bad reasons for games being easier.

Good:
Autosave and Checkpoints
Removal of lives. Some games can use this well, but is otherwise useless for games you own.

Bad:
Quest Arrows. Maybe they might be useful for 'obvious things' but they should not solve murder mysteries for you or help you find ancient artifacts that everyone says are lost to time.

Mixed:
Fast Travel. Depends on the game but it hampers games meant to be 'adventurous'.


Dark Souls 1 and Bloodborne do a good job of being hard for the right reasons. They arent actually as hard as people say because your death isnt the end. Even more so in Bloodborne where you dont hollow, but because of that being easier, it lets the enemies be harder and the game fun for it.
 

sXeth

Elite Member
Legacy
Nov 15, 2012
3,301
676
118
Saelune said:
est arrows...something else Pokemon has fallen victim to, but more notably The Elder Scrolls.

Morrowind you get no quest arrows, and have to actually know what you're doing and even if you're on a quest. But Oblivion most of it you can do without much though, and Skyrim even more so.

...

Good:
Autosave and Checkpoints
Removal of lives. Some games can use this well, but is otherwise useless for games you own.

Bad:
Quest Arrows. Maybe they might be useful for 'obvious things' but they should not solve murder mysteries for you or help you find ancient artifacts that everyone says are lost to time.
I actually had the experience of playing Morrowind after Oblivion, despite having gotten Morrowind around its release, it was a horrible mess performance wise on my PC at the time (the fun period of PC gaming where it was basically a roulette game whether a graphics card would actually support whatever random 3d game at all).

While quest markers literally pointing to scene details and stuff is a bit overmuch, I wouldn't say Morrowind had a positive benefit from lack of them. It's maybe unfair to judge it for a lack of visual distinction, but even the directions they give are near meaningless half the time when everything looks the same and unique landmarks are few and spread thin. Interiors being even worse as they're just endless repeating identical hallways.

I never got the impression of an added layer of challenge or immersion, just padding busywork laboriously checking dozens of identical looking doorways til I found the one with the correct name on it. While we've made some technological strides in details and the amount of unique assets that can be used, I doubt any massive open world would able to be distinct enough to properly utilize a directional system.
 

Saelune

Trump put kids in cages!
Legacy
Mar 8, 2011
8,411
16
23
Seth Carter said:
Saelune said:
est arrows...something else Pokemon has fallen victim to, but more notably The Elder Scrolls.

Morrowind you get no quest arrows, and have to actually know what you're doing and even if you're on a quest. But Oblivion most of it you can do without much though, and Skyrim even more so.

...

Good:
Autosave and Checkpoints
Removal of lives. Some games can use this well, but is otherwise useless for games you own.

Bad:
Quest Arrows. Maybe they might be useful for 'obvious things' but they should not solve murder mysteries for you or help you find ancient artifacts that everyone says are lost to time.
I actually had the experience of playing Morrowind after Oblivion, despite having gotten Morrowind around its release, it was a horrible mess performance wise on my PC at the time (the fun period of PC gaming where it was basically a roulette game whether a graphics card would actually support whatever random 3d game at all).

While quest markers literally pointing to scene details and stuff is a bit overmuch, I wouldn't say Morrowind had a positive benefit from lack of them. It's maybe unfair to judge it for a lack of visual distinction, but even the directions they give are near meaningless half the time when everything looks the same and unique landmarks are few and spread thin. Interiors being even worse as they're just endless repeating identical hallways.

I never got the impression of an added layer of challenge or immersion, just padding busywork laboriously checking dozens of identical looking doorways til I found the one with the correct name on it. While we've made some technological strides in details and the amount of unique assets that can be used, I doubt any massive open world would able to be distinct enough to properly utilize a directional system.
I dont think Morrowind is the pinnacle of it either. But the thing is, the good stuff of Morrowind I wanted Oblivion to -improve- not remove.

I liked trying to figure out the directions though. Morrowind feels more like an adventure that way.
 

Addendum_Forthcoming

Queen of the Edit
Feb 4, 2009
3,647
0
0
Saelune said:
I dont think Morrowind is the pinnacle of it either. But the thing is, the good stuff of Morrowind I wanted Oblivion to -improve- not remove.

I liked trying to figure out the directions though. Morrowind feels more like an adventure that way.
It feels slightly more authetic. I remember being run through field exercises of basically; "Find this place." With a compass, a map, and a pencil. Making your own logbook of movement, accommodating for the differential between true north and magnetic, having to free climb or navigate around poor terrain... making sure you end up somewhere you can effectively navigate and triangulate your position by eye.

Forests look the same when in the middle of it.

Morrowind gave you a rough location to look. The rest was up to you. And that is brilliant. With Fallout 3+, Oblivion/Skyrim, some missions you can't even complete without the objective markers. You literally can't complete them without them.

That's.... fucking awful. One of the best things of Breath of the Wild. You create your own log book with using effectively an in game logbook. If you don't, you can actually get lost and forget where points of interest are that you saw without first marking them down.

An extremely boiled dow, easy navigation system.... but at least it was still navigation at its barest bones.

That's how it should be.
 

sanquin

New member
Jun 8, 2011
1,837
0
0
I do think games are designed better these days. But I also think they've become easier.

To take Morrowind compared to Skyrim. There is no 'searching' for anything in Skyrim any more, as everything has quest markers. And there is no real danger any more either, as everything is leveled to you and you can basically kill everything unless you became a jack of all trades and don't have a few specific combat skills leveled. And on the levelled enemies part, they should stop doing that. Having certain areas/enemies unbeatable because you're too low level is great imo. I remember dying constantly in Morrowind, even to random enemies. But the only times I die in Skyrim is if I don't pay attention. And that is WITH the Wildcat combat mod installed.

But Skyrim is also better designed. I constantly got lost in Morrowind because the quest descriptions weren't detailed enough, and the land not distinctive enough, to properly get where I had to go. And I'm very glad they got rid of the huge miss chance on attacks from Morrowind. Controls and such are more responsive as well. And while I miss the old skill system, I have to admit that the Skyrim one definitely makes every level up more noticeable.

Imo, a lot of devs should take some notes from souls-like games. I don't mean the stamina bar and dodge roll, but the part where combat is difficult, but ultimately fair. The enemy can stomp you if you don't use tactics and pay attention, but pretty much everything that is thrown at you is avoidable. Difficulty that doesn't rely on just giving the enemy more hp and damage.
 

Saelune

Trump put kids in cages!
Legacy
Mar 8, 2011
8,411
16
23
Addendum_Forthcoming said:
Saelune said:
I dont think Morrowind is the pinnacle of it either. But the thing is, the good stuff of Morrowind I wanted Oblivion to -improve- not remove.

I liked trying to figure out the directions though. Morrowind feels more like an adventure that way.
It feels slightly more authetic. I remember being run through field exercises of basically; "Find this place." With a compass, a map, and a pencil. Making your own logbook of movement, accommodating for the differential between true north and magnetic, having to free climb or navigate around poor terrain... making sure you end up somewhere you can effectively navigate and triangulate your position by eye.

Forests look the same when in the middle of it.

Morrowind gave you a rough location to look. The rest was up to you. And that is brilliant. With Fallout 3+, Oblivion/Skyrim, some missions you can't even complete without the objective markers. You literally can't complete them without them.

That's.... fucking awful. One of the best things of Breath of the Wild. You create your own log book with using effectively and in game logbook. If you don't, you can actually get lost and forget where points of interest are that you saw without first marking them down.

That's how it should be.
I wouldnt want to do it irl, but I really value exploration in games. Its one thing I love about Minecraft is exploring. Noticing landmarks, mapping out the coast, keeping track of directions and where I have been and havent. Exploring caves but making sure to do something to not get stuck in one, either by keeping torches on one side of a cave, or using signs with arrows on it. I like Terraria more as a game, but it doesnt have the same explorative feel of Minecraft.

And Skyrim doesnt have the same explorative feel as Morrowind.

One thing I really like about ESO is though its no Morrowind in exploration, t still feels fun to look around cause they did put alot of neat little things tied to nothing that are just out there to find, and thats awesome!

Id totally play a game dedicated to just exploration.
 

Casual Shinji

Should've gone before we left.
Legacy
Jul 18, 2009
20,519
5,335
118
You also need to take into account the improvement to controls over the years. Older games, especially from the PS1 and PS2 era controlled like shit. The Jak and Daxter games, classic Resident Evil, Metal Gear Solid; They all controlled like rusty old cranks. Remember how in Metal Gear Solid 3 you had to press and hold like 5 buttons in order to lean out from cover and shoot a dude? Yeah, no longer. Now most of that is contextual and way more refined. Modern games control smooth as butter, and it's actually a big deal when a game controls a bit shitty.
 

Johnny Novgorod

Bebop Man
Legacy
Feb 9, 2012
19,347
4,013
118
As far as losing the archaic life system goes, games have improved. Originally that was a remnant of arcade gaming as well as a way of extending a game's lifespan - you can beat most NES/SNES games in under an hour - and, yes, amping up the difficulty.

I kinda prefer manual saving to be honest, though autosaves at the beginning of a level or chapter are nice.
 

Addendum_Forthcoming

Queen of the Edit
Feb 4, 2009
3,647
0
0
Saelune said:
I wouldnt want to do it irl, but I really value exploration in games. Its one thing I love about Minecraft is exploring. Noticing landmarks, mapping out the coast, keeping track of directions and where I have been and havent. Exploring caves but making sure to do something to not get stuck in one, either by keeping torches on one side of a cave, or using signs with arrows on it. I like Terraria more as a game, but it doesnt have the same explorative feel of Minecraft.

And Skyrim doesnt have the same explorative feel as Morrowind.

One thing I really like about ESO is though its no Morrowind in exploration, t still feels fun to look around cause they did put alot of neat little things tied to nothing that are just out there to find, and thats awesome!

Id totally play a game dedicated to just exploration.
I aced survival and fieldcraft in basic. I loved it. So much so if I wasn't injured I was planning on being an instructor for fieldcraft training. I would have been pretty happy if I was a military lifer, I think. Wasn't to be, however.

Haven't played ESO. The only thing I like about Skyrim is the number of roads and random encounters. Basically I make Lina Inverse mass murdering bandits and Dragons with spells. Never completed the main mission. I have never played Minecraft. Have played Terraria. The kind of cool thing about Terraria is you can't see what you're digging into beyond a few blocks. But once you explore a place you already know where you're going.

I'd .... ehhh? I can always go hiking and free climbing out in the bush. I wouldn't mind a fantasy exploration game. I would still be happy with Skyrim with no indepth maps, no markers, text heavy descriptions to find locations.

(Edit)

A modern cyberpunk exploration game might be fun. Ask the guys at Shadowrun whether I could make a comprehensive game vased on the Renraku Arcology campaign 'setting'. Think a tower... with various hackable isolated networks. With floors full of diminishing numbers of survivors. Insane machines commanded by a rogue A.I. crawling through levels in air ducts, stairs, elevator shafts, planning out missions into hostile levels of the arcology to pillsge supplies or take control of parts of the manufacturing hub.

Timr based, naturally. Survive an indeterminable amount of time until the crisis is over.

Crafting barricades and traps. Dealing with uprisings due to low supplies. Having to learn floor plans and various points of ingress and egress, with variable levels of alert. Sustained damage models in floors... to the point where they may no longer be accessible anymore.

Isometric/windowed real-time roleplaying exploration game. Focussing on stealth and hacking. Crafting mechanics focussed in building your own portable rig that you use for electronic warfare. Scavenging computer parts, and spending time coding your own programs to help you attack computer networks and customising your rig depenfing on the floors you're planning to attack. With weight and technical limitations meaning your character can't tackle everything the game might throw at you, emphasising a need for scouting... with dynamic challenges. Hidden storyline ala Dark Souls... having storytelling via computer files and personal effects on corpses, or talking to survivors, and piecing together parts of the mystery to understand what is really going on.

Even have an 'endless' online/local co-op options whereby you create persistent chsracters in servers that can actively fuck with or assist other players. Randomly generated levels with themes like 'offices', 'manufacturing', and 'services' which dictate environmental shortcuts.
 

Worgen

Follower of the Glorious Sun Butt.
Legacy
Apr 1, 2009
15,526
4,295
118
Gender
Whatever, just wash your hands.
I think better design and controls make a huge amount of different. Especially controls. Look at Doom and Doom 2, back in the day those were both hard games, but try playing the originals without mods but with zdoom and using mouse look and wsad, even on the hardest difficulties its pretty easy. Then try with just using a keyboard and its hard even on normal.
 

Chimpzy_v1legacy

Warning! Contains bananas!
Jun 21, 2009
4,789
1
0
I'd say games are both easier and better designed. Better controls and UI have made a lot of things that would've been frustrating in the past much more manageable. A lot of archaic mechanics from the arcade school of design that upped the difficulty for no other reason than to pad out a game (and consume quarters) have been done away with. Some worthwhile things have been lost, but on the whole, games have arguably only gotten better over time.

But I'd also say there is another factor outside of the games themselves we need to take into account:

The players themselves especially those old enough to have played the classics back when they first came out. We've gotten better at games. We may not have the same twitch reflexes anymore, but we can often compensate with sheer experience. Better familiarity with mechanics and control schemes. Better problem solving and pattern recognition skills.

I'm sure we all have stories of replaying an old game after years and thinking to ourselves "Huh, this isn't as hard as I remember" if its a good game. Or maybe "Yeah, I see why I had trouble with this. This is badly designed" in case the game is not that good.
 

Dreiko_v1legacy

New member
Aug 28, 2008
4,696
0
0
It depends on what you're comparing it to really. Some games are hard due to having bad controls, others are just hard. Hell, people claim Dark Souls' difficulty stems from bad controls to this day (when it's not bad but just committed and precise) so you wanna avoid falling in the trap of calling controls you suck at utilizing "bad controls".
 

JohnnyDelRay

New member
Jul 29, 2010
1,322
0
0
Very interesting take on the an argument, one that I actually read through and found more substantial than the "back in my daaaaay!" vibe.
I'd say it's attributed to 2 things:

1) Yes, the gamers are getting older, more time-restricted, and impatient. The grindy aspect of games has been left to those type of games geared towards loot drops, levelling up, and resource gathering. So, the rest of the linear campaign type gamers grow less tolerant to getting stuck in one place. I feel this has affected me too.

For example, whereas I used to be more tolerant of crazy difficulty curves, just telling myself I either need to 'git gud' or start experimenting with other mechanics/tools/strategies, now I'd be much quicker to just look up a guide, because I've got shit to do dammit. So chicken and egg: Did I grow more impatient because I'm older and have less expendable time, or because games started pandering to more impatient types and throwing you the solution, that I'm less willing to work for them now? Where has the gratification gone? Gratification now comes more from finishing the damn thing and moving on and watching the credits roll, rather than the process of beating the challenge itself.

2) On the point of game design. Well some bosses make it abundantly clear what you're supposed to do. Others have you running around in circles emptying your entire loadout on them fruitlessly, wondering what in hell you can do to overcome, while they regenerate all their health and wipe you out for then nth time. I feel rather dumbed-down myself, that I start to even pay less attention to the most obvious of hints.

Just this week: The final boss of Crysis Warhead, I had died 3 times over and wondered what I was doing wrong. I had cleared out the smaller enemies, hit it with my entire arsenal until I was plinking away with sidearm, to no avail, and died. I was one restart away from looking it up online, when I heard the voice on the radio at the start of the checkpoint, telling me to GET THE EXPERIMENTAL WEAPON IN THE CRASHED C-18 ON THE AIRFIELD, with a fucking arrow on it on my minimap. Felt like such a dickhead, younger me would've never missed something as blindingly obvious as that. Begrudgingly finished the game with hardly an effort.

So, that's how desensitized I'd become. But I'd played tough games, come back and conquered them, heck I even beat Ninja Gaiden sigma several weeks after tossing the controller, and beaten the 4 Kings in Dark Souls on my first attempt. But those can certainly be attributed to good game design, which are immensely rewarding, by being tough and not cheap.
 
Jan 19, 2016
692
0
0
Its a bit of both. The main thing is that the priorities have changed. Back in the day, arcades were the main format, so chewing up quarters was a major design objective, hence games were punishingly difficult. As home consoles took over and gamers were buying complete games (and not cheaply either), they wanted to get maximum value out of their games, so retaining the punishing difficulty of arcade games made less sense for both the developer and the consumer. The other factor is purely technical; back then games had to fit on tiny amounts of memory, so they had to be extremely short and repetitive, hence the only way to make them last (and to keep people putting coins in) was to make them super hard. Both the commercial and technical imperatives that drove games to be super hard in the past are no longer factors, so games have become more accessible.
 

dscross

Elite Member
Legacy
May 14, 2013
1,298
37
53
Country
United Kingdom
Modern design is geared more towards storytelling, but that isn't necessarily better or worse by itself. If people want to enjoy a narrative, a design formula like in Souls games would really impede that. From a pure gameplay standpoint though it's hard to top. It drops you in a world and lets you go forth however you like, with extremely minimal interruption. It's one of few series yet that understands the importance of gameplay above story, even though there is an underlying story arc. The difference is the story is peppered very lightly into the gameplay mix, and not vice versa.


Casual Shinji said:
You also need to take into account the improvement to controls over the years. Older games, especially from the PS1 and PS2 era controlled like shit. The Jak and Daxter games, classic Resident Evil, Metal Gear Solid; They all controlled like rusty old cranks. Remember how in Metal Gear Solid 3 you had to press and hold like 5 buttons in order to lean out from cover and shoot a dude? Yeah, no longer. Now most of that is contextual and way more refined. Modern games control smooth as butter, and it's actually a big deal when a game controls a bit shitty.
I will use this opportunity to say that Horizon: Zero Dawn (after the intro sequence at least) is the smoothest controlling game I've played in many years. It's pretty much the benchmark for action/adventure, and does this in an open world which makes it even more impressive.
 

stroopwafel

Elite Member
Jul 16, 2013
3,031
357
88
Ezekiel said:
MGS4 was the sweet spot.
That game played almost exactly like Syphon Filter. Not bad but a bit dated even in 2008. I found controls in MGS5 way smoother even elevated above it's modern contemporaries. Don't know about the online as I was never interested in that.

As for games being easier nowadays; I guess so for the average AAA game. Probably a combination of games needing to be accessible for a much bigger audience, superior controls and less necessity to make games difficult to draw out the experience. Old games were often difficult b/c they were mostly simple 2D games that you'd breeze through in 10 minutes if not met by stiff resistance. And these were the better 2D games. The early 3D games with their wobbly cameras and low-res polygons were mostly just difficult b/c of shit controls. Very few games of that era actually hold up now while I think many old 2D games are still a lot of fun. Mainly b/c their difficulty isn't artificial.