The Deterioration of Video Game Difficulty

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SerenadeDS

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Jan 31, 2009
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This is not a review of a single game. Rather, it is a little statement of mine I'd like to put out. Love it if you want, Hate it if you want, Flame it if you want. I don't care. I just feel like saying this.

Let's face it. Games have, since the beginning, been slowly dropping in difficulty.

And now, an explanation.

When you look back down the road at older games, you can remember their difficulty in playing them, and also how, regardless of how hard it may have been, you would still return to it later to take another crack at it. Games today, however, compared to the games of old, are spoiling us.

Let's look at some examples:

First example: The Original Super Mario Bros. (NES) VS. Super Mario Bros. Deluxe (GBC)
This pairing is, essentially, among the best examples I can think of.

Think back to the days of that large gray box what was large and heavy enough to give someone a rather nasty bump on the head. Remember one of the first games made for it? The game that came with the system featuring two legendary gaming icons? Super Mario Bros. essentially set a bar for gaming, and a rather good one at that. It was simple, straightforward, and fun. Maybe the music could have been less catchy/annoying, but it was essentially, the pinnacle of platform gaming.

Super Mario Bros. Deluxe is simply a re-release of the game for the Gameboy Colour system. Same graphics, same music, etc. (though they did add a few bonus modes that you could play in)

You might be wondering, how can I compare two games that are the same game? The answer? Like this:

When you played the original SMB, there was a screen that everyone dreaded seeing - and that was the game over screen. Game Over in that game meant game over, as hitting start to try again would take you all the way back to the first level. Imagine if you were at world 8-4 and died by Bowser's claw on your last life. It was infuriating! And yet, we would come back and try again later.

In SMBD (no anagrams please), Beating a level on your file (yes, the GBC version had save files) would 'unlock' the next level. You could essentially re-play the first level over and over again. The problem with this system, is that you can turn the game off, go back to it, and then start at the last level you unlocked with a full slew of lives. Game Over doesn't have quite the devastating effect that it used to have. Game Over is essentially now just something you can walk away from.

Essentially, this action eliminated the 'skill' portion needed for games, since half the reason people played the original SMB was to beat it - They played this game for game itself, trying to beat it. If they got a game over, they were that much wiser and could handle the level (hopefully) next time, while also remembering what they had to do to get there.

Footnote: Serenade has not beaten the original SMB. She would have, but her NES fried and cooked
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Let's move onto another game comparison, shall we?

Second Example: The Castlevania Series.

The very first Castlevania game was (naturally) for the NES was a side scrolling action/adventure. It was also hard, apparently-
Footnote: Serenade has yet to try the NES Castlevania
- and involved lots of lovely fun Whip action, killing zombies, skeletons, etc. There were no savegames, so you always started at the first world. I don't know if it was as hard as the original Nintendo, but eh.

Around the middle of the Series, there's still the lovable whip, however, they bring in alterable stats, leveling up, and in some cases, Magic spells/Subweapons. The games were still tricky, but less so.

Now, looking at the games of today, it makes me wonder 'How is this Castlevania?'
-Game has gone from Action/Adventure to Action/RPG.
-Enemies respawn, but you're likely to grind against them now to gain either A: That one item, B: That bit of Experience.

Also, the whip has been removed. The whip. The Signature weapon of the Castlevania Game. Sure, you get the original 'Vampire Killer' Whip in the game 'Portrait of Ruin', but there are several weapons stronger than it (It is simply the strongest -whip- in the game.) You equip weapons, spells, equipment, etc. to fight in large sprawling castles. They give you stronger weapons when enemies get stronger so that you don't -die- in two shots.

Essentially, not only has Konami (Castlevania's Developer) nerfed the game, but they've deviated from its original course. What is it that makes these games still Castlevania?

Oh right, Dracula as a boss. Except now, in some cases, he's a 'Right Ending' Boss (In other words, play the game right and don't screw up)

More Footnotes: Serenade would like to add that these games are not, however, bad games. She is rather enjoying The newest game, Castlevania: Order of Ecclesia - which is actually, surprisingly difficult.

So now, it's not just save games we're adding, but we're also making the game easier to beat with things being added along the way. Yay.
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Next Example - Megaman!

Ah, Megaman. you might wonder, how can I poke at the little Blue Bomber himself huh? I can do so looking at the series Megaman has been in:
Megaman -> Megaman X -> Megaman Zero -> Megaman Battle Network -> Megaman Star Force. (I am not doing ZX or ZX Advent)
I'm considering this the Canon for the purposes of this statement.

Let's start with the original Megaman:
Hard. The First game is friggen impossible. I can't even get to any of the bosses, with the Exception of Cut Man - but he slices me a new Orifice every time because of how fast Megaman jumps - 'tis difficult to time. The first Megaman game was deemed so hard that a song was made to make it known [http://ca.youtube.com/watch?v=EG_GnjntufY]
The games after ward are comparable, but not -quite- as vicious with the implementation of the Slide.
Footnote: Serenade would like to add that she can defeat Airman [http://ca.youtube.com/watch?v=FLzCfUM7BM8]

Now let's move to the Megaman X games. Still a tricky platformer, the charge-your-buster being available from the start and such.
One of the main thing this game adds though is Upgrades.
Upgrades which, naturally, make you stronger and harder to kill.
Not much of a lessening on the difficulty, but significant enough to mention.

Megaman Zero. This game series is good in my books. It starts at a difficulty and stays there, if not ramping up. There aren't any full-on 'upgrades' unless you count your weapon leveling up after using them. It's not as hard as the older games, but still pretty challenging. The Variety of weapons combined with an onslaught of enemies makes you wonder just how to kill them all.
Footnote: Serenade's beaten the Zero Series. She remembers Copy X with a passion for his difficulty in Megaman Zero 1

Next Up is the Battle Network Games.
These games are fun
The difficulty curve is... it fluctuates depending on your knowledge. Not skill, knowledge. If you know how chips can work and how to use them to your advantage, as well as Megaman.EXE's capabilities, then the game becomes easy. I recall employing a Game-Breaking idea in the third game. (Long Story short, if no one used Panel Breaking or Fire, I was Immortal. Dead Serious, nothing could kill me).
However, the game takes the classic side-scroller from Megaman and replaces it with an Action RPG with Random Encounters (An ARRE if you will). It's still fun and they bring a few classic enemies/characters from older games (Protoman, Roll, Gutsman, even several of the bosses - even the main villain of several is still 'Dr. Wily!')
These games are fun, but they're not really difficult if you have an inkling of what your doing.
Footnote, liking these?: Serenade has beaten each of the MMBN Games except for 5. She remembers with a passion that Serenade.EXE and BassGS from number 3 were nice and tough, and also remembers that number 5 had ridiculously stupid 'Liberation Missions.' Maybe when she feels more like a completionist she'll go back to them.

And lastly, Megaman Star Force.
This... I'm not 100% sure what my take is at this time. This series is basically a spin-off to the successful MMBN Series. I can't say much since I'm not that far in the 'Pegasus' version, but I'll say what I know.
This game is, thusfar, easier than the MMBN games. You don't need to worry as much about enemy attacks since you can see them coming from miles away.
It's still fun, but they nerfed the chip system, the battle grid, and essentially, enemies.
Footnote: Serenade is about to get the actual 'Star Force' power in the game, unsure whether it's a game breaker, a simple ability, or a plot device though

So Sorry little Blue Bomber, you've been nerfed.
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Next Series: Legend of Zelda
This part will pain me to write it, but it must be done.

The Legend of Zelda. Among the many Icons of gaming. Zelda has, unfortunately, been suffering from nerfitis as well.
The First game was difficult in two ways. One, it was very non-linear. Instead of a side scroller, it was a top-down adventure game - with no directions.
Plus, you can only hit things with your sword if they are right in front of you.
So basically, in this game, you wander aimlessly and get killed lots.
Footnote: Serenade's beaten this!

As the games went on though, they added more and more gimmicky stuff, making the games easier and easier.

Rest assured, these games were not bad. Far from it, I love the Zelda Series and always will to the end of time.

Fact is, they're getting easier

Phantom Hourglass took me two days to beat, it was that simple.
Twilight Princess, took me a few days to beat.
Ocarina of time, one week.
Original Legend of Zelda? I can't remember, but it was a fair amount of time.

Footnote: Serenade's actually beaten every Zelda game with the exception of the CD-i games and Legend of Zelda: Adventure of Link.
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Now, in retrospect also, games may be getting easier to also try and draw in newcomers to gaming, rather than hand them a hard video game from the start - but if you think about it, that's what they did at first! Now, there are a few games these days that can replicate the difficulty of older day games, and also, some of the earlier games were subjective to difficulty because of a lack of direction (The Original Zelda, and also Metroid)

Some of the toughest games now that are out there are, unfortunately, freeware games and rom hacks by random internet people. I Wanna Be The Guy and Kaizo Mario World are some of the more well-known games.

While companies are trying to appeal to a wider field though, they're slowly weeding out the old-school gamers that are looking for a challenge.

Anyways, I think I may have gone on about this for long enough, so I'll leave this to let you guys ponder.
 

Razorback0z

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Nice article Seranade and I think I am with you for the most part.

I also lament the attitude of many gamers to circumventing difficulty with cheats and walkthroughs. A friend of mine would not even play GTA4 until he got the "codes", to me that is unfathomable.

Im not sure what it is about the general nature of challenge in this modern world but it is rapidly becoming a curse word. I recently read an article about teachers wanting to stop the use of red pens in marking as it was "too intimidating" for the students.

I think we are in danger of becoming addicted to spineless victory. I used to quit games quite often when I felt I had been beaten. You know the times... you see that rush of units coming toward your already beaten base defenses and you know its time to tell your buddies it was nice fighting with them.

Then I decided for something different I would not do that anymore and play all games out to the death. Man I have not only enjoyed my games more since making that decision, I have come back from the brink to enjoy some truly epic victories in many different games.

I think challenge is a key factor in gaming enjoyment, I think we banish it or wish it away at our peril.
 

SerenadeDS

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Indeed you are right with that.

I'm not saying that games should ramp difficulty, I just think we should bring it back to what it was.

Capcom's done this with their game Megaman 9, that's for certain.
Konami did this with Order of Ecclesia (Until I started employing my Kamikaze Double Death Ringg/Dominus Agony combination)
 

T-Blade

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Jun 12, 2008
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To be honest, I agree and disagree at the same time.
I am finding games easier to beat all the time than I used to, but when I go to play the old games from NES and SNES Days like a mario game.. Well... They're just as easy.
So I'm not sure whether they've put down the difficulty of games or whether I've got used to certain genre's of games that they have become a second nature to me, and that makes me good at them ( Not bragging here )
 

Alex_P

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Mar 27, 2008
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SerenadeDS said:
Essentially, this action eliminated the 'skill' portion needed for games, since half the reason people played the original SMB was to beat it - They played this game for game itself, trying to beat it. If they got a game over, they were that much wiser and could handle the level (hopefully) next time, while also remembering what they had to do to get there.
You say "skill", I say "fake difficulty [http://tvtropes.org/pmwiki/pmwiki.php/Main/FakeDifficulty]". ;)

-- Alex
 

Stryc9

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Nov 12, 2008
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I completely, totally agree with you. There is no penalty for dying in games anymore other than to reload and try again. Some games now even let you adjust the difficulty if you die too many times, I think the last time I ran into this was with God of War II on my brother's PS2.

I wish that more games had some sort of penalty if you die, even it it's a SKIPPABLE cinematic showing what happens in the game world without you that could even change depending on your progress in the game. I do think that the old style lives system like in Mario Bros. is something that needs to stay dead though, unless you're going to give players 3 or more continues or that's just frustrating to the point where people will not want to play the game after a while.
 

NoNameMcgee

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Feb 24, 2009
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TL;DR

But i've never really been one for hard games.. I dont get that feeling of satisfaction from beating a really hard part of a game that most gamers seem to feel. Mostly I just feel a sense of relief that I passed it... Sure, its nice to have a mildly challenging part, but I get bored of dying pretty quickly, so if i'm forced to do one part of the game again, and again, and again, and again; I just feel like... oh screw it *goes to find godmode cheat to pass this area*

Maybe thats just me.. But I play games for fun and having to repeat one section over repeatedly because I can't pass it just gets frustrating to me.

I'm VERY glad games have grown out of the insane difficulty. Its opened the market up so that lots of people are able to enjoy games instead of just the geek gamers that play games 24/7 to be able to beat them.
 

joystickjunki3

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It really all comes down to the shift from 2D to 3D. Back in the day 3D was a new technology and the difficulty had to be dumbed down a bit so that players would only destroy one gamepad a week.

The difficulty plateaued even though 3D tech improved. Now we have a few games like Ikaruga to remind us what hardcore is. If all games returned to that style of balls-to-the-wall intensity, gaming wouldn't be as mainstream and, therefore, would be less profitable.
 

Exocet

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Dec 3, 2008
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I notice that all of your exemples are comparing 2d games to 3d games.
The former could afford to be fucking hard because you could see the whole screen at once,seeing all the enemies.
However,imaging having a 3d game with enemies popping up everywhere.You don't just have to deal things infront/behind/above/below you anymore.The games would be impossible to play unless enemies had the courtesy of always coming from infront of you.
 

Cliff_m85

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Personally I think the differences aren't in difficulty but in medium.

Tell me the story of Super Mario Bros. Basically you're Mario and you're trying to save the princess. If you lose the game, no big deal. You pretty much know that at the end the princess gets saved. The whole point of Super Mario Brothers was simply to get the most points or get through a level as quickly as possible.

Now tell me the story of GTA 4 or Fable 2 or etc. These have complex stories with plot twists and plenty of emotion. One gets sucked into the story and wants to continue to see what happens. Not only that, but the WRITERS want the player to continue. Imagine sitting at the television with an old woman who has short term memory loss, after every 20 minutes of movie you must go back 5 minutes to remind her what happened. This just isn't very fun at all and damages the story as well.


So blah blah blah, yadda yadda yadda....my crummy opinion.
 

Shadow Law

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Your head would explode if you ever seen an online MMORPG called Star Wars: Galaxies and how much they noused that game right up. going from working as hard as possible to become a jedi to "hey lets just start you out as a jedi"
 

Pseudonym2

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I thinks it's because the old games are very very shot. See Ghosts and Goblins. The only way to justify spending $60 on it is it takes a long time to beat. If you randomly dies without being able to prevent and have to go to the beginning of the game, it takes a long time to beat. Now game developers use fetch quests.
 

Razorback0z

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Shadow Law said:
Your head would explode if you ever seen an online MMORPG called Star Wars: Galaxies and how much they noused that game right up. going from working as hard as possible to become a jedi to "hey lets just start you out as a jedi"
Possibly the seminal example of the argument. Take a game with so much potential for greatness it is hard to quantify it in words and detroy it utterly in an attempt to turn it into Nerf Wars Galaxies, a game so simple anyone can be a jedi master. Except unsurprisingly to the fans, no one wanted to be a jedi (relatively speaking) if it meant having it handed to you on a plate.

Great example....
 

Jeigan

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I'm only going to address the first two games. One, I've never played Mega Man. Two, I agree that Zelda got way too easy as time went on. Phantom Hourglass was pretty, but that was about it.

As far as Super Mario Bros. is concerned, while it's true that the game was more difficult by not allowing you save, that was more due to technical limitations than anything else. Not everyone has time to play through the entire game at once. It could have had a sort of iron man mode included, though.

As far as Castlevania, the earliest one I've played is 3. I remember it as fun, but with a horrible password system that really killed the game for me. And as far as the Vampire Killer and the Belmont clan not being the focus of every game, the series had to somewhere. The only time releasing the same game over and over is with Madden, or any sports game. I loved Order of Ecclesia; it had fantastic music, a solid (if a bit predictable, at times) plot, and a very nice character in Albus. I had fun, and that's all I really want from a video game.
 

Abedeus

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This is why I love both the old Megaman games, like the Megaman Zero and Megaman Battle Network.

They are hard.

And if you don't find normal modes hard, you have a harder difficulty. Where enemies start growing in power much faster. And of course, bosses are more powerful and hit harder. I also know about the "trick" you used - UnderShot + Wood Style + Grass Field chip.

Also, when I compare even not-so-old Rayman 2 to games like... I dunno, Mirror's Edge, I notice how hard those games used to be. Maybe because I was younger, I don't know. But the fact is - I've had much more problems in Rayman 2 than ME.

Or just compare Prince of Persia: Sands of Time to Prince of Persia 2008.

Or Ninja Gaidens on SNES to Ninja Gaiden 2 (can't talk about Sigma and 1) on the Xbox 360. In the first games, you have 1 hit point, then 3 points and it it stayed that way. In the Xbox game you have a health meter. Of course, it would be impossible to pass the game if you died after 3 hits... But it would be just easier to make enemies without stupid gimmick attacks...
 

Zenode

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I agree even on the harded difficulties some games are actually fairly easy i.e. insane for Gears of War i beat it so easily.
Although you can make a game TOO hard
anyone remember that feature about Final Fantasy XI where it took some group 18 hours or something to beat now to ME that is over the top insane difficulty
 

The Wooster

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Jul 15, 2008
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Nice piece if a little heavy on the Hardcore gamer dick waving. The problem with old school difficulty is that while making a game bastard hard works for titles like Mario Bros, which are highly responsive and elegantly designed, it doesn't work for games that aren't up to that standard. 'Hard' quickly becomes 'unfair' if the player doesn't have complete (or at least a fair amount) of control over their character. For every triple A game that got that right there were dozens, if not hundreds, of games that were made near impossible because of shitty design.
A return to the kind of games you're fond of would mean that any game that wasn't mechanically perfect would be dismissed as broken, no matter what other merits the game has.

Another point is that games aren't actually getting easier, the actual tasks you have to perform are, for the most part, more complex and demanding than ever before, it's just the game structure is far more forgiving. As a result modern games, particularly shooters, require a more focused and dynamic skill set. To beat Halo 2 in Legendary I have to hone a small set of skills that I can use in any number of situations as opposed a game like Megaman, which requires a larger skill set that I have to apply to a limited number of situations.

IWTBTG is a perfect example of old school hard design, while I need a few core skills to be able to play the game (agility and timing) what sets apart good players from the bad is memorization. Whereas in (shooter of choice) it's the core skills that count.