Showing posts with label Nier. Show all posts
Showing posts with label Nier. Show all posts

Thursday, 14 May 2020

Difficulty Options are Bullshit

Ooooh isn't that a shamelessly clickbaity title and image I used for this post?  When people read a title like that the first reaction I imagine is

"Just let people enjoy games the way they want!"

Or maybe some stupid comment that involves the word "Gatekeeping"

But despite my clickbaity title I'm not actually here to rag on you for playing easy OR big you up for playing hard.  People SHOULD just enjoy games in whatever way they want, that's totally fine and not something I have an issue with.  My issue really stems from the way that difficulty is implemented.

There are a lot of games that, when started, will prompt you for a selection of how hard you want it to be.  Games like Wolfenstien or Doom like to put fun little titles on it but most of the time it just boils down to Easy, Normal and Hard.  If you choose Normal you generally get the sort of experience that I feel was intended for that game.  Easy tends to make your character beefier, reduce incoming damage and gives you more resources to use while Hard does the opposite of this.  In MOST games I've experienced, in terms of actual technical skill at the game, there isn't really all that much difference between the 3 modes.  All that you're really choosing is how heavily you want to be penalized for any mistakes you make during play,

Metal Gear Solid is a good example of this.  On the harder modes there tends to be more enemies with longer vision ranges, they do more damage, caution mode gets triggered more easily, you can carry less stuff etc. etc. This at first glance is a fine approach to the issue, especially for a first time player.  Someone who isn't confident that they can stealth and fight effectively are allowed to take more hits, carry more ammo and healing, makes perfect sense to allow someone new to the series to enjoy it for all its worth.  Now if you're the kind of person who buys a game, does 1 play through and then shelves it for all eternity then maybe you will not understand my problem.  However if you do multiple replays you'll start to understand why this system is so dull.  The leap between easy to normal and normal to hard isn't that great, not really.  If you feel that you are bad at stealth games and you put it on easy, I can almost PROMISE you that after an hour of getting used to it, you'd be fine to turn it off, start again, and play on normal, or maybe even hard.  MGS only really starts to get really challenging when you go into its top modes but at that point its doing stuff like triggering a game over on being seen at any point which is bordering on levels of daft.

Nier is another good example on why I hate these options so much.  When I first played Nier I put it on Hard mode and the bosses took so little damage that the fights became tedious and I started to get bored during each encounter, especially in the early game.  However after I beat that and tried it on Normal the game turns all its enemies into paper mache.  The enemies and bosses are doing the exact same things they were doing in hard mode, only they died much faster.  This ruins that hard mode because all you're doing is making it take longer, you aren't actually challenging yourself in any way.

A game that has difficulty options that comes so very close to getting it right is Furi.
At the start of Furi you can choose between "Promenade" and "Furi" with an extra "Furier" difficulty after you beat the game.  I say it comes so very close because in reality, Promenade is a waste of time and Furi is ACTUALLY the sort of tutorial mode to get you acclimated to the "real" game in Furier.  Furi is a game essentially about mastery of its controls and knowledge of its bosses.  You study the bosses, learn what they do and how to avoid/parry their attacks and then once you have that down you dance circles around them while you cut them to ribbons with your sword.  If you played Promenande then I'm not judging you for doing so but I feel sorry that content of the game was just cut for you entirely and you didn't get a chance to learn those things to build that confidence.  Entire phases of bosses are cut on its easiest setting which means if you go from Promenade to Furi, you aren't getting extra challenge but you're seeing all new things and in a game like this that feels sort of unfair.

The solution to all this? Player modulated difficulty, designing your game in such a way that allows the player to decide how hard or how easy they want it as they go along.  Dark Souls, despite its reputation, is actually very good at this.  Having trouble with a boss? Go farm some souls and upgrade your weapon and come back and give him a slap.  Boss that's weak to fire giving you trouble? Go get some firebombs and stand halfway across the room and lob them, means that you have to learn about half the attacks.  But some people aren't willing or able to put in that kind of time so a better example I have of that is Hotline Miami

Hotline Miami lets you pick a mask at the start of each stage each with a unique ability and you can pick it depending on what's giving you the most trouble.  Are dudes swarming into a room and killing you? Wear the mask that lets you kill them with the door to make your life easier.  Dogs killing you? Wear the mask that turns off the dogs.  Struggling to find weapons? Wear the mask that makes your punches deadly.  This is a very elegant solution to the difficulty issue because it allows the player to identify the thing they are having trouble with on a stage by stage basis and give them an advantage in that specific area.  What makes it even better is that for weirdos like me that like their games on the daft side, there are even masks that make your surroundings dark so you can see shit or, even better, reverses your controls to make the game just needlessly confusing as fuck, it's great.

Difficulty levels should be abolished and games in general should just be designed in a smarter way.  Not only would that be much more interesting, I feel, for anyone of any skill level playing it but it would have the extra knock on effect of getting rid of that elitism that you see in certain people who only like hard games and people who like.  Some games I understand need these settings like shmups or rhythm games but for the most part I feel like this crap solution to this problem needs to go.

Thursday, 30 June 2016

Overly Long Games

Right now I'm playing a game called Divine Divinity, you may be aware of the later entry in the series known as Divinity: Original Sin.  Despite the fucking terrible name for this game I'm enjoying it a lot but holy shit is this game LONG.

I've been playing it on and off for what must be a few months at this point and there's just so much to do that it doesn't seem like it's going to ever end.  Every time I find a new town or even as I'm just walking around the world I end up running into about a million side quests.  Of course I want to do them because I'll get rewards and maybe a level or two during the process.  Even if I just progressed with the main story it's so meaty that I still have a good handful of hours left on it, not something I'd be able to do in a single lazy weekend.  Divine Divinity is the one I'm playing right now but other games with insane length come to mind such as The Witcher or Skies of Arcadia.  Both are great games but the length can be a little off putting sometimes, for those titles in particular it's the barrier to a replay.

Some of you may be scratching your head and wondering what I'm complaining about.  We live in an age where a game will cost you like £40, $60 or 7000-odd Yen, so of course we want more money to content ratio right?  Well yeah, you are right about that but there are games that can go on a bit too long.  Take a game like Nier for example.

Nier isn't a short game by any stretch but the difference between this and Divine Divinity is that I didn't have to put it down for a week or so at a time for a break because I was burning out.  I got a good number of fairly lengthy sessions and then it ended which is cool, I feel like I got my value for money.  Divine Divinity on the other hand, despite being an enjoyable title, has me playing a number of lengthy sessions and then burning out with no end in sight.  It sits in my backlog like your fat uncle at Christmas after eating one too many mince pies and wracks me with guilt for not finishing it.  I'm not going to drop it but at this point I do have to work up a fair bit of motivation to progress with it.  When I do work it up it's really fun but eventually I have another one too many sessions with no ending and drop it for another week or so.

Maybe this is a problem exclusive to me and people like me who have backlogs big enough that you could fill the Grand Canyon with it.  You're average person who doesn't buy 50 games at a time probably revels in the idea of a game taking hundreds of hours.  Younger players may also not have this issue because they have more time to play while adult life has all it's shitty jobs and other responsibilities, so suddenly an 80+ hour game feels a bit insurmountable.

None of the games I mentioned in this post are bad, just long as hell and make my backlog feel a little bit impossible.


Wednesday, 20 March 2013

Video Games As Art

This is a question I see a lot, so I'm going to have a small talk about it!

When I was with my buddy a few days ago, we were discussing what games could be considered "art" and why.  It was an interesting discussion but we were finding it extremely difficult to come up with things outside of the obvious titles. 

This isn't because there aren't any others, there are plenty of others, but it's because it's hard to pin down the rules behind why or why not you can regard a game a piece of art.  What makes this even harder is that the rules that govern my opinion on why a game is art will almost certainly be different on why you, the person reading this right now, would consider a game to be art or not.

What adds another layer of difficulty to the whole problem is that, in my opinion, games can be considered art in more than one way.  The music, the visuals, the story, the voice acting, writing, execution of game play elements, all of these things on their own could be considered art.  So just because a game has shit game play doesn't mean that there isn't some degree of artistry in the visuals or music, or even the story telling, but do these factors stop the whole game from being considered art or not? That's really only for you to decide.

Just to give a little example which I hope to expand on in the future, Nier is a game I'd consider to be rather artistic in the sense that the music and story were fucking fantastic.  That said, Nier is a game with repetitive game play and pretty crappy graphics.  Despite that I felt genuinely invested in the characters, plot and lore of that world, and was almost sad to see it end.  It yanked an emotional response from the lump of coal in my chest I call a heart, and that, to me, makes it something you could consider art.

I could probably write a fucking book on video games as an art form, but instead I'm going to butt heads with my friend and potentially make a video series about what games we consider to be art and why.   Keep an eye out for it but it'll probably take a long time to get that sort of project off the ground, but hopefully we'll make something enjoyable to watch.

Wednesday, 10 October 2012

The Japan Purchases (vlog)

So yeah, don't really need to write anything here since everything I want to say is in the video, so have at it