Since I have not started a game thread since The Great Forum Split, I will present you with a patented Sharpe Game Theory Wall O Text. You have been warned.
So I was noodling about today, thinking about the varied difficulty of the highly-praised games of recent years, and the idea of difficulty settings / difficulty sliders. I’ll throw out the theory I came up with, for discussion.
I’m thinking that rather than gamers aligning along a smooth continuum of ideal game difficulty from easy to hard, there are actually two “sweet spots” of ideal difficulty, and most gamers fall into one camp.
Obligatory “There’s two kinds of people in this world.” Youtube link.
OK, with that out of the way, here’s my theory on the difficulty dichotomy: you have gamers who cannot enjoy a game unless there’s a very real risk of losing/dying throughout the game, especially at key moments; and on the other hand you have gamers who cannot enjoy a game unless by superior skill and/or strategy they can bring the risk of losing/dying down to zero. I will label these groups the “Risky Victory” and the “Guaranteed Victory” camps.
I am definitely a Guaranteed Victory gamer. I love facing a tough challenge to figure out how to power-up my game, but once I’ve gotten the concept, I want to be able to min/max, power-level, eco-whore, and generally cakewalk my way to an assured victory every single time, like clockwork. Reducing a game to a broken state that I can romp on every time brings a tear to my min/max eye. Also, any kind of perma-death and/or permanent setback in a game is a real turn off.
On the other hand, I know a lot of folks here are Risky Victory gamers: the kind of gameplay I like would be considered boring beyond belief to that camp. For this group of gamers, in order for the game to have any real sense of challenge, accomplishment or appreciation of the key moments, there has to be a real risk that the game will hand you your ass on a plate if you don’t handle things just right. Also, perma-death and/or permanent setbacks are a source of added tension and poignancy for this type of gamer.
So if my theory is true it has several implications for game design.
First, it means that difficulty sliders are probably not as effective at making a game hit one of the sweet spots as toggled difficulty modes are. For example, limited save and perma-death toggles are a way to allow the players to easily sort themselves into one of the two camps. Also, if my theory is correct, it means that rather than increasing enemy toughness/health at higher difficulties, increasing enemy damage is more likely to give the Risky Victory gamer their sense of challenge.
This concept also allows for varied difficulty within the two approaches to difficulty: you can have easy, regular and hard enemies available in both softcore and hardcore modes, with a toggle.
Also the difficulty sliders might affect different factors depending on which sweet spot the devs are aiming for. For example, higher difficulty enemies for the Guaranteed Victory gamer would feature higher health and higher difficulty enemies for the Risky Victory gamer would feature higher damage.
Discuss. Am I off my rocker or onto something here? How should devs approach difficulty?
Disclaimer: also posted at that other forum b/c I love all my gaming brothers and sisters.