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Difficulty levels

One of the tougher challenges of designing a game is getting the difficulty right. Make it too difficult and players might be put off quickly, make it too easy and players will lose interest. Juuso Hietalahti advises to use several difficulty levels, but I’m not sure I agree with him.

I think designing should take into account at least 2 or 3 modes from easy to difficult (or from normal to difficult). In Hightailed game there’s total of 4 difficulty modes in the latest version. One is extremely easy, two others are bit harder and the last one is made as difficult as possible.

The problem I have with this advice, is that you are giving the player a choice she might not be able to make. Chris Bateman put it like this:

To begin with, let’s look at the classic static solution to game difficulty - giving the player a choice between Easy, Normal and Hard. This approach is better than nothing, but it has insurmountable problems. How does the player, who has never played your game before, determine which difficulty level is right for them? One can argue that they can always start playing on one difficulty level and change it if it’s wrong - but that could be several hours down the line. If they’re playing on the wrong difficulty level, the game may not be fun for them - it’s just as likely that they’ll give up the game in frustration or boredom as consider changing the difficulty level.

Also, you’re not really solving the problem, you’re just moving it around a bit. After all how hard should ‘hard’ be, and how easy ‘easy’? Instead of dealing with the problem once, you have now split it into three (or more) similar problems. And if you’re not careful you might end up with a situation that is similar to gears on a bike: no matter how much you have of them, you always want the one in between.

The question you need to ask is: who are my target audience? Could it be that you don’t know how difficult you should make your game because you haven’t clearly defined your target audience yet? If you are dealing with a game literate audience, then difficulty levels may be okay, because your players will be able to choose a difficulty level based on their experience with previous games. You still need to balance the levels correctly, though. If your audience is strictly casual, you can take Jason Kapalka’s advice. I remember him saying: “I don’t believe a casual game has ever failed because it was too easy.”

How you deal with difficulty in your game depends a lot on what type of game you are trying to make. For a racing game, dynamically adjusting the difficulty level might be an option. With a puzzle game, difficulty levels might be inherent in the puzzles themselves. All you need to do then is make sure that all puzzles are available from the start (no unlocking puzzles, please). And maybe, in your particular game, difficulty levels might actually be the best solution. If that’s what you discover after thinking hard about it and testing a lot, that’s okay of course. Just don’t use difficulty levels as the de facto solution.

Edit: Did Chris Bateman change his mind?

Perhaps the most staggering absence in terms of game mode is the lack of difficulty settings. Now here it must be acknowledged that multiple difficulties do imply additional costs – in the QA stage of development perhaps more than in the design phases. But we can be no doubt that there are many players for whom the typical difficulty of videogames is considerably too hard for any enjoyment to be gleaned.

Where are the options that allow players easier versions of games such as Metroid Prime or Shadow of the Colossus? They are wholly absent, and this is typical of the majority of games from the upper market. Even though these particular games are specifically targeting a hardcore demographic at the centre of the gaming audience, why omit an easier mode? The stereotypical hardcore player often considers it failure just to select an easier mode, so the argument that easy modes undercut the challenge of the play seems fallacious.

Furthermore, in terms of the wider gaming audience, there can be no lower limit on difficulty. You simply cannot make a game too easy for the broadest conceivable audience. The player needs to be able to find their own level of challenge, and this may be substantially below where the game developer believes it should lie. Many players towards the casual end of the spectrum struggle simply to control the avatar – for these people, just moving around is an achievement!

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September 2nd, 2006 @ 08:03 PM • Filed under Target Audience, Gameplay, Learning curve

13 Comments

GameProducer.Net » Archive » Ask Producer: How Difficult Levels? said,

Pingback • September 4, 2006 @ 7:03

[…] Edit: Excellent information in the comments: Casual game designer says he disagrees (and also agrees if you read the whole entry) with me, and I must say that he has a point in his approach. Difficulty modes should not be the automatic answer. In Hightailed it works okay because the difficulty levels change how intelligently AI makes his moves. I’d say the same approach will work in games like chess very well. […]

Chris said,

Comment • September 4, 2006 @ 11:31

Wil:

I didn’t change my mind! The issues I was talking about before still stand. This new post is about providing mode choices to the player - it overlooks the problems as to how to communicate mode choices.

I’ll repost to remove the ambiguity.

Best wishes!

William Willing said,

Comment • September 4, 2006 @ 11:57

Thanks for the clarification, Chris.

Chris said,

Comment • September 6, 2006 @ 10:33

Thank you for drawing attention to this issue. It’s nice to know someone is paying attention. :)

I’m losing hope that there’s a clever solution to this problem of game difficulty, though… But perhaps someone out there has the germ of an idea that might work. For the time being, though, I have to admit defeat.

Best wishes!

William Willing said,

Comment • September 6, 2006 @ 12:15

If with ‘clever solution’ you mean a solution that will work for every game, then I don’t think we’ll ever discover it. Every game needs to be tuned for difficulty seperately.

We have a variety of tools at our disposal to deal with this problem - tutorials, difficulty settings, level design, dynamic difficulty - none of which works for all games (one of these days I will finish my article on why I think tutorials are a bad idea). The art is to pick to right tool at the right time, maybe even combine the tools in just the right way.

Hopefully, we’ll find new tools over time. If anyone can name one I haven’t mentioned before, that would be greatly appreciated.

Roman Budzowski said,

Comment • September 26, 2006 @ 22:43

I set up my game to have 3 difficulty levels, but I’m not sure if that’s the best solution. I am affraid that it will confuse players (one more option to choose). I see a lot of casual game (portal hits) that have no difficulty options. Maybe great tutorial and regular difficulty is just good enough.

William Willing said,

Comment • September 26, 2006 @ 23:12

If you’re aiming for a casual audience exclusively, then I think you should consider going with what is now the easy setting. It’s quite easy to make a casual game too hard, but it’s hard to make a casual game too easy.

I’m not a big fan of tutorials, by the way. They make the first thirty minutes of a game feel like school. Of course, if the tutorial is great, then everything will be fine, but I can’t remember the last time I saw a great tutorial.

Of course, I’m generalising here. I haven’t played your game (not that I know, at least), so you’ll have to decide for yourself if my comments make sense for you.

eddies said,

Comment • September 24, 2007 @ 21:33

well if you see that nowadays games are being made very much difficult there arent many user friendly games so most of the games are unplayable recently i was playing a games called prince of persia revelation and it was insanley hard …..well now adays people want games that refresh their mind not to crash their minds …well i guess games should be made moderate not too difficult not to easy

eddies said,

Comment • September 24, 2007 @ 21:35

well if you see that nowadays games are being made very much difficult there arent many user friendly games so most of the games are unplayable recently i was playing a games called prince of persia revelation and it was insanley hard …..well now adays people want games that refresh their mind not to crash their minds …well i guess games should be made moderate not too difficult not to easy

kind regards
eddies
www.naturalgames.com

Ben said,

Comment • November 13, 2007 @ 19:56

To be honest, I like it when developers omit difficulty settings. It means everyone is getting the same gaming experience that the developer intended. When confronted with a difficulty selection screen, it really brings out the indecisiveness (sp) in me. On one hand, I don’t want to die and be forced to restart my game, but on a more subconscious note I don’t want to be bored because it is too easy.

If I choose easy and beat the game, I may be too exhausted to go back through it again, and miss out on a better and more challenging gaming experience. In fact, until I asked this question on a forum, I never really bothered playing above the easy difficulty level.

This is why I like games such GTA where there is no difficulty selection. The game might be too easy or too hard for some, but will generally find a middle ground and offer a solid learning curve that most all will enjoy. If you are to include a difficulty level, try and include bonus unlockables to encourage players to try multiple difficulties.

dawn. said,

Comment • April 17, 2009 @ 2:47

easy

Slammin Sam said,

Comment • May 1, 2009 @ 9:09

God I love these articles. SO HELPFUL AND INTERESTING! Thanks guys.

Twickl said,

Comment • February 8, 2010 @ 17:08

I generelly dislike when I have to choose a difficult level below “expert”, since I feel I fail to conquer the game. Sometimes it’s just too difficult (as in Dead Space), but then i elect to give up instead of playing on a lower level.

Good games should really try to get rid of the difficult option and instead ask the question: How steep should the learning curve be? Games should generally be easy to access, but a game targeting a hardcore gamer audience could have a tremendous steep learning curve, while casual games maybe should aim for an almost leveled out experience.

Then no one will think they fail at choosing the wrong level. The will just think they choose the wrong game - or they may have a go at the challenge and improve their gamer skills.

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