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The Art of Balancing Difficulty in Game Design and Gameplay

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Understanding gameplay and game design is often a challenge for those outside the industry. This makes it difficult to critique systems in titles like Elden Ring, Devil May Cry 5, and Doom Eternal. However, both elements are interlinked when assessing a game's difficulty, and creating a genuinely challenging experience is no easy feat.

A Complex Conversation on Difficulty

The concept of difficulty in video games varies widely among players. Some thrive on intense challenges, while others prefer a more relaxed experience, akin to watching a movie. In fast-paced games, developers must ensure there is substantial depth to engage players effectively.

In recent years, as developers have sought to emulate cinematic experiences, the balance between narrative and gameplay has become increasingly contentious. The challenge lies in integrating engaging storylines without sacrificing gameplay elements that appeal to hardcore fans.

Some developers aim to cater to both audiences, often resulting in experiences that feel disjointed—where easy modes lack meaningful gameplay, and harder settings become excessively punishing. If play testers or even the design team struggle to complete a level, it may indicate an imbalance in difficulty.

It's important to distinguish between fair challenges and those that are unfairly punishing. Well-designed games provide players with the tools needed to succeed, rather than relying on exploits or workarounds.

Some players may praise a game's mechanics while only engaging with it on the easiest settings. Others might mistakenly view an unfair challenge as a mark of quality, labeling games that don't conform as "dumbed down." To fully appreciate a game's design, stress-testing its gameplay is essential.

Pushing the Boundaries of Game Mechanics

To identify flaws in reflex-driven games, it's crucial to push gameplay to its limits. Reviewers cannot accurately assess a game's mechanics if they only play on the easiest difficulty. For developers analyzing their work, tackling the hardest settings can reveal:

  1. The designer's interpretation of the hardest mode.
  2. The resilience of game systems under maximum player disadvantage.
  3. The adjustments made to difficulty settings.
  4. Potential unfair elements within the game.

Many designers equate "hard" mode with "unfair," creating experiences that are excessively challenging. For instance, in the initial release of Diablo 3, the playtesting team found it impossible to complete the game at its hardest difficulty, indicating a fundamental imbalance that led to a complete redesign.

Issues that may seem minor at lower difficulties can become glaring at higher levels. While God of War 2018 was lauded for its narrative, its combat mechanics revealed significant flaws when played on harder settings.

Effective difficulty design begins with establishing a baseline for expected player engagement, then adjusting for varying skill levels. This requires an understanding of the game's pain points and difficulty curves. Doom Eternal exemplifies this by maintaining consistent pacing across difficulty levels while adjusting enemy aggression, allowing skilled players to navigate challenges seamlessly.

Altering stats to adjust difficulty is often misguided. Many designers believe that increasing enemy health or damage inherently makes a game harder. However, this can lead to a tedious grind, particularly in RPGs. Introducing new challenges or enemy types typically yields a more engaging experience.

A benchmark difficulty aids in assessing how well different systems adapt across varying levels. In Astlibra Revision, for example, higher difficulties significantly increase the grind necessary for survival, compelling players to adopt riskier strategies.

Defining Good Difficulty

Discussing what constitutes good difficulty is complex since player skill levels vary. Games that handle difficulty effectively often do so through two key principles.

Firstly, difficulty should not serve as a definitive measure of a game's quality. Claiming that players are not experiencing the "true game" unless they play on higher settings is counterproductive. The best balance allows a normal mode as a baseline while offering options to segment or gate aspects of difficulty based on player choices.

Doom Eternal illustrates this concept by ensuring a consistent experience across difficulties, while adjusting the player's safety net. Players should feel encouraged to explore higher difficulty levels, but can also lower them if they encounter challenging sections. Design flaws will not disappear simply by adjusting difficulty settings.

Secondly, players should have control over their gaming experience. Mechanics that impose penalties without regard for player skill undermine the experience. Options to adjust healing resources or shop costs should be available, but not mandatory for all players.

Progressive difficulty systems, such as the pact of pain from Hades, empower players to determine their challenge level, resulting in greater acceptance of difficulty.

A final note on "story mode" or disabling game systems: this approach can hinder good design. If players can only enjoy a game with mechanics turned off, it reflects a failure in onboarding and user experience design. Striving to appeal to everyone is a futile endeavor; successful games stem from a solid core gameplay loop that is accessible to a wider audience. An easy mode may obscure design flaws but does not eliminate them.

Achieving a Balanced Challenge

When a game successfully implements its difficulty curve, it enhances player experience and reduces churn. Players should understand why they failed, what they can do differently, and feel motivated to continue playing. While it's acceptable to offer extreme challenges for experienced players, it's vital to ensure that newcomers are not overwhelmed.

If you enjoyed this story, consider joining the Game-Wisdom Discord channel. It’s open to everyone. If you want to read these stories earlier, check out the new home of Superjump Magazine and my collection of posts over there.

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