Status and Signals: Why Hardcore Gamers Are Afraid Of Easy Mode
pixelpoppers.com
pixelpoppers.com
Something which should be good if the ostensible reasons for participation are true (e.g. games have an easy mode so more people can enjoy them, or fewer die on Everest so more people can appreciate its splendor), in reality are seen as bad because the ostensible reasons are false, and we're just signaling.
In that case, making that signal easier to broadcast (I beat megaman or climbed Everest), cheapens the signal of those who have invested in sending that signal before it was cheap to send.
It can be dangerous if you drive away your elite users (who are probably 80% of your activity anyway), but it can also be used to bring in new users and retain customers.
This has nothing to do with status (at least my opinion doesn't). The same thing happens with many of our natural wonders when we turn them into tourist attractions. Even as far back as the 1800s, Europeans were disgusted with the way that Americans had turned Niagara Falls from a natural wonder into a tourist trap.
Videogames are lucky. They can have it both ways - easier difficulties as a low barrier to entry, and harder difficulties to entertain and challenge the veteran players. This is a great advantage of videogames, and it should be thoroughly embraced.
s/videogames/your_platform|business_model|etc
Now if you add enemies to hard mode, require some sort of finishing move, or add extra ambushes that's different. But when you build a game for easy mode, and tack on pointless challenges it just feels cheap.
PS: One option would be to have extended death, where you "kill" enemies but they keep attacking for a few seconds but if you walk away they quickly die. It makes the world feel more real and adds more challenge without slowing down the pace of the action.
However, I agree that I prefer when they add smarter AI rather than just increasing the enemies damage output or increasing the amount of damage they can sustain. In a game like God of War, the depth of the AI in general may be small to begin with, and there may not be much they can do to improve it. I imagine with God of War, the enemies have attack patterns, hit points and damage values for attacks with a very basic AI that begins attacking the player's character once they are within range or sight.
Upping the challenge in a game may actually make the game less fun, in that in order to overcome the added challenge, you have to take the game at a slower pace or resort to exploiting deficiencies in game mechanics that diminish the immersion in the game.
For all the people complaining about how horrible Hard mode usually is - what should it be? Everyone seems to say - they just make the enemies have more hit points, or add more of them, or make them aim better. What do you want hard mode to be?
I would think that to make "easy mode", first you tune your game for the hardest setting. Then, you start progressively removing obstacles, turning up player advantages, turning down enemy advantages, etc for your easier settings.
Megaman II was the very first action game that I beat in a single sitting. I went to my friend's house on a Saturday afternoon, plopped down and went on to destroy the thing over the course of a few hours, winning with who knows how many lives left.
I found the argument to be pretty persuasive in general, but every time I saw the name Megaman, I thought come on, what kind of person would need an easy mode for that game!!?
Ninja Gaiden, on the other hand frustrated me for the better part of a summer. It desperately needed an easy mode. That game is to Megaman as Megaman is to You Have to Burn the Rope.
http://www.pixelpoppers.com/2010/01/mirrors-edge-what-went-w...
"Technically, Mega Man 2's easy mode was called normal mode, while the white-knuckled difficulty typically found in a Mega Man game was called difficult, but it was an easy mode."
Perhaps if more developers took time to create a well-crafted and challenging gameplay experience it wouldn't bother me so much. More complex objectives or smarter enemies. Maybe that's a tall order, but it seems like in most cases, difficulty is a decision between fun, easy and unsatisfying, or frustrating, hard and maybe (or maybe not) rewarding.
Most "easy" modes really just multiply the damage you do to enemies, or nerf the damage they do against you. Look at, say, Call of Duty, a game that can be incredibly challenging on harder difficulties, but has a mass-appeal easy mode - the easy mode really just makes you a cushion for bullets, and there's nothing wrong with that. How enemies respond, how the AI works, everything remains the same.
One of the few examples of where good challenge was added was the point in the first Modern Warfare where you have to make a long distance sniper shot. On the harder difficulty settings, the wind and other factors were more pronounced, making the shot much more difficult, but in an interesting and challenging way instead of a more frustrating way. Unfortunately the rest of the game was filled with enemies with x-ray vision and what seemed like heat-seeking grenades.
In other words, it's not that easy mode just divides the damage you receive, it's that hard mode becomes easy mode with a damage multiplier.
Halo 3's Legendary Campaign vs. Halo 1 and 2's Legendary Campaigns.
For those unfamiliar with the campaign gameplay of the Halo Trilogy (and those who might need a refresher), each of the three titles had four different difficulty modes for campaign play: Easy, Normal, Heroic, and Legendary (order representing increases in difficulty).
Keeping in mind that each of the three titles had these same names for the campaign difficulty level (and that when you play either Halo 2 or Halo 3 on Xbox Live, the highest level difficulty you've completed the entire campaign for is shown to other players in your profile), it's easy to see how the highest level of achievement might become a status symbol of sorts...
...if, that is, it's difficult to achieve.
Sure, once you got to a certain level in multiplayer gameplay on Xbox Live, the majority of players had achieved that Legendary status symbol anyway. But even then, it often simply meant those who hadn't were relegated to a lower echelon of respect.
So there's your status element for Halo's difficulty modes.
Now, getting back to the author's points on Easy Mode, I'll show why his overall argument (though perhaps quite appropriate for many other games) doesn't hold water with Halo 3, which should make the truth of his claim situational at best.
Rather than the author's example of the game developers adding an Easy Mode where there was none in previous installments, Halo 1 and 2 already had Easy Modes, so one obviously can't complain about its inclusion in Halo 3. (Well, to be fair, many have complained that EACH of the difficulty levels was made easier for Halo 3, but I've yet to see objective, rather than anecdotal, evidence for this claim. But even that isn't quite the same as adding an Easy Mode where none had existed before.)
No, rather than that, Legendary was made objectively easier to beat, thus devaluing its achievement and therefore its worth as a status symbol. Let me explain:
Legendary is of course at least as difficult-- and, the vast majority of the time, far MORE difficult-- than each of the other difficulty modes. (Duh, right? That's what a difficulty mode is.) The enemies had smarter AI, they were tougher (e.g., even a sticky bomb, an auto-kill on any other difficulty mode and in online multiplayer, couldn't kill most classes of Elites; you had to inflict even more damage than that), and there were way more of them.
In Halo 1 and Halo 2, if you played co-op campaign on any of the lower three difficulty modes and you died but your teammate stayed alive, you could just respawn back into action. If you were playing alone though, you'd respawn at the last checkpoint you passed. This is why most of the lesser-skilled players completed their campaigns playing co-op: it was WAY easier; there was no real penalty for dying. But here's the catch: the game developers wouldn't let you do that for Legendary. If you played co-op and either player died, you both respawned at the last checkpoint rather than respawning back into action immediately. Thus, completing the campaign on Heroic garnered little respect (but certainly not disrespect, necessarily), because nobody knew whether you achieved it "legitimately" (i.e., on single player, where you couldn't exploit the lack of penalty for dying) or not. Legendary, however, could ONLY be completed legitimately. It meant something concrete.
Except on Halo 3.
For the third game, the developers decided to allow players the same exploit in Legendary that had only previously existed in Easy, Normal, and Heroic-- thus robbing Legendary of its significance as an achievement. After all, the metrics for how good you are at the game in general are a) kills and b) lack of deaths. Remove the latter from the equation, and Legendary becomes...well, no longer legendary.
Prescribe whatever reasons you wish for this decision by the developers, but I'm willing to bet you'll face an uphill battle if your reasons are the same as the author's in his Mega Man X Easy Mode hypothetical.
However, in your example, they made Halo 3's hard mode easier. That's not the situation the author was referencing.
TL;DR: The logical extension of the article is that someone who watches a real-time movie of people climbing Everest has a similar experience to those actually climbing Everest, and should be allowed to claim that they too have climbed Everest. In my opinion the author does a disservice to us all by making a convincing argument of this.
He argues that hardcore gamers don't want an easy mode because it makes completing the game more of a status signal, however, the lack of an easy mode reduces the audience that is even aware of the game.
Completing a hardcore game that nobody knows about doesn't give the gamer any status at all.
He's not making the argument that people who climb everest by riding an pressurized elevator with an oxygen supply should be able to claim they climbed everest, but the fact that there is an elevator shouldn't logically diminish the status conveyed to actual climbers of everest.
But wait a second, you say, I was watching a bad cam on a tiny screen. Well, yeah, but the story's the same, no? My total experience of the movie, (arg! wtf? stupid half-broken rar files stupid torrent software, etc) contributed to my total impression of the movie. If I'd got to a theater opening night and there a few dressed up in costumes and the crowd was buzzing with excitement, my opinion of the movie might be higher.
Not having an easy mode on video games is like saying 'can only be watched on a big screen'. Theres a sense of accomplishment and pride by the end of the game that, if you were wanting to share in the experience with, that, as some see it, a minimum level of difficulty is required.
(For the record, I did rather like the Firefly movie.)
You describe a frustrating experience in which you had to work very hard to experience the content, and as a result you didn't care much for it, and posit another experience in which the content is far more accessible and the experience is shared with a wide audience, and assume you'd enjoy this better. I'm with you that far.
And then - if I'm reading correctly - you suggest that the frustrating experience is Easy Mode, and the accessible one is Hard Mode? This is where you lose me.
If I'm trying to play a game I've heard good things about, my experience can certainly be soured by a high level of frustration. And I'd probably like a game more if I can share the experience with other people who like it. To me, these are both arguments in favor of Easy Mode.
Comic books losing was also pretty much inevitable. Thirty years of backstory, infrequent (once a month- that's a year to a 14 year old) releases, you can finish one in ten minutes. Sure, video games are much more expensive. But they last so much longer.
It should be a choice between Normal Mode and Flaming Death Mode.
Marketing, people. Marketing.
How many people are going to play a game on easy and then also play it on normal? I doubt very many at all, and those who do probably won't take the time to go back and compare the two difficulty levels. So you could make normal and easy the exact same. (Hey, this thread was started as an appeal to marketing...)
Also, I just ordered a small fries from McDonald's when I was there last week.
http://www.valvesoftware.com/publications/2009/ai_systems_of...
For anyone that bothered to read the whole thing, did he make another point besides "let there be an easy mode and get over it"?
You've got skill. But there is such thing as sheer dumb luck that makes you step out from behind that building at exactly the right (wrong?) instance and you get taken out by that sniper. If you're playing on Easy, that's just embarrassing. Same scenario on "Legendary" and you've got a good excuse :)