Dark Souls 2: Difficulty Dissected

You Died

You may have heard that the Souls franchise is hard. You may have even heard that it can make you into some sort of bizarre double-man. The director and supervisor of the series often talked about his desire to use difficulty to facilitate a sense of achievement (as opposed to collecting cheevos). I often hear gamers wearing the Souls series like a suit of armor, as though it were proof of their gaming prowess, and staunchly defending it from any attempts to improve “accessibility,” a word that seems to translate as “easier.” In fact, there was quite the kerfuffle back in 2012 when the internet suspected director Hidetaka Miyazaki of wanting to make an easy mode for Dark Souls 2, a comment that was speedily retracted. And in true PR form, Namco Bandai assured everyone in 2013 that the sequel would be “viciously hard.”

So isn’t it funny that just last month, the video series Extra Credits put out a video detailing how the true genius of Dark Souls 2 is… its easy mode! The producers detail out exactly how to make Dark Souls 2 a much easier experience, and go to great lengths to convince everyone why that’s such a great thing. It’s actually the sort of thing that EpicNameBro spoke out against during the 2012 controversy: he argued that having the option to lessen the difficulty robs the game of its tension and sense of achievement. Now, I disagree with Extra Credits (as I often do), but they’re definitely correct that Dark Souls 2 has what amounts to a “soft” easy mode, and that’s probably the reason why it slipped by so many gamers including EpicNameBro. But I think the important question here isn’t how hard the game is or isn’t. The important question is what kind of difficulty the game has.

In other words, what does it mean to be a truly “hard” game? Continue reading

Leveling Systems Part Two: Where We Could Go From Here

Level Up Part 2

In part one of this article, A Brief History of Leveling Systems, I talked about the problems that video games have had in implementing the D&D leveling system. While it may seem to have made sense to turn RPGs into video games, designers didn’t consider how different a social tabletop game and a single-player video game truly are. The game systems designers ended up making were clumsy and shallow, and they unwittingly paved the way for the skinner box apps of today. Rather than designing sophisticated game systems, designers accidentally got sidetracked by what seemed to work on audiences and thus sold many copies. The ultra-monetization of games has brought with it the need to continually produce commercially successful games regardless of the content, and it has probably done more harm to the art than good. It has certainly skewed our understanding of design as well as our priorities as developers. I certainly noticed a strangely happy vibe from the author of the Puzzle & Dragons breakdown.

That’s not to say that leveling systems should never be included in a video game. Indeed, computers are far more efficient at running complicated, number-based game systems than a human with paper and pencil could ever be. It does mean, however, that the game system needs to change in order to accommodate its new medium. If we take some time to really understand these game systems, we can make games that leverage our favorite genre tropes effectively while maintaining the integrity of the core game. In fact some games have even taken those first steps, though they are rarely given credit for their vision. Continue reading

World of Warcraft: A Case Study in Design Focus

WarcraftLogoFinal

With a peak subscriber rate of twelve million players and a rotating, on-and-off player base, it’s hard to imagine that there are many video gamers left who haven’t at least tried Blizzard’s magnum opus, World of Warcraft. After all, it’s got so many games in it, so much content! It’s got something for everyone, so how can you go wrong?

Turns out a lot can go wrong.

Turns out that when you try to make the omni-game, when you try to have “a little of everything,” you end up with a lot half-baked ideas and broken systems; that when you try to please everyone, you don’t really satisfy anyone. Turns out that you can’t just mix everything together at the WoW All-U-Can-Eat buffet and still expect to have something good in the end. Continue reading