Earlier this summer, I finished working on a children's game for the Wii, PSP, and PS2. It was the first kid's game I had ever worked on, so I knew it would be a learning experience. One thing I tried to be cognoscente of from the beginning was our difficulty curve in relation to the market we were ultimately targeting.
The first thing you learn working in Game Design is controlling and managing difficulty will be one of the biggest hurdles you deal with. Our game was a side scrolling beat-em-up mixed with R-Type style flight levels. That meant balancing two completely separate types of gameplay with very little overlap between the two. This property also had a fairly successful GBA game that was known for its extreme difficulty - something that made it a cult classic of sorts; so we had to take that into account too.
As a designer, I've always been interested in how difficulty affects gameplay. Our industry started being reliant on actual difficulty (instead of content) driving game length - hardware and storage restrictions demanded it, and it also played into the basic human desire to iterate and improve. As time passed and technology progressed, games began to grow and we began to see content drive them, especially in RPGs. The focus shifted from games being a purely skill based experience into new frontiers like story and creative gameplay mechanics. And while there are a large amount of games today that are still reliant on skill based gameplay, its rare to see a game outside of the Puzzle genre that solely relies on it.
So with design maturing at a constant rate, shouldn't our concept of "Difficulty" too evolve? Personally, I feel like there's no excuse for designing a game that gates player progression through Difficulty. Creating these artificial barriers around your experience seems counter-productive as a Designer. That's not to say you can't create a difficult game, but instead that you need to adapt to the full scale of player ability.
A lot of this is heavily controlled by the game you're making. With the children's game I had mentioned earlier, we were attempting to create a beat-em-up/R-Type hybrid experience with light platforming. We wanted the platforming aspect to be "icing on the cake" - it wasn't our core gameplay mechanic and simply served to make levels more interesting and interactive. Therefore, we tried to avoid driving difficulty through that facet. The typical punishment in a platforming game is to "pit," where the player incorrectly maneuvers the gameplay space and falls out of the level. In most platforming games the player would die and begin either at the beginning of the level, or less punishingly the previous checkpoint. We opted however to simply take a small amount of the player's health and throw them back out of the pit and returning them to gameplay.
A few people on the team had complained we were making the game too easy; and that got me thinking: is it wrong to let the player play your game how they want to? If someone wants to play through your game without having to worry about dying, is that a bad thing? While increased difficulty is a completely valid gameplay mechanic, I'm more interested in creating experiences that rely on unique gameplay elements and interesting content to keep the player engaged.
At the same time, however, I'd be foolish to ignore either side of the difficulty curve. Even with my ideal situation of creative gameplay experiences and top notch content, I want to provide for players who desire a more difficult experience. This can be solved by offering a few meaningful difficulty settings, but because of the complications of balancing a system like that, it's not always an ideal situation nor one that's usually too successful.
New Super Mario Bros. for Wii, released a few weeks ago, addresses this problem in a fairly unique way with their much touted 'Super Guide' system - If a player fails in a level eight times, they're presented with the option of either having a CPU controlled Luigi show them a walkthrough of the stage, or simply skipping it. Now, Mario games are obviously more skill-based; the difficulty of the game is heavily reliant on gating through complicated platforming sections. But at the same time, the game features other mechanics like simply controlling Mario while using different power-ups that still provide a great deal of entertainment and satisfaction. By initially requiring the player to traverse each level correctly, and only assisting when the player is clearly having a difficult time, I don't have an issue with altering the typical flow of gameplay and bypassing a level.
It's not hard to see the 'Super Guide' system adapted to a variety of game types successfully either; take a popular current generation title like Halo 3 for instance. If during the course of gameplay, a player fails to pass a specific checkpoint x number of times, wouldn't it make sense to start scaling the difficulty back? Perhaps fewer enemies are spawned, or player gun accuracy is increased across the board? As the player improves again, these modifications could slowly ramp off again.
Perhaps the best way to create a more dynamic difficulty system would be to take a queue from Left4Dead's AI Director. During the course of gameplay, the AI Director is processing a wide variety of player metrics, and then trying to create a dynamic ebb and flow of frenetic difficulty, driven by reactionary behaviors to those metrics. Imagine a reactionary behavior system who's goal was to create an ideal difficulty, with the ability to modify that baseline through "difficulty settings". Most games these days are already monitoring a wide range of player metrics for the sole purpose of Achievement Systems - by starting the design process with this mindset of adapting difficulty to player skill, there should be no reason for a game that isn't entirely skill based to allow any caliber of player to finish it. And as designers, that's what we should want, people to have the freedom to experience our work in a way that's meaningful to them.
So what are your thoughts? I'd like to continue dwelling on this topic, with my next post focusing on more modern games that still greatly rely on difficulty, or at least derive some meaningful benefit from it (Demon's Souls, for instance).