The right kind of hard
It’s important to balance the difficulty of a game in an absolute sense, but it’s also important to pick the right types of difficulty.
When I play a sports management simulator or a Japanese RPG, I accept that my actions won’t directly decide the results. The challenge in these games, and others with similarly high levels of abstraction, comes from manipulating a complex system of rules and statistics. If my team has a bad season, I can trade for better players or work on the ones I have; if my fighter constantly whiffs with his sword, I can level him up to improve his abilities.
With highly abstract games, progression is not marked by one’s improvement as a player, although you certainly get better at manipulating the system. Rather, it’s marked by the characters’ improvement. Leveling up, buying new equipment, and recruiting more effective players are all in-game enhancements, not ones that are not dependent on how the player’s skill. Contrast that to a less abstract genre, like a platformer or an adventure game — there may be incidental power-ups for the avatar, but it is ultimately the player who must overcome the game’s challenges.
Broadly speaking, then, we can say that there are two ways to make a game difficult — by challenging the player’s skills directly, or by challenging her obliquely through the abilities of her in-game character(s). A problem arises when the type of difficulty is matched with the wrong type of game.
In the computer RPG Oblivion, your character has a numerical rating for each of twenty-one skills that relate to various in-game tasks. A higher Blade skill allows you to do more damage with daggers and swords, for example, and a higher Athletics skill allows you to run faster.
At the same time, though, Oblivion has several player-driven elements that undermines the system. The Security skill makes it easier for your character to pick locks, but if you (the player) get good at the lockpicking minigame the skill becomes useless. Similarly, a high Speechcraft skill makes NPCs like you more, but an easy “persuasion” minigame accomplishes the same thing. The relevance of the skills system is diminished somewhat when the player can do an end run around her character’s limitations.
Why would Bethesda allow such a thing? I think the answer lies in the criticism leveled at Oblivion’s predecessor, Morrowind.
Morrowind’s combat system, even though it allows direct control over the character, works a bit like a Japanese RPG. When you swing your weapon there is a statistical chance of missing your enemy, even if the weapon visibly connects with his body. Similarly, there is a dice roll when you attempt to block an attack, so even if your opponent’s weapon visibly connects with your raised shield it still has a chance to penetrate.
This is a system of rules and statistics in an inappropriate place — or, put another way, the combat is difficult in the “wrong” way. With a first-person action-based combat system, the player expects to have her reflexes and coordination tested; in Morrowind, she is instead at the mercy of equations based on her character’s skills and attributes.
In many ways, Oblivion fixed these issues. If your weapon connects with the enemy, you will score a hit, and if his connects with your shield, you will block it. The damage dealt or absorbed are still calculated based on your skills and attributes, but the fundamental mechanic has been shifted to more reasonably reflect what’s happening on the screen. This is the “right” kind of hard for this combat system — if you want to dodge an attack, you need to actually move your character out of the way, not raise your Agility attribute.
My theory is that Bethesda overcompensated with these corrections and accidentally obviated the need for skills Security and Speechcraft. By putting the benefits of those skills directly in the hands of the player, they removed the incentive to level them and chiseled away at the game’s RPG core.
This post is a contribution to Corvus Elrod’s Blogs of the Round Table. The other entries for this month are available below:
