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glhf

Should you make games easy or hard?

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MatthewMorigeau    1672
Any aspect that takes rhythm, timing, reaction speed, pattern recognition, recall physical memory, or requires physical accuracy (there are probably more that I'm overlooking) should all be almost impossible to master in a design (depending on how many of these are a part of your design). However the learning process to achieve the mechanic should be (IKEA/LEGO instructions) simple and comfortable to learn as well as build confidence in a player and their skill as they learn to use the mechanic.

Create complexity by combining a variety of mechanics. I reuse old mechanics as the primary game structure (what's needed to win) and new mechanics as secondary(macro, advanced, creative, player specific gameplay style, etc) design. A hard game is found in the complexity of its mechanics or how each of the many different mechanics work together. Challenging players to understand the puzzle of which mechanic is applicable and important to the challenge they are faced with is the key.

Positive reinforcement is important aspect to making a game easy to learn. Its a confidence builder. If the win condition isn't clear then no matter what reward you use it won't be worth playing towards (aka its not fun). If the game is easy to learn then the win condition is clear (though good game's will make you question why you are achieving it).

@Bluefirehawk Its not a slogan, its a way to look at your design to ensure it's worth a player's time. "Super Meat Boy" is hard because the designer used a wide variety of the above challenges (at the start of my post) within the limits of the very easy to learn control structure of so many other 2D scrolling games.

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VladTC    159
Just as some people said, it really depends on what audience you want to appeal to. If you want a casual audience that play the game now and then as is, then make it easy or semi-easy. If you want to appeal to hardcore gamers, then make it hard. A good example is Dark Souls. The game is [b]really[/b] hard and unforgiving, and people love it ! of course, people that love it [b]are[/b] into that kind of stuff, whereas casual gamers would not touch such game.

It also depends on what game you are making exactly. Imagine if Angry Birds was being released with super hardcore people in mind. Yeah. I don't think that a game with such simple gameplay and mechanics could be hard in any way. And NO, do not tell me you could make the levels bigger and more stuff to brake "to try to make it harder", because then it just becomes [b]tedious and frustrating.[/b]

You really have to just think if your game is complex and going into the hardcore way, or if its simplistic and will appeal to casual people.

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glhf    585
[quote name='VladTC' timestamp='1349279085' post='4986422']
Just as some people said, it really depends on what audience you want to appeal to. If you want a casual audience that play the game now and then as is, then make it easy or semi-easy. If you want to appeal to hardcore gamers, then make it hard. A good example is Dark Souls. The game is [b]really[/b] hard and unforgiving, and people love it ! of course, people that love it [b]are[/b] into that kind of stuff, whereas casual gamers would not touch such game.

It also depends on what game you are making exactly. Imagine if Angry Birds was being released with super hardcore people in mind. Yeah. I don't think that a game with such simple gameplay and mechanics could be hard in any way. And NO, do not tell me you could make the levels bigger and more stuff to brake "to try to make it harder", because then it just becomes [b]tedious and frustrating.[/b]

You really have to just think if your game is complex and going into the hardcore way, or if its simplistic and will appeal to casual people.
[/quote]

I didnt think dark souls was hard.
I found it really boring..

Basically just dodge when enemy does something.. need quick reflexes which is the "hard" part.. but thats all there was to it.
Too linear game and not interesting enough..

But I understand your point and agree.

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VladTC    159
[quote name='glhf' timestamp='1349283692' post='4986450']
[quote name='VladTC' timestamp='1349279085' post='4986422']
Just as some people said, it really depends on what audience you want to appeal to. If you want a casual audience that play the game now and then as is, then make it easy or semi-easy. If you want to appeal to hardcore gamers, then make it hard. A good example is Dark Souls. The game is [b]really[/b] hard and unforgiving, and people love it ! of course, people that love it [b]are[/b] into that kind of stuff, whereas casual gamers would not touch such game.

It also depends on what game you are making exactly. Imagine if Angry Birds was being released with super hardcore people in mind. Yeah. I don't think that a game with such simple gameplay and mechanics could be hard in any way. And NO, do not tell me you could make the levels bigger and more stuff to brake "to try to make it harder", because then it just becomes [b]tedious and frustrating.[/b]

You really have to just think if your game is complex and going into the hardcore way, or if its simplistic and will appeal to casual people.
[/quote]

I didnt think dark souls was hard.
I found it really boring..

Basically just dodge when enemy does something.. need quick reflexes which is the "hard" part.. but thats all there was to it.
Too linear game and not interesting enough..

But I understand your point and agree.
[/quote]

it was actually an open world game and got quite hard later on. Maybe you didn't play it enough, or maybe you're just that good ? :P but yeah sorry, lets not deviate from the topic

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