The Other Worlds Shrine

Your place for discussion about RPGs, gaming, music, movies, anime, computers, sports, and any other stuff we care to talk about... 

  • Difficult games

  • Because playing them is not enough, we have to bitch about them daily, too. We had a Gameplay forum, but it got replaced by GameFAQs.
Because playing them is not enough, we have to bitch about them daily, too. We had a Gameplay forum, but it got replaced by GameFAQs.
 #161138  by Don
 Wed Jul 17, 2013 10:48 pm
I was looking at more raiding in MMORPG and thought about how in general hard raids or rather hard games in general seems to be a completely failure in concept. While it sounds pretty cool in design I can't think of a single game that was successfully because it was actually hard. I forgot who said it but just because you're the best players in whatever genre doesn't mean you can possibly enjoy playing at such intensity for extended time. There should be the equivalent of faceroll encounters even on the high end. It wouldn't be very fun if you play Street Fighter and you've to fight Shin Akuma every stage, even if you can beat him. If you look at the turnover for any high end raiding game it's pretty much always a revolving door, because not only is it stressful but you have to deal with guys who are likely jerks and you'll find either you suck compared to them, or they suck compared to you. Very rarely do you get this magic union where everyone is exactly as good as each other and you work together toward a greater cause.

Looking back at games like Diablo 2 or EQ1, I think they had the right idea with difficulty being time-gated, and being good allows you to spend significantly less time. Anybody could beat Diablo 2 given enough time but if you're actually good at the game you can do MF runs a lot more efficiently. EQ1 is honestly not that hard and most of the effort is waiting for the right gear to drop so you can finally meet the encounter's benchmarks, but if you don't totally suck at the game you don't need 6 months farming worth of gear to beat something and that's kind of cool. From the WoW generation of games, it seems like the time-gated difficulty have been abandoned, which is rather ironic as the only hard part of Diablo 2 is that it took a lot of time to get the best possible gear. Now if you want to eliminate time-gated difficulty that's fine. Something like LFR in WoW could work but if you remove time-gated difficulty don't pretend the high end game is going to be at all playable. It's going to be the guys who are good enough will always beat the encounter in the first week if not the first day unless your difficulty is broken, while 99.9% of the guys still can't beat it except when they're posting about the game online. I am not sure if I ever beat Shin Akuma at all in a Street Fighter game (in the challenge forms, not when he's dumbed down to be a regular boss battle), and it's something nobody besides the very hardcore would care about. It's fine if you make him a rare achievement but if you expect a significant amount of the game's value come from that, it's not going to work. I can't see the all-or-nothing concept ever working in a game that expects popular appeal. That is, your players have to be this good, doesn't matter the type of game, to beat it or you'll never beat it, because frankly most games are nowhere near good enough to warrant actually learning let alone improving at the game, and I've played games long enough to think that some players will never get better anyway. Developers have the cause and effect mixed up. It's not that a player should learn to get good at your game to enjoy it. It's that you should enjoy the game so you want to get better at it. In EQ1 if you have enough primal weapons you'll eventually beat the Avatar of War even though only 1 guild beat him legitimately before the next expansion. This is because primal weapons have extremely low drop rate you'd be lucky to have 1/4 of your DPS with them. But the better guilds can actually beat him with 1/4 primal weapons while the lesser guilds need more. Now that time frame is probably a bit ridiculous for a modern game, but the underlying concept is sound. Better guilds need less to win but other people can eventually win, and hopefully your game is well designed such that eventually means 'before the next paying expansion'. EQ1 failed because eventually eventually meant 'after 3 years and $500 worth of sub + expansion costs" and of course most people bailed long before that.
 #161141  by Eric
 Thu Jul 18, 2013 2:31 am
I think I like difficulty spikes in games.

WoW was a weird creature, I was in a good guild, but even then I really really hated when I'd spend more then a week on a hard encounter. There's 2 encounters in the game's history that took a proportionally longer amount of time then the other encounters, but I still had fun with and that was M'uru and Heroic Lich King. M'uru because I think it was the hardest legit encounter(no bugs, no really cheap stuff, just difficult) that required your entire raid to be on their shit, and Heroic Lich King because that was basically the end of Warcraft 3's lore, and Arthas was just such a bad ass villain, and the difficulty of the heroic encounter kind of reflected that and it felt epic trying to take down this monster that caused the world so much harm, and you had a hand in creating or he had a hand in creating you(Death Knight story in WotLK). There's a few others, but those 2 just really stand out, I don't think we bothered with Zero Lights in the Darkness Yogg Saron for weeks because we didn't think it was doable.

I liked playing through Final Fantasy XIII and the difficulty started spiking around Chapter 11 when you had more freedom with your party and their paths, I took an hour on this one mini-boss Juggernaut just trying to figure out what to do against it, that was fun to figure out, it felt rewarding, and the game had more encounters like this as you played through it.

I like a game that causes me to think a little bit about how I approach it. In WoW I had to do this with other people. In some games I have to do this solo.

I hate artificial difficulty, like in Diablo 3, there's no skill or thinking involved in how hard inferno is, you either have the gear to take a punch in Inferno difficulty or you die horribly. No amount of skill will help you beat a single special monster and you have to farm gear in the previous difficulty for god knows how long just to proceed with and beat Inferno, this is stupid.
 #161142  by Don
 Thu Jul 18, 2013 3:10 am
It's fine for difficulty to spike but it should go back down unless it cannot for obvious reason (e.g. the last boss). For example take the iconic raids in EQ1, in Plane of Time the first tier you got 1 really easy boss (Saryrn), 2 reasonably difficult boss (Terris Thule and Vallon Zek), and one really hard boss (Tallon Zek). Now due to the gating mechanism it's impossible to fight Vallon Zek without beating Tallon Zek (Vallon Zek will always teleport to a spot that aggros Tallon Zek even though they're not technically linked). So you get 2 easyish boss and then you get a beatdown encounter of a guy who rotates between 4 AEs that do like 50% of your health at that time, and then after you beat him you get relatively easy guy. In the next tier you got Betroxxulous and Cazic Thule that are all easier than Tallon Zek as well (and drop better loot to boot), and then you got Rallos Zek and Innoruk who are both definitely harder than Tallon Zek.

So this means in the week you clear Tallon Zek you also get to kill 2 bosses with roughly equivalent of 8 item level higher loot before you've to fight him again. This means although you first wins on Tallon Zek is likely fluke you'll definitely be in a much better position the next week in terms of raid power. I don't know if this whole thing was some kind of grand design or just freak accident, but the end result is that you got a really hard boss (Tallon Zek) and then relatively easy sailing after he's down until the next big spike in difficulty, and Tallon Zek himself is really just a straight gear check. As soon as the majority of your raid can survive two of his AEs your chance of beating him is much, much better.

Though since somewhere around WotLK you pretty much see gearing as a limitation pretty much eliminated this sytem wouldn't work too well anymore. That is, if there's like 3 bosses you can beat and the fourth you cannot due to gear check you'll probably beat the 4th boss by the second week just because you'll be close to maxing out gear from the first 3 bosses by then. To put things in perspective you originally had stuff like EQ1 where a 54 man raid boss dropped 2 loot. Even WoW was like 3 loot to share for 40 man. Now you got like 2-3 loot on a boss that can be defeated by 8 or 10 man. It might be a good idea to figure out a way to slow down the loot progression that doesn't appear overly restrictive. You shouldn't need 6 months to gear but it should take more than 6 days too.

But anyway, you can't expect people to play at the intensity of Muru or Rathe Council where if you blink at the wrong time you wasted everyone's time. I really hate encounters that are superficially complex but not actually challenging. I don't like being forced to jump through hoops on an encounter that is really in no danger of actually defeating my raid. There's an encounter in EQ1 with a boss called Breakneck. He'll randomly charge at someone and kill everyone near that guy if his charge succeeds. He'll never kill your best players (who often can even survive a charge) so you really can't lose to him, but if he rams 20 of your filler DPS expect to add another hour to the time it takes before he dies. I have had 5 hour battles against Breakneck, and as long as my box crew and another guy's box crew are alive he can't possibly do enough damage to finish the tank, but it's just a dumb encounter. Sure you can say most of the raid sucks and I agree, but don't make people jump through hoops that doesn't affect the outcome. I'm pretty sure Breakneck's place is meant to be a faceroll encounter so don't even put the possibility of beating him after 5 hours. Yes EQ has no enrage timer so it's partciularly excessive, but there's plenty of raids in the enrage-timer era that are just as silly.
 #161177  by SineSwiper
 Fri Jul 26, 2013 7:10 am
Eric wrote:I hate artificial difficulty, like in Diablo 3, there's no skill or thinking involved in how hard inferno is, you either have the gear to take a punch in Inferno difficulty or you die horribly. No amount of skill will help you beat a single special monster and you have to farm gear in the previous difficulty for god knows how long just to proceed with and beat Inferno, this is stupid.
FFT was difficult for the right reasons. Dark Souls, OTOH, is difficulty for difficulty's sake. Difficulty needs to be a part of a the game, not the main selling point. Crippling your character or functionality of the game doesn't equate to difficulty.
 #161185  by Shrinweck
 Fri Jul 26, 2013 12:50 pm
Farming should also never be a necessary activity for your players to experience the game. Either you farm or you stop playing once you hit Inferno Act 1. Bad design. They really rigged it so that people would have to lean on the real money auction house if they didn't want to put an annoying amount of work into the game.
 #161188  by bovine
 Fri Jul 26, 2013 5:08 pm
SineSwiper wrote:
Eric wrote:I hate artificial difficulty, like in Diablo 3, there's no skill or thinking involved in how hard inferno is, you either have the gear to take a punch in Inferno difficulty or you die horribly. No amount of skill will help you beat a single special monster and you have to farm gear in the previous difficulty for god knows how long just to proceed with and beat Inferno, this is stupid.
FFT was difficult for the right reasons. Dark Souls, OTOH, is difficulty for difficulty's sake. Difficulty needs to be a part of a the game, not the main selling point. Crippling your character or functionality of the game doesn't equate to difficulty.

DISAGREE.

Where one had to go back and grind encounters in Tactics, you can beat Dark Souls with extremely minimal grinding (or none at all) if you are skilled enough at the game. Dark Souls at least understands that it is a hard game and that you are more likely to die a few times during your time with the game, and instead of just lazily throwing you back to the title screen or deducting money from you (MegaTen 4 or Borderlands), the game gives you another chance to redeem yourself for your foolish mistakes! Were you cheaply thrown into a pit? Did a boss crush you when you were unable to properly predict its pattern? Did you fall into the Abyss trying to fight the 4 kings because you forgot to equip that ring? Well now you can pick yourself up, brush yourself off, and go get those souls back and do better this time!

The game does lie to you at the start (tiny being ring), is poorly translated, and the stats are horribly explained, but it's the most rewarding experience I've had this generation. The only game that comes close is Last of Us, and that's for entirely separate reasons.
 #161191  by Don
 Fri Jul 26, 2013 6:55 pm
FFT had one of the most gimmicky fight where if you're in a constellation that's compatabile with Wiegraf you practically have no chance of beating him without being super overleveled or super cheap, sometimes both. But FFT was reasonable if you didn't abuse Swordtechs or calculators or whatever broken stuff was in the game. For the most part there's some job you can grind out no matter how cheap the boss is and it's a game of percentages. As you slowly improve those %s via passives and levels you'll probably be able to beat any boss without doing anything cheap outside of Wiegraf. That's a form of reasonable gearing up. I don't think it's unreasonable to expect to get everyone Maintenance if you're having a particular hard time beating a boss that uses Mighty Sword.
 #161193  by SineSwiper
 Fri Jul 26, 2013 7:32 pm
bovine wrote:DISAGREE.
Of course you disagree. You've only be gushing about this game since Day One.
bovine wrote:Where one had to go back and grind encounters in Tactics, you can beat Dark Souls with extremely minimal grinding (or none at all) if you are skilled enough at the game.
Please. It's barely a skill-based game. Sure, it's not about selecting a menu item and it has some depth to its fighting mechanic (the one redeeming quality of the whole game). But, in the end, it's all about grinding in a manner similar to Anarchy Online. You don't have a number that tells you how much souls you've lost through death, but the grind is still there. Even when you get to keep your souls, your reward is stats that don't change the outcome all that much. (Weapon and armor is more important, but even that caps out at a lowish level. The best armor and weapons in the game are still subpar compared to the enemies you face.)
bovine wrote:Dark Souls at least understands that it is a hard game and that you are more likely to die a few times during your time with the game, and instead of just lazily throwing you back to the title screen or deducting money from you (MegaTen 4 or Borderlands), the game gives you another chance to redeem yourself for your foolish mistakes! Were you cheaply thrown into a pit? Did a boss crush you when you were unable to properly predict its pattern? Did you fall into the Abyss trying to fight the 4 kings because you forgot to equip that ring? Well now you can pick yourself up, brush yourself off, and go get those souls back and do better this time!
Or lose all of that work because you died trying to fetch your corpse. The game is several steps backwards in RPG gaming. They put in all of the annoying things that everybody hated in older games and called it a triumph because "it is hard". There's a difference between difficulty and frustrating annoyances.
bovine wrote:The game does lie to you at the start (tiny being ring), is poorly translated, and the stats are horribly explained, but it's the most rewarding experience I've had this generation. The only game that comes close is Last of Us, and that's for entirely separate reasons.
Plus the graphics are horrible. And the story sucks. The game really doesn't have much going for it. I was just amazed I put up with it for so long.
 #161194  by Don
 Fri Jul 26, 2013 8:34 pm
I noticed there are people who seems to be masochists for difficulty, though of course it's easy to claim to be hardcore when the guy posting about how they 'want stuff hard' rarely is actually playing the game at that level.

For example, there was a raid in EverQuest where one of the mechanisms destabilizes the zones and causes it to crash, which basically forms some kind of enrage timer. Without this mechanism, the encounter will probably be beaten after several hours. Instead, it turns into a mad DPS burn fest where you've to beat the encounter before the zone crashes due to the encounter being bugged. As far as I can tell, both the devs and a considerable amount of 'hardcore' guys consider that part of the difficulty. I remember another fight had a mechanism that causes 5 guys to get randomly disconnected and it was fixed and sure enough some people say this is making stuff too easy, as if getting randomly disconnected due to a bug is supposed to make an encounter harder. Well, it obviously does, but you might as well open a random hole in the ground and swallow someone up too.