<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	>
<channel>
	<title>Comments on: Scattered Thoughts on Game Difficulty</title>
	<atom:link href="http://lungfishopolis.com/2008/09/scattered-thoughts-on-game-difficulty/feed/" rel="self" type="application/rss+xml" />
	<link>http://lungfishopolis.com/2008/09/scattered-thoughts-on-game-difficulty/</link>
	<description>Video games on our minds</description>
	<pubDate>Fri, 18 May 2012 18:52:37 +0000</pubDate>
	<generator>http://wordpress.org/?v=2.6</generator>
		<item>
		<title>By: Gideon</title>
		<link>http://lungfishopolis.com/2008/09/scattered-thoughts-on-game-difficulty/#comment-57</link>
		<dc:creator>Gideon</dc:creator>
		<pubDate>Fri, 03 Oct 2008 18:22:05 +0000</pubDate>
		<guid isPermaLink="false">http://lungfishopolis.com/?p=176#comment-57</guid>
		<description>I think game difficulty has gotten slightly more lenient over time. A more influential development where difficulty is concerned would be more precise and varied control schemes rather than a change in what the developer is striving for. Especially regarding twitch gameplay, modern gamers are given a more diverse moveset for accomplishing their goals. Shooters have blind-firing, cover mechanics, sniping, stealth, etc. Also the 3D perspective allows you to see farther ahead, potentially perceiving danger before it's upon you. 

RPG developers have mostly learned from the mistakes of old, having in game maps and quest logs almost standard at this point. Those were always the problem for me in the old days; not knowing where to go next. With puzzles, whenever I'm stuck I try to cheat by examining the as if it were a debug program. Rather than looking directly for the solution to the problem, I look for problems in the environment: game objects that don't fit in with the rest of the scene, texture resolution differences (sometimes indicating parts of the environment that can be interacted with), camera angles (good developers will default the camera towards your next objective, ie. God of War). That usually works for me. 

I usually play games on the default difficulty, but recently I've started playing 360 games on whatever difficulty is hardest at the outset. Solely for achievement purposes. Usually I get really frustrated somewhere towards the middle and wish I had started on normal, but I forge ahead anyway and eventually get to the end. At that point I'm usually glad I did since I don't have to go through the game again just for the points. That's another thing about me that I've noticed more and more that I'm probably alone in: I don't start a new game until I've beaten the previous one. As such, the only games I own that I haven't beaten are the ones I haven't even started yet. It usually leaves me really far behind the times (I just finished Metroid Prime 3 and I play games chronologically; Bioshock's up next), but I think it's worth it.</description>
		<content:encoded><![CDATA[<p>I think game difficulty has gotten slightly more lenient over time. A more influential development where difficulty is concerned would be more precise and varied control schemes rather than a change in what the developer is striving for. Especially regarding twitch gameplay, modern gamers are given a more diverse moveset for accomplishing their goals. Shooters have blind-firing, cover mechanics, sniping, stealth, etc. Also the 3D perspective allows you to see farther ahead, potentially perceiving danger before it&#8217;s upon you. </p>
<p>RPG developers have mostly learned from the mistakes of old, having in game maps and quest logs almost standard at this point. Those were always the problem for me in the old days; not knowing where to go next. With puzzles, whenever I&#8217;m stuck I try to cheat by examining the as if it were a debug program. Rather than looking directly for the solution to the problem, I look for problems in the environment: game objects that don&#8217;t fit in with the rest of the scene, texture resolution differences (sometimes indicating parts of the environment that can be interacted with), camera angles (good developers will default the camera towards your next objective, ie. God of War). That usually works for me. </p>
<p>I usually play games on the default difficulty, but recently I&#8217;ve started playing 360 games on whatever difficulty is hardest at the outset. Solely for achievement purposes. Usually I get really frustrated somewhere towards the middle and wish I had started on normal, but I forge ahead anyway and eventually get to the end. At that point I&#8217;m usually glad I did since I don&#8217;t have to go through the game again just for the points. That&#8217;s another thing about me that I&#8217;ve noticed more and more that I&#8217;m probably alone in: I don&#8217;t start a new game until I&#8217;ve beaten the previous one. As such, the only games I own that I haven&#8217;t beaten are the ones I haven&#8217;t even started yet. It usually leaves me really far behind the times (I just finished Metroid Prime 3 and I play games chronologically; Bioshock&#8217;s up next), but I think it&#8217;s worth it.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Frank</title>
		<link>http://lungfishopolis.com/2008/09/scattered-thoughts-on-game-difficulty/#comment-53</link>
		<dc:creator>Frank</dc:creator>
		<pubDate>Mon, 29 Sep 2008 16:18:56 +0000</pubDate>
		<guid isPermaLink="false">http://lungfishopolis.com/?p=176#comment-53</guid>
		<description>The whippersnappers can talk all they want, but games really were harder back in the day.  Try playing through some of your old NES favorites sometime and see just how hard it was to play without checkpoints, game saves galore and tutorials.  You actually had to remember stuff!

BTW, Mega Man 9 is a great example of how punishing those old games were but also how rewarding it was to beat them.</description>
		<content:encoded><![CDATA[<p>The whippersnappers can talk all they want, but games really were harder back in the day.  Try playing through some of your old NES favorites sometime and see just how hard it was to play without checkpoints, game saves galore and tutorials.  You actually had to remember stuff!</p>
<p>BTW, Mega Man 9 is a great example of how punishing those old games were but also how rewarding it was to beat them.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Greg</title>
		<link>http://lungfishopolis.com/2008/09/scattered-thoughts-on-game-difficulty/#comment-52</link>
		<dc:creator>Greg</dc:creator>
		<pubDate>Mon, 29 Sep 2008 16:05:06 +0000</pubDate>
		<guid isPermaLink="false">http://lungfishopolis.com/?p=176#comment-52</guid>
		<description>Big fan of stealth games, eh? I played one Hitman game, and it was... okay. My favorite stealth games, in order, are...

Beyond Good and Evil
Tenchu Stealth Assassins (PS1)
Thief: Deadly Shadows 
Far Cry (PC)

Never got into Splinter Cell either.</description>
		<content:encoded><![CDATA[<p>Big fan of stealth games, eh? I played one Hitman game, and it was&#8230; okay. My favorite stealth games, in order, are&#8230;</p>
<p>Beyond Good and Evil<br />
Tenchu Stealth Assassins (PS1)<br />
Thief: Deadly Shadows<br />
Far Cry (PC)</p>
<p>Never got into Splinter Cell either.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Kris Johnson</title>
		<link>http://lungfishopolis.com/2008/09/scattered-thoughts-on-game-difficulty/#comment-51</link>
		<dc:creator>Kris Johnson</dc:creator>
		<pubDate>Mon, 29 Sep 2008 15:02:14 +0000</pubDate>
		<guid isPermaLink="false">http://lungfishopolis.com/?p=176#comment-51</guid>
		<description>I feel your pain. I created a GameTap account over the weekend because the were offering &lt;em&gt;Hitman: Codename 47&lt;/em&gt; as a free download. I've played the first mission half a dozen times, always managing to pull off the hit but failing to make it to (or find, for that matter) the extraction point. I've heard similar complaints leveled at other installments of the series (a friend of mine quit playing &lt;em&gt;Hitman: Blood Money&lt;/em&gt; after multiple unsuccessful attempts to complete the first missio) but I love, love, &lt;em&gt;love&lt;/em&gt; stealth games, so I'm going to press onward.

Meanwhile, I was flipping through the other free games and found an old favorite of mine: &lt;em&gt;Elevator Action&lt;/em&gt;. I wonder how many quarters I pumped into the arcade version of that game? I wonder if I &lt;em&gt;totally sucked&lt;/em&gt; at it as much as I do today? Honestly, I can't remember if—after all those quarters—I ever made it to the ground floor of the first level!

Maybe it has nothing to do with difficulty in my case. Maybe I just suck at video games.</description>
		<content:encoded><![CDATA[<p>I feel your pain. I created a GameTap account over the weekend because the were offering <em>Hitman: Codename 47</em> as a free download. I&#8217;ve played the first mission half a dozen times, always managing to pull off the hit but failing to make it to (or find, for that matter) the extraction point. I&#8217;ve heard similar complaints leveled at other installments of the series (a friend of mine quit playing <em>Hitman: Blood Money</em> after multiple unsuccessful attempts to complete the first missio) but I love, love, <em>love</em> stealth games, so I&#8217;m going to press onward.</p>
<p>Meanwhile, I was flipping through the other free games and found an old favorite of mine: <em>Elevator Action</em>. I wonder how many quarters I pumped into the arcade version of that game? I wonder if I <em>totally sucked</em> at it as much as I do today? Honestly, I can&#8217;t remember if—after all those quarters—I ever made it to the ground floor of the first level!</p>
<p>Maybe it has nothing to do with difficulty in my case. Maybe I just suck at video games.</p>
]]></content:encoded>
	</item>
</channel>
</rss>

