Video Games Are Easier Than Ever, Yet Harder To Manage

OmegaFenix

The Legendary Troll Hunter
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If you've played games for more than a decade, you've undoubtedly witnessed the ongoing evolution of the medium. Some see technology as the primary driver, and there's no question games look and sound better than ever. The rising tide of tech has lifted all boats, making it possible for even a small team of developers to produce polished, sophisticated games indistinguishable from work produced by the big studios.


As a player, I appreciate HD, pixel shaders, and dynamic AI, but none has produced a major shift in my actual experience of playing games. While the impact of tech is undeniable, I see a far more consequential, and paradoxical, shift in my play experience: games are easier than ever to beat, but harder than ever to control.
Across consoles, genres, and mechanics, games have gone soft. With few exceptions, games offer less resistance to serious players and are more welcoming to casual newcomers. I'm not suggesting this is necessarily a bad thing. Nintendo has recently incorporated "bail me out" features into nearly all its games, making it possible for less-skilled players to move past difficult levels. The evolution of this player-assist system illustrates the trajectory I'm describing.


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Nintendo introduced the "P-Wing" in Super Mario Bros 3, which allows Mario to fly for an unlimited amount of time, overcoming tough levels. If, however, Mario is hit while flying, he loses the power of the P-Wing. The player must still complete the level. In New Super Mario Bros Wii, Nintendo offered an even easier path with the "Super Guide" - if a player dies eight times in a row, a green "!" block appears, and a system-controlled Luigi arrives to escort the player through the level. The Super Guide reappears in Donkey Kong Country Returns and also in Super Mario Galaxy 2 (where it's called the "Cosmic Guide").


Finally, in Super Mario 3D Land, Nintendo takes it one step easier with "Assist Blocks" containing either an Invincibility Leaf or a P-wing. The Invincibility Leaf appears after Mario loses five lives in a single stage, rendering Mario invincible for the entire stage. If he loses 10 lives in a level, a P-Wing block appears, teleporting the player to the end of the level. Importantly, these items go into Mario's inventory to be used when and where the player chooses.


Of course, these are optional, and players are free to ignore them. But it's fair to say that recent Mario games, especially 3D Land, offer fewer stiff challenges to players than earlier SMB games, while still remaining fun to play. Other games in other genres illustrate a similar trajectory.

Among RPGs, two recent games employ different approaches to making things easier. Kingdoms of Amalur: Reckoning (which I'm playing now) can be seen as a noob-friendly introduction to console RPGs. It's got all the formulaic pieces in place, but offers them up with glowing "look here!" and "do this" hints, friendly AI, auto-targeting, and an accessible level-up system. Amalur is an action-RPG purposefully designed to welcome newcomers, but still deliver an expansive world, storyline, and dozens of sub-quests. Even its color palette seems to suggest, "Come on in, you'll have fun!"


Skyrim, on the other hand, eases the player's experience through refinement of existing systems. Gameplay and progression may not be easier than in Oblivon (though I think they are), but everything, including combat, feels more fluid and easier to manage.


The attribute system, for example, has been overhauled. In Oblivion, points could be allocated to boost stats, but the benefits of this process were difficult to discern. Skyrim translates points into perks, which can be allocated to any attribute, and the outcomes of your choices are far more clear. Better maps, improved quest management, individualized skills - all refine Skyrim and make for a better and, yes, easier (defined here as less frustrating) experience.


Even the hardest of hard have gotten easier. Some may disagree, but I say Dark Souls is easier than its predecessor Demon's Souls. More items, more spells, more gear don't just mean "more stuff," they also make it easier to progress. Black Phantoms drop better items, decreasing the need for grind to acquire rare gear. Elemental effects for weapons and upgradeable armor help too, and the game's many shortcuts ease navigation. Dark Souls is still a tough game, but even this game isn't exempt from the broad trajectory to easy. Or at least easier.


Even as games have gotten easier to beat or manage on a challenge level, they've also become more difficult to control. Experienced players tend not to see this because we're accustomed to dealing with what games ask us to do. Complexity arrives incrementally, and veteran players accommodate additional elements of intricacy, barely noticing the changes.


Robert Boyd's recent "The Complification of Zelda" illustrates how complexity creep has made its way into a series once lauded for its elegant controls. He states the problem clearly:


Some time ago, I played an indie…shooter with an obtuse control scheme. To mitigate the complexity of their controls, they displayed a picture of the controller on the screen...with information on what each button did. "How ridiculous is this!" I thought to myself... Zelda: Skyward Sword does the exact same thing in the default UI… If your game's controls are so complicated that you feel the need to display the controller on screen at all times for fear of players forgetting how to play your game, YOU'RE DOING SOMETHING WRONG!


Boyd goes on to demonstrate Skyward Sword's use of nine individual buttons to control:


Confirm/Run/Pick Up
Use Item (Select Item when the button is held)
Items Menu
Pouch Use (Select Pouch Item when the button is held)
Map
Lock camera
First person mode/Divining
Help Button
Call Sword Spirit/Resynch controller/Call bird

And these are in addition to the motion controls requiring individual moves for:


Slice sword (angle varies depending on how you wave the controller)
Thrust sword
Charge Sword with sky power
Sword Spin attack
Sword finishing move
Draw shield/Shield Bash
Roll
As a developer who introduced a new system (Wii) with the expressed purpose of easing player interaction with games and enabling more natural, intuitive control, it would seem they have lost their way.


Other games using standard controllers rely on similarly labyrinthine control schemes, insisting on prior experience. I offered to give my casual-gamer wife a shot at Amalur, thinking it may offer a more welcoming path to RPG goodness. When she noticed an item on the menu screen devoted to "Moves," full of options and sub-options for controlling combat maneuvers, she handed me the controller and left the room.


Last year the Entertainment Software Association published a document called "Essential Facts About the Computer and Video Game Industry." It presented sales, demographic, and usage data to suggest the game industry is vital to the overall economy. While it's certainly true that more people are playing games than ever, including women and seniors, unit sales of traditional console and computer games has stagnated, with only a modest increase since 2002 (224 million in ‘02, 232 million in ‘10).


What role do accessibility and complexity play in these numbers? Are we making traditional games easier in hopes of attracting players that will never come? When we make these games more welcoming to newcomers by decreasing difficulty, adding help systems, etc., are we focusing on the wrong things? Can a game like Amalur be too easy and too difficult at the same time? Does it make sense to design "easier games" if we aren't really making them easier to play?

Source: Kotaku
 
If you consider Amalur as having a complicated control scheme then you are probably better off playing Uno.
 
If you consider Amalur as having a complicated control scheme then you are probably better off playing Uno.

To us with thousands of hours of game time yes, to someone who has never touched a game pad, while less daunting than many others its still no pick up and play Super Mario.
 
I would argue controls have actually gotten simpler with the popularity of home consoles and the proliferation of context sensitive actions. Before every action would just get thrown out and require a separate key but now depending on the context on button can perform many actions.
 
I think he is arguing more than just controllers , as some one that has been playing for a long while now I agree
things have been dumbed down , to look here do this , but one thing he forgot to mention is most SP titles have a difficulty
selection and this is your first choice. On the games I really want to play ,the hardest is what I normally choose
but others Normal settings is fine. Its worth noting that game's really do differ based on selection.
 
I would argue controls have actually gotten simpler with the popularity of home consoles and the proliferation of context sensitive actions. Before every action would just get thrown out and require a separate key but now depending on the context on button can perform many actions.
They have gotten simpler but only if you have experience of how it was before. With no previous experience to draw on all but the most basic systems will be daunting to the un-initiated. When you first learn to tie your shoes at 4 or 5 its hard, at 10 or 16 its no longer hard, its one of the most basic tasks we perform on a daily level. Same logic can be applied to language, when you first learn a new language its hard, as you become familiar with the grammer, work placing, words etc it become easier, eventually it becomes second nature. So from your, or my, perspective controls have been simplified from back when it was all keyboard & mouse. To my 4 year old nephew who is only now learning how to hold a controller even a 2d platformer with only a left, right, jump and shoot button is a challenge.
I think he is arguing more than just controllers , as some one that has been playing for a long while now I agree things have been dumbed down , to look here do this , but one thing he forgot to mention is most SP titles have a difficultyselection and this is your first choice. On the games I really want to play ,the hardest is what I normally choosebut others Normal settings is fine. Its worth noting that game's really do differ based on selection.
We as "hardcore" gamers often make the call that games have become easier without taking into account that every year our experience with games grow and as such game will always "feel" easier to us, while maybe feeling impossible to get into for new gamers. Ask anyone who's played Demon's Souls and finished it at least once and they will say its actually easy. Do the game to someone who just picked it up and they will curse and tell you its stupid & impossibly hard.I know Im the same, I play most games on the hardest setting out of the box just to get a challenge and the main reason is that is have 20+ years of gaming experience to draw on.
 
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Well you have to separate the experience of the user out of the discussion otherwise your arguments will always be subjective.

Kingdoms of Amalur is a game made for the regular 'core' gamer it's not made for your this-is-the-first-time-touching-a-controller wife. There are plenty of easy to control games for the first time gamer out there that requiring every game to be usable by a complete newcomer is untenable.

Just like your language analogy, you don't teach children to read by giving them scientific journal papers nor do you require those papers to be written in a style that could be understood by a child. You must cater for your audience, so if your target audience finds your controls suitable it really doesn't matter what you 90yr old gran thinks of them, unless of course she is the target audience. :)
 
Well you have to separate the experience of the user out of the discussion otherwise your arguments will always be subjective.

But the argument is always going to be subjective. I experience Demon's Souls as easy. GrimSpoon experience Demon's Souls as impossibly hard. Me and Spooner are relatively the same age, we are both "hardcore" gamers. As individuals we are always going to experience difficulty differently.

However I agree with you, where most developers miss step is trying too hard to make their games both open to new players while still catering to "core" gamers causing a weird inbetween feel that is both too hard for new players & too easy for "core" players. I think Mass Effect 3 is taking a smart approach, although I am sure there are many who would disagree. For those who didn't play the demo ME3 gives you the option to focus on combat, thus experiencing dialogue as cut-scenes or focus on story which makes combat easy or Role-play which gives you the best of both worlds. This is not tied to the games actual difficulty. By doing this they cater to a much larger audience and, granted they pull it off, without alienating one or the other.
 
But the argument is always going to be subjective. I experience Demon's Souls as easy. GrimSpoon experience Demon's Souls as impossibly hard. Me and Spooner are relatively the same age, we are both "hardcore" gamers. As individuals we are always going to experience difficulty differently.
Yeah but the argument is about the difficulty of the controls not the game, so he might have found the game difficult but was it hard to control?
 
Yeah but the argument is about the difficulty of the controls not the game, so he might have found the game difficult but was it hard to control?

Or was it just not being use to the controls. Any game with the exception of the now templates shooter genre control scheme has a learning curve, some are just steeper than other. Kingdoms has a short curve where as Demon's Souls has a much steeper curve. But the speed at which you grasp the new controls is still subjective to you previous experiences within games. To go back to our language analogy, if you did teach a child to read using a scientific book the learning curve would be steeper but not impossibly so.

Familiarity with with FPS controls doesn't translate to familiarity with RPG or 3rd Person controls, similarly comfort with say a mouse & keyboard doesn't translate into ease with a controller, not straight away anyways.

I still think the argument is subjective since it's based on all kinds of external factors.
 
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Being difficult and being difficult to control is not completely independent I agree but they aren't exactly synonymous. A game like Osmos is really simple to control, only 2 'buttons', but it's damn hard. :)
 
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