One of the more difficult things to do in the
gaming industry is to get the difficulty of a game set to a reasonable level.
This is a problem that is common even in commercial releases, and becomes even
more prevalent in independent games.
For example, sports games have a very difficult time setting the hardness or
difficulty level to the game. I'm a big baseball fan and tend to play most
baseball games that are available. I'll play until I'm good enough to beat the
computer consistently by 7+ runs on a difficulty level and then move it up a
notch. This often works fairly well, but there are many times where I will go
from winning by 7 to losing by 7. That is a huge change in the game play.
Basketball games are another game that often has this problem. You can go from
winning by 20 on one difficulty level to losing by 20 on the next. This wide
margin would make you think that there should be some middle ground between the
two difficulty levels.
Most platform games don't have this problem. The reason is that as those games
go through the testing stages, many people play the game. It is tweaked and
modified to make it so that the game gets increasingly more difficult as you
play through it. I believe that the problem occurs more in retail sports games
because the testers likely don't spend a lot of time determining if the
difficulty level is well set, and instead spend their time making sure the game
is playable.
Bringing the issue back to independent games, I've seen this as one of the
problems that independent games suffer from. Most independent games do not have
a large number of beta testers. In fact most of them don't have a large group of
anything. What can often occur is that the programmers become the beta testers.
Since they are programming and playing the game throughout the process, they
develop a skill at playing the game that someone new to the game will not have.
Over time, the programmers skill at the game leads to a masking of the real
difficulty of the game. Since the programmer also already knows any one level's
objective, and how to beat that objective, they have an added advantage over
other players.
Typically in the programming of a game, the specific levels are the last thing
to be added. By the time that levels are being added, the programmer really has
no concept of how hard any one level may be. When a customer picks up the game
and plays it, they may get through the first 3 levels ok, and then suddenly find
themselves up against an absolutely impossible level 4. If the programmer has a
website, you may find in their message board many people complaining about that
specific level, or more commonly, people just won't play the game.
While at the GDC I had the pleasure of playing the game Valence. It is a game
where you connect protons, electrons and neutrons to create shapes prescribed to
you at the beginning of each level. While sitting with the creator, playing the
game, I easily walked through the first few levels. Then I got to a level where
the creator said "this level is really too hard. We worked on it as programmers
and it seemed reasonable, but being here, it's been clear that most people
cannot come even close to accomplishing the level's objective." I then attempted
the level and failed miserably. The creator was already working out a way to
rework the level to make it more user friendly, and I wish them luck on their
very addictive game.
The problem of jumps in difficulty happening too quickly is wide spread among
Independent games. I've played more than 50 independent titles in the last 4
months and have run into the situation in over 30% of the games I've played.
Playing through a new game is a learning process. With any learning process
there are some rough points. However, when a game becomes too difficult too
fast, or when it provides a challenge that the average gamer cannot hope to
meet, it causes frustration. When players get frustrated, they may try to play
through it, but if it happens too soon in the gaming experience, they are more
likely to move on to another game.
How to fix the problem is an interesting question. The most obvious answer is to
get more beta testers. Forums such as gamedev and dexterity may help to get a
more professional look at the game. Having been through the game creation
process of a few games, I think that sending a game to someone and letting them
test it is helpful, but you miss some things by not being there and watching.
Perhaps the best beta testing happens by just watching someone play and try to
navigate the game. Creators have a tendency to jump in and help people through
the menus of a game. I recommend that they not do so. If the player who is in
front of you cannot navigate through the menus, then customers will not be able
to either. The best type of beta testing in my mind happens by having people sit
in front of the computer and try to get through things on their own. Watching
what they have problems with will give you a better idea of where the game can
be improved. Watching a small group of players, 5-10, will often give you a much
better idea of where potential problems with a game exist then will 15-20 beta
testers who play on their own systems. I do think both groups are important, and
perhaps should be used together, but the small group should be first.
This then leads to the problem of getting beta testers. If you are unable to get
beta testers for your game, then I might suggest that you are going to likely
have a hard time selling the game. Beta testers can be found among neighbors,
friends, and even at your local arcade, software store, or college.
Beta testing with multiple people and especially watching the beta testers as
they play will help to identify difficulty issues in the game that would not
have been found otherwise. As difficulty levels in independent games have
trouble being consistent, and that lack of consistency can often lead to games
not being played, I believe it is paramount that independent developers spend
more time using their beta testers to determine if the difficulty of a game
progresses along a reasonable line, and if it doesn't, time needs to be spent
changing the game to better fit what the beta testers suggest. I'm convinced
that so doing will help to increase sales as professionalism increases in
independent games.
By: Russell Carroll
Posted: Tuesday May 20, 2003







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