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Koji

Joined: 04 Dec 2006
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Posted: Sun Jan 28, 2007 3:11 am Post subject: Backwards difficulty curve |
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There has been some talk (now and in the IC days) about what I'm calling here backwards difficulty curve, which is a phenomenon happening in plenty of games, new and old. It can happen in two ways: in one, successive achievements will reduce the difficulty of the game as you progress (through upgrades to your character, or other such kind of reward,) and in the other, failing to play well will increase the difficulty, by punishing you in some form.
In the Platformer Theory! thread there has been some talk on this, regarding Megaman especifically. Baines put it this way:
| Baines wrote: |
| In Megaman X, beating certain stages affected other stages. Except there it almost always made the other stages easier. Fire is replaced with safe ice. A pit floods with water, making an otherwise impossible jump possible. Etc. |
Other Megaman games still have power-ups that you earn by defeating bosses, but the first stage will always have you the most defenseless, and the last you pick the most powered-up. These older Megaman games I don't think offer any sort of problem through this design, though, because a large part of the fun lies in finding the best sequence of stages to complete, weighing tradeoffs between what's the most useful item to get first and what's the easiest stage. But this is not the case in every game.
Today I played some Racing Gears Advance, a game which I had played some time ago and didn't like all that much, and now I realized why. The game (and plenty of other racers, in fact) rewards you with money depending on how well you performed in a race. If you come out in first, you win the highest possible amount. This money can buy you upgrades, or fix your car. If you placed last, though, you won't get enough money to buy anything, so it'll be harder to get a better race next time, making the game rather inaccessible for inexperienced players. Basically, if you don't do too well in your first race, it's unlikely that you will do any better later. This hinders a game that's otherwise very fun.
Let's centralize the discussion of this phenomenon, that's been coming up on and off under other topics, in this thread. It'd be interesting to find examples of games that do it right, too. What's your opinion? |
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Mikey

Joined: 11 Dec 2006 Location: endless backlog
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Posted: Sun Jan 28, 2007 3:21 am Post subject: Re: Backwards difficulty curve |
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| Koji wrote: |
Let's centralize the discussion of this phenomenon, that's been coming up on and off under other topics, in this thread. It'd be interesting to find examples of games that do it right, too. What's your opinion? |
Meaning which games do a backwards difficulty curve and use it in a way that enhances the game, or games which have a proper difficulty curve (which I would assume means non-backward)? |
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hyouko

Joined: 06 Dec 2006
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Posted: Sun Jan 28, 2007 3:30 am |
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| Twilight Princess definitely has this. The game's pretty tough for the first few hours, when you only have 3 hearts. As you get more hearts, though, the enemy attacks don't scale proportionately, and fights against regular enemies become an (admittedly fun) cakewalk. I think the fights in the beginning were a bit more enjoyable because of this backwards difficulty curve - lots more was at stake from each enemy hit. |
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Koji

Joined: 04 Dec 2006
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Posted: Sun Jan 28, 2007 4:13 am Post subject: Re: Backwards difficulty curve |
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| Mikey wrote: |
| Meaning which games do a backwards difficulty curve and use it in a way that enhances the game, or games which have a proper difficulty curve (which I would assume means non-backward)? |
I guess I meant anything at all. I think that this design strategy is so widely used that like 50% of games use similar approaches, but some end up suffering this problem, and some don't. On the other hand, there are games that try to go against this trend (like some games that have adaptive difficulty, and racers that have rubber-band AI,) but have different results, sometimes successful and sometimes not. I also don't think that the phenomenon is an inherently bad design principle, so it might be interesting to consider games that 'suffer' from this problem, yet use it to their advantage. |
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Koji

Joined: 04 Dec 2006
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Posted: Sun Jan 28, 2007 4:24 am |
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| Regarding Zelda, I haven't played TP, but the ones I have played effectively maintain their difficulty throughout the whole game, progressively introducing stronger enemies that hurt Link more, balancing the extra hearts in his possession. Not even the last bosses feel any harder (or easier) than regular bosses from past dungeons. It is true, though, that the first dungeon is always where you have to be the most careful, but it is hardly ever frustrating, compared to some challenges further into the game. |
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Mikey

Joined: 11 Dec 2006 Location: endless backlog
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Posted: Sun Jan 28, 2007 5:31 am |
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There's an odd thing in Lost Planet, sometimes there are cinematics in the middle of a level (I'm thinking of Level 7 right now) and although you are still in the same level, you suddenly get reduced to your basic mission loadout (1,000 units of thermal energy, machine Gun w/300 bullets, 10 hand grenades) no matter what you had before the cinematic. In short I think that's bullshit and has made sections of the game harder than they should have been. If I go through the trouble of hoarding rockets for the first half of a mission, I should sure as hell have them for the second half, plot-holes be damned.
Thief 3 is an interesting example. For the first few missions, despite fairly even difficulty progression, they become a little easier if you start earning lots of money from stealing things; this allows you to buy a lot of items/ammo which combined with some item hoarding, essentially turns you into a bit of a juggernaut by early-game standards. You become less reliant on stealth than you should be, in the context of the game mechanics. Suddenly you've got half a dozen sleeping-gas bombs, and getting past guards in areas that should be challenging becomes a walk in the park. However, in a few specific missions and situations, this is mitigated by the introduction of enemies which are more or less or beatable only by very specific means, so you become suddenly reduced to sneaking around again. If you graphed out the difficulty it would probably wind up looking like some sort of sinewave. |
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Baines banned
Joined: 10 Dec 2006
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Posted: Sun Jan 28, 2007 6:04 am Post subject: Re: Backwards difficulty curve |
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| Koji wrote: |
| I think that this design strategy is so widely used that like 50% of games use similar approaches, but some end up suffering this problem, and some don't. |
Some designs are more susceptible to the issue.
Optional areas can cause a problem if they reward the player for the effort, as the designers cannot just assume everyone takes the optional paths.
Linear games can assume the player is gaining at least some abilities as he progresses. Games that allow backtracking can go even further, with areas that expect the player go back to find any necessary items to progress into later and more difficult areas.
Games that encourage the player be able to take areas in different orders have more of a problem, particularly if most or all areas eventually need be dealt with.
Megaman falls into the latter. In prime form, any of eight initial stages is a viable start. You don't actually need additional weapons or items. But each stage offers a new weapon and may offer new items. The stages don't change, but the player becomes more and more capable.
In prime form, because there are sometimes other restrictions in place.
Some stages may be much more difficult to traverse until certain abilities are gained. Heatman's stage in Megaman 2 is an example, due entirely to the long stretch of disappearing blocks. With the air sled (gained from beating Air Man?), that section is trivial.
Another restriction that sometimes comes into play is to limit the number of available stages, as with Megaman & Bass. Instead of eight stages, maybe three or four are available at first, and the rest come after all those are defeated (and the designers can make the second group of stages with the assumption that the player has powered up from the first set.)
There is another step that can be taken which isn't exactly a restriction. The power-ups can simply be weak.
What did Bubble Lead do to make any stage easier, other than to fight Heat Man himself and a battle in Wily's Castle? How many times did you go "This situation cries out for a giant circle to roll across the floor?" You could use it to find invisible pitfalls. But the only invisible pitfalls I recall dropped you safely right back to the previous room, and were thus easy to find by trial and error.
How many weapons do people just not remember? How often did Megaman primarily power up through objects rather than weapons? Energy tanks and sub-tanks and vehicles/Rush options and life extensions and armor and all the other things that were eventually added played a much bigger role in making later stages easier. (With games adding more and more of such things over time.) |
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mauve

Joined: 07 Dec 2006
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Posted: Sun Jan 28, 2007 6:33 am |
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X-Com is a decent example of this. The only major upgrades the enemy ever gets are Chrysalids, Heavy Plasmas, and Psychic ability, and the former two come relatively early and the last one around mid-game. Meanwhile you're constantly beefing yourself up throughout the course of the game, with the only major stumbling blocks being either surprise psychic mutiny or fantastically hilarious group wipes. By the end of it you have a nigh-indestructible army of soldiers who can snap-shot at 100% accuracy across the length of the entire map while your tanks run around scouting for them and eating alpha strikes.
Nighttime is still terrifying, at least.
A lot of other strategy RPGs are similar, depending on how you play them. Both FFT and Tactics Ogre can be outright trivialized by certain powers, for example.
I tend to feel that it works better for games where it's logical and consistent with the game's premise for it to do so. Not necessarily in a "I'm killing stuff so I get more powerful hurr" sort of way. X-Com, there, for example, is more about catching up to the aliens and getting on an equal footing with them than it is about the ever-increasing numbers. Megaman, as not fond as I am about the design, is at least (mostly) consistent in premise as to its gameplay. |
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Koji

Joined: 04 Dec 2006
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Posted: Sun Jan 28, 2007 6:46 am |
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OK, first of all! I played some more Racing Gears, and I'd like to withdraw my original comment. It's not at all obvious at first, but it turns out that any upgrades that you buy for your car are recorded for the next time you play, so you do earn something through sorely losing the first few races, and championships. I might almost go as far as saying that this setup is genius. Almost.
Anyway, Baines... I still consider Megaman to be an exception, because it's a game designed to be replayed several times, to create a strategy and to learn slowly what is the best order to follow. Basically, through trial and error you figure out that Heat Man can't be tackled without first beating Air Man (or whomever,) which will give you Item-2, and so forth.
And regarding your appreciation of open-endedness in the light of this topic, I think that RPGs embrace the principle of doing things easier for the player, but in the way that, if the player tries hard enough (i.e. grinds,) he will level up and get strong enough to overcome any obstacle, regardless of his ability. You know what? I think that just recording any experience gained since the last save point to the moment of death, instead of wiping any progress made, would render RPGs grind-less, since you'd only need to fight X enemy enough times to eventually get powerful enough to beat him, instead of going 'damn, I need to go kill some more monsters to go up some extra levals.'
There is a different design issue related to difficulty, but that I think has a place here nonetheless, which is 'Gradius syndrome.' I say Gradius because it's the first game that I can think of that has this problem most marked, but there are plenty of other examples. In the game you collect power ups, which are stacked one upon the other, so you eventually become very powerful, and the game becomes easier. But if you get hit you lose everything you collected, so you need to do with a terribly slow ship amid bullet fireworks going off everywhere, and on top of that you're going out of your way to collect red power-ups. So suddenly, by a tiny mistake, you will probably waste several lives trying to rebuild your lost power. The most broken examples of games that have this design issue might even contain dead-ends, and while I'm sure I know at least one such example, I can't get it off the tip of my tongue. |
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Baines banned
Joined: 10 Dec 2006
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Posted: Sun Jan 28, 2007 8:16 am |
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Actually, with trial and error you can pass the disappearing blocks without Item-2. You just need an adequate combination of talent, patience, and memory. (I don't recall if it pulled any really dirty tricks that guaranteed a death on the first try.)
More so, you face a similar situation in Wily's castle while chased by the dragon, and you cannot rely on Item-2 (or any other item) to navigate that run.
Quick Man's stage is similar in theme. It is much easier to navigate with Flash Man's Flash Stopper. But you can also learn the path with patience, or just extremely good reflexes and ability to comprehend a screen layout quickly. Indeed, you actually get a form of reward if you have the Flash Stopper and don't use it on the lasers, as a full Flash Stopper will take about half of Quick Man's life.
The "best order" thing became something that arguably grew into the franchise, as Capcom played with damage levels, items, and special abilities.
The Megaman 1 loop could be started almost as easily with Bomb Man as it could with Cut Man. The biggest benefit to starting with Cut Man is that Cut Blade made Elec Man trivial, and Elec Beam offered vertical fire. (Bombs on the other hand weren't that great, nor was the follow-up Guts ability, and if you continued the loop you then went to Cut Man anyway.) You could try to start the loop anywhere, though it took more skill on some of the other paths.
I think Nintendo Power suggested you start Megaman 2's loop with Air Man, even though Metal Man would become the popular choice (due to the sheer usefulness of Metal Blade). You could also start okay with Bubble Man, but Bubble Lead was more useless than Air Shot. Flash Man fell okay to the regular gun, but again you get an issue of not much good coming from it (Flash Stopper had limited uses, most of which were in Quick Man's stage) or from its follow-up (Quick Boomerang wasn't that great either.) Wood Man was possible, but Wood Shield's main use was probably cheesing the birds in Air Man's stage for extra lives. |
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Moogs
Joined: 06 Dec 2006
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Posted: Sun Jan 28, 2007 2:10 pm |
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| Lost in Blue? |
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hyouko

Joined: 06 Dec 2006
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Posted: Sun Jan 28, 2007 2:25 pm |
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| Moogs wrote: |
| Lost in Blue? |
In one sense, I'd agree (day-to-day survival gets hella easier past the first week or two). But that also pushes you to range further from the cave each day, which brings its own set of difficulties regarding strength/nourishment and the various tasks you must complete, like building the raft, solving the block puzzles, and navigating the enemy base. |
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Hot Stott Bot banned
Joined: 05 Dec 2006
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Posted: Sun Jan 28, 2007 5:38 pm Post subject: Re: Backwards difficulty curve |
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| Koji wrote: |
There has been some talk (now and in the IC days) about what I'm calling here backwards difficulty curve, which is a phenomenon happening in plenty of games, new and old. It can happen in two ways: in one, successive achievements will reduce the difficulty of the game as you progress (through upgrades to your character, or other such kind of reward,) and in the other, failing to play well will increase the difficulty, by punishing you in some form.
In the Platformer Theory! thread there has been some talk on this, regarding Megaman especifically. Baines put it this way:
| Baines wrote: |
| In Megaman X, beating certain stages affected other stages. Except there it almost always made the other stages easier. Fire is replaced with safe ice. A pit floods with water, making an otherwise impossible jump possible. Etc. |
Other Megaman games still have power-ups that you earn by defeating bosses, but the first stage will always have you the most defenseless, and the last you pick the most powered-up. |
Well, I think what's going on here is that the actual "difficulty" of the game isn't the stage itself, but learning to control Mega Man and use all of his moves and powers. The game is made simpler by the fact that you only have to think about a few powers, and then is slowly made more complex by adding powers on top of that.
If you overcome the challenge of figuring out how to use his power ups correctly, then the game becomes easier, because figuring out how to use his power ups is the primary challenge the game offers you.
So, I would argue that Mega Man actually does have a proper difficulty curve when you think about it. |
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Hot Stott Bot banned
Joined: 05 Dec 2006
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Posted: Sun Jan 28, 2007 5:41 pm |
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| Baines wrote: |
| Actually, with trial and error you can pass the disappearing blocks without Item-2. You just need an adequate combination of talent, patience, and memory. (I don't recall if it pulled any really dirty tricks that guaranteed a death on the first try.) |
Nope, it doesn't really. It is quite straight forward. Just really hard. |
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DarwinMayflower

Joined: 17 Dec 2006
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Posted: Sun Jan 28, 2007 5:45 pm |
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In an age where power-ups seem to be relied upon more and more, I have to say that Mario and Luigi: Superstar Saga was kind of refreshing in the sense that the powerups or in this case the enchanced moves and avoiding tactics were actually required to play the game efficiently. It's like if you didn't put any effort in maximizing the effectiveness of the movies, you are just playing the game at 30% effectiveness. This is opposed to most games of when you use the powerups, you probably are working at 150% effectiveness.
Even worst if you decided not to bother with avoiding enemy attacks and just get hit, you probably end up wasting a lot of time on getting health items or using them during the battle. This isn't so much the backwards difficulty curve that we are discussing, but I brought it up because I thought it was a neat way for people to be forced to play the game on somewhat of a level that the gaming hardcore of SM: RPG (i.e. jumping 100 times to get a shell) in order to naturally progress through Superstar Saga. |
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alice not nana komatsu

Joined: 05 Dec 2006
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Posted: Sun Jan 28, 2007 6:43 pm |
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| I second that TP notion. Windwaker actually balanced things out, and then, on top of all that, you had the cave. TP really failed miserably at making things difficult later on. It's just not. At least they threw in the cave. |
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BenoitRen I bought RAM

Joined: 05 Jan 2007
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Posted: Sun Jan 28, 2007 8:23 pm |
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| Baines wrote: |
| More so, you face a similar situation in Wily's castle while chased by the dragon, and you cannot rely on Item-2 (or any other item) to navigate that run. |
That one isn't hard. The blocks are at equal distances, you just have to keep jumping in the same rhythm, which isn't difficult. _________________ Get Xenoblade Chronicles!
| udoschuermann wrote: |
| Whenever I read things like "id like to by a new car," I cringe inside, imagine some grunting ape who happened across a keyboard, and move on without thinking about the attempted message. |
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Baines banned
Joined: 10 Dec 2006
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Posted: Sun Jan 28, 2007 8:39 pm |
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But Wind Waker was "balanced" by everything (except the cave) being easy. Getting more hearts and healing didn't change much because you weren't really in that much danger before you got them anyway.
| Hot Stott Bot wrote: |
If you overcome the challenge of figuring out how to use his power ups correctly, then the game becomes easier, because figuring out how to use his power ups is the primary challenge the game offers you.
So, I would argue that Mega Man actually does have a proper difficulty curve when you think about it. |
Even with the position above, the game doesn't really get more difficult even if the player has zero personal improvement and zero acknowledgement of new items. (At least not until the End stages, which assume the player has everything.) That in itself is more of a difficulty horizontal line, which isn't what most people think of when they talk about a "proper" difficulty curve.
Judging a difficulty curve presumably assumes the player will learn to get at least some benefit from power-ups and abilities. To do otherwise is to say that games that do have that expectation actually have steep difficulty curves.
Take an arguably extreme hypothetical: Imagine a modified Street Fighter 2. You can always pick who you want to fight next, and everyone up to the bosses will be at the same general difficulty level regardless of when you pick them. You start with no special moves, no kick buttons, and half a life bar. You gain one special or kick button per stage, and maybe some life. People wouldn't find that balanced. |
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Koji

Joined: 04 Dec 2006
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Posted: Mon Jan 29, 2007 2:54 am |
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| BenoitRen wrote: |
| Baines wrote: |
| More so, you face a similar situation in Wily's castle while chased by the dragon, and you cannot rely on Item-2 (or any other item) to navigate that run. |
That one isn't hard. The blocks are at equal distances, you just have to keep jumping in the same rhythm, which isn't difficult. |
Indeed, I see no grounds for comparison. I have never been able to pass that pit of lava in Heat Man's stage without Item-2, whereas I have never failed a jump in the dragon's chase. I know that it's possible to do it without Item-2, but I just don't know if it's worth it at all (maybe I just suck.) |
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Cryo

Joined: 06 Dec 2006 Location: Columbia, MD
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Posted: Mon Jan 29, 2007 3:37 am |
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You can get a whole extra life if you do it without Item-2! I know, not that great of a prize. _________________ PS3 - Cryoh
X360 - Cryoh |
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haircute heteronormative jerk

Joined: 05 Dec 2006 Location: Topeka, KS
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Posted: Mon Jan 29, 2007 7:27 am |
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| mauve wrote: |
X-Com is a decent example of this. The only major upgrades the enemy ever gets are Chrysalids, Heavy Plasmas, and Psychic ability, and the former two come relatively early and the last one around mid-game. Meanwhile you're constantly beefing yourself up throughout the course of the game, with the only major stumbling blocks being either surprise psychic mutiny or fantastically hilarious group wipes. By the end of it you have a nigh-indestructible army of soldiers who can snap-shot at 100% accuracy across the length of the entire map while your tanks run around scouting for them and eating alpha strikes.
Nighttime is still terrifying, at least.
A lot of other strategy RPGs are similar, depending on how you play them. Both FFT and Tactics Ogre can be outright trivialized by certain powers, for example.
I tend to feel that it works better for games where it's logical and consistent with the game's premise for it to do so. Not necessarily in a "I'm killing stuff so I get more powerful hurr" sort of way. X-Com, there, for example, is more about catching up to the aliens and getting on an equal footing with them than it is about the ever-increasing numbers. Megaman, as not fond as I am about the design, is at least (mostly) consistent in premise as to its gameplay. |
Massive word on the XCom thing.
See, as I grew up and became slightly less of a moron I found myself unable to play anything below veteran for this same reason. _________________ Get Wild and Tough! |
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SplashBeats Guest
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Posted: Mon Jan 29, 2007 7:41 am |
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| Border Down? |
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Mr Stegosaurus
Joined: 05 Dec 2006
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Posted: Mon Jan 29, 2007 8:57 am |
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| Don't you want a difficulty curve to be a bit uneven anyhow? You want a bit of a roller coaster, keep it interesting. Besides, following the weapon weakness chain in a Mega Man game is like grinding in an RPG or collecting 100 lives in stage 2 of Mario 3 -- it's for people who like to be bored. |
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haze la belle poney sans merci
Joined: 04 Dec 2006
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Posted: Mon Jan 29, 2007 10:12 am |
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Most of the challenge in Megaman was getting through the stages, anyway. after Megaman 2, very few of the weapons were very useful on their own outside a boss fight.
(though I believe they started making the bosses harder intentionally, to the point where they're almost impossible without the right weapon. ah well.)
| Quote: |
| Take an arguably extreme hypothetical: Imagine a modified Street Fighter 2. You can always pick who you want to fight next, and everyone up to the bosses will be at the same general difficulty level regardless of when you pick them. You start with no special moves, no kick buttons, and half a life bar. You gain one special or kick button per stage, and maybe some life. People wouldn't find that balanced. |
hey that sounds like Live A Live
and that segment did indeed have a backwards difficulty curve. |
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luvcraft buy my game buy my game me me me

Joined: 05 Dec 2006 Location: Cobrastan
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Posted: Mon Jan 29, 2007 4:51 pm |
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| the entire survival horror genre is all about the backwards difficulty curve; if you use up all your healing stuff and ammo at the beginning, you're not going to make it to the end, and conversely if you're really stingy and keep lots of crap until the end the game then it's usually a breeze. |
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Talbain

Joined: 14 Jan 2007
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Posted: Mon Jan 29, 2007 5:27 pm |
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Other than games that come from the arcade (shooters, platformers, beat-em-ups, fighters, etc.), I'd say most games have backwards difficulty curves. RPGs generally become easier as you get more party members, action/adventure as you get more items, life, etc., and FPS games as you get better guns. Any game that really "builds" the character as you go along can't really be said to have a forwards difficulty curve unless the function gained is novel; because everything before the point at which you gain the ability becomes much easier. _________________
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shnozlak

Joined: 05 Dec 2006 Location: pushing crates in the sewer level
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Posted: Mon Jan 29, 2007 6:44 pm |
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Id like to suggest that the entire concept of a set difficulty curve is kinda of a problem. Okay, so I learned this new skill found this gun, ect. But imagine if your RPG character grew up in a town surrounded by level 20 monster. This is one of these issues that forces a gap between the game as a simulation or representation of a story and a game as a rule/number system.
should the game build evenly? I dunno. The issue of it going the other way could just be a representation of the hero becoming used to his role as the hero. Personal growth ect. Legend Of Zelda is a good example. Evenly building could represent the idea of getting closer to the heart of the enemy strong hold though it also means that the avatar isn't learning?
Growth in a game is a serious issue, players want to progress not just in terms of incrementing the stage number but in terms of character's strength. old enemies = easy enemies ect. So you get locked in the unending power up cycle.
A semi-solution is tactical changes. RPG's, tactical ones most especially tends to feature an increasing array of tactical options as you progress, new spells, new effects ect. In this way the curve is pushed by means of necessary tactical understanding. However this can be bypassed by finding a place where healing is free and then spending hours walking back and fourth fighting random battles. Pre-planning on the part of the player actually ruins the planned curve in this instance, however when designers attempt to predict things like power leveling we get the issue of the out of the blue very hard boss beast, who isn't tactically harder than he might be he just has really big numbers.
The curve can also be warped in games where the player uses the game elements in unforeseen ways. EX: Vanish-Doom:FF6, screen warping :Links awakening, sniping with the magnum:Half Life 2.
I suppose the question is: when dose it work? not: when dose it fall down? _________________ Mixtapes galore ~ VG MUSIC
ᕦ(ò_óˇ)ᕤ http://phantom-photon.tumblr.com/ |
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Talbain

Joined: 14 Jan 2007
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Posted: Mon Jan 29, 2007 7:00 pm |
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In what sense do you mean when does it work? Structure wise, there's never been a game where you can play it first with a backwards difficulty curve, and then with a forward one. So the simple answer would be to say that it works in any game it's applied to, because both have never been applied to a game. Well, that's not entirely accurate. It should be said that both have never been applied to a game in an effective manner, such that the curve steepening or falling changes the experience itself. _________________
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alice not nana komatsu

Joined: 05 Dec 2006
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Posted: Mon Jan 29, 2007 7:55 pm |
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I think this thread is becoming a bit misleading:
We seem to be making too much of an example of megaman; Yes, it is true that most games will feature powerups later on that make the game easier, but name one game that doesn't also progressively become harder as you play on. Oh wait, yes, megaman. But that's why megaman might not be entirely applicable to this discussion. As mentioned (and I've never really played megaman myself), mcuh of megaman is finding the best order to play through the game.
I think i just repeated what someone else said in better more eloquent way. My bad :P. |
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Koji

Joined: 04 Dec 2006
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Posted: Mon Jan 29, 2007 8:19 pm |
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Just to clear the misunderstanding that any game that rewards the player with new power-ups or whatever has a backwards difficulty curve:
A proper difficulty curve, from a traditional standpoint, is one that challenges the player to the same degree throughout the whole game. This means that the game is very easy at first, when the player is only getting acquainted with the controls, and it escalates from there, constantly staying a bit ahead of the player's abilities, so that he always feels the tension of having to one-up his abilities in order to overcome new obstacles. It's not necessarily the only way to make a fun game, though, but the opposite situation (a game that unfairly challenges the player first, and later becomes a cakewalk) is certainly a way to bore the player, unless there is something to lure him along, like an interesting plot.
And regarding what Mr Stegosaurus said, about a 'rollercoaster'-type difficulty design: Purposefully uneven difficulty progression is risky, because it causes the flow to stagnate, and frustrates the player when the difficulty is too high for his abilities. Nevertheless, valleys in the difficulty could be related to bonus stages or some other kind of relaxing moment, and might be a good practice with very intense games, like more arcadey stuff. |
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Talbain

Joined: 14 Jan 2007
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Posted: Mon Jan 29, 2007 8:51 pm |
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| Koji wrote: |
| And regarding what Mr Stegosaurus said, about a 'rollercoaster'-type difficulty design: Purposefully uneven difficulty progression is risky, because it causes the flow to stagnate, and frustrates the player when the difficulty is too high for his abilities. Nevertheless, valleys in the difficulty could be related to bonus stages or some other kind of relaxing moment, and might be a good practice with very intense games, like more arcadey stuff. |
Somehow I think that what keeps players coming though is that constant feeling of a hurdle. Stories are nice and all, but since the game narrative has yet to be developed to a point where it merits the game in itself, I would think that a narrative is something that gives purpose to the goal, more than the goal being its own purpose (though this is why you can have a game that has no story at all and still work, but no one's really created a story that could only be experienced as a game). _________________
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inmatarian wisecracking robot

Joined: 04 Dec 2006 Location: Bronx Industries
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Posted: Mon Jan 29, 2007 10:44 pm |
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I like the way Disgaea handled the difficulty curve. Each new chapter saw a major ramp in the enemy level. It was up to you to keep up. _________________
2993 badness blog email |
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Baines banned
Joined: 10 Dec 2006
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Posted: Tue Jan 30, 2007 12:56 am |
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| alice wrote: |
I think this thread is becoming a bit misleading:
We seem to be making too much of an example of megaman; Yes, it is true that most games will feature powerups later on that make the game easier, but name one game that doesn't also progressively become harder as you play on. |
Megaman is being covered so much because it was the game that led to the creation of the thread and because it is a particularly good example of an effect that can be more nebulous elsewhere.
The initial post gave a good description (which actually covers more than just a game that gets easier): Playing well leads to more bonuses which makes the game easier. Or playing poorly leads to penalties that make the game harder.
Yes, most games are made in a way that the challenges faced continue to increase, regardless of whether the game is designed to give the player new abilities or equipment.
But that doesn't mean the challenge increases at the rate the player character improves.
Then there are optional bonuses. Optional items are often rewards for playing better than normal. When they affect gameplay, they often tend to make the game easier. So playing well can get you something that makes the game easier, while playing poorly causes you to miss those aids.
But the issue of optional bonuses doesn't stop there. Most games don't get too fancy on increasing difficulty. There is one difficulty progression, balanced for one of the following: getting all the optional things, getting none, or some vague middle ground.
Issues like the above can be somewhat covered by other mechanics.
Games that allow backtracking have the argument that if you miss something, you can just go back and get it.
RPGs love to reward weird and difficult challenges with super items or abilities, but RPGs already have the whole grinding issue, where you can just continue to battle to get stronger. People that really want a challenge in most console RPGs already apply various handicaps to themselves (like trying to win with an extremely low level.) Thus there isn't much complaint if you get a guaranteed 1-hit kill anything spell from beating some super monster. |
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alice not nana komatsu

Joined: 05 Dec 2006
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Posted: Tue Jan 30, 2007 1:06 am |
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baines, the paragraph is only powerful if used in moderation.
Of course, I don't let content impair my judgment. I'll go read your post now. |
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Baines banned
Joined: 10 Dec 2006
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Posted: Tue Jan 30, 2007 3:57 am |
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The original three large paragraphs looked worse.
HTML isn't always friendly to text layouts, not without serious tag use. |
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Intentionally Wrong

Joined: 05 Dec 2006
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Posted: Tue Jan 30, 2007 5:04 am |
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I like inserting additional line breaks between major topical shifts, myself.
Aren't most Zeldas a good example of this? _________________ JSNLV is frequently and intentionally wrong. |
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Koji

Joined: 04 Dec 2006
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Posted: Tue Jan 30, 2007 6:05 am |
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| I realized that Ridge Racer Type 4 is a good example of a game that gets it right. If you perform poorly but well enough to advance in a race, you'll get a new car that's only slightly faster than the one you were using before, and your oponents will get similar (not very dramatic) upgrades. In racing games, a large part of the difficulty comes from the speed; Mario Kart games make this very clear. So under this setup, the game is penalizing you by not giving you the cooler car, but the challenge is kept fair by not incrementing the difficulty too much, more than you can handle, through making the overall race slower than it would've been. It goes a long way into making this game one to play and enjoy, never to be frustrated by it. |
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Talbain

Joined: 14 Jan 2007
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Posted: Tue Jan 30, 2007 6:41 pm |
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I dunno. Somehow the idea of opponents scaling leads to a lack of a sense of accomplishment, or want thereof. The MMO is basically an extreme example of this, where your opponents have the ability, in most cases, to scale themselves to a point that they're unreachable, creating a sort of gap between players. Removing the gap altogether, such that one doesn't really exist in the first place, would seem a bit more enamoring to me, except that the way it's done in Ridge Racer 4 is by having everything scale. I'd rather play against AI that plays smarter, not against AI that's continually "matched" against my abilities. _________________
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Koji

Joined: 04 Dec 2006
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Posted: Wed Jan 31, 2007 6:09 am |
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| But, see, it's all contextual. It's like 'here's the deal kid, looks like we didn't have enough time to finish up a new car, so you get this souped up version of your old one instead; but be careful, I hear the other racers got similar upgrades.' You're not being told that things are shrinking, you're told this is how it is. You take what you're given and race the other guys to your best ability, knowing that you all face similar chances, and it's all down to the technique. It's a pretty exciting way of developing a narrative! |
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