Varying Levels Of Difficulty

edited November 2011 in General Chat
So I've been noticing lately a lot of old school fans of TTG have been doing the bellow of the difficulty of the games are too easy. So here we should have a discussion about the difficulty of games what you would want to see. What is to easy what is to hard? But I will throw out some rules here because I can do this because of the sake of discussion.

1. Discuss do not moan.
2. Be insightful. What do you think is to easy and what do you think is to hard?
3. What do you think is the perfect difficuly?

No this isn't an official discussion for TTG, unless they Hijack it or something. I'm honestly curious what is difficulty because well..I think Professor Layton games to hard, and that Sam&Max and Zelda games are just right. So..with out further ado. DISCUSSION!

Comments

  • edited November 2011
    I think Sam & Max were just the right difficulty to be mass-marketable. Veteran gamers still had to think and new-comers could still get through them eventually. As for a clear definition, I would consider process-of-elimination puzzles to be too easy. If you have a clear list of choices, or so few items and objects to choose from, that you can actually just guess, it's too easy. Even season 3 of Sam & Max fell into this category.
  • edited November 2011
    Tales of Monkey Island is the perfect example of how difficult the games should be.
  • edited November 2011
    I'd say my perfect level of difficulty was Grim Fandango. You never really were at a loss as to what you had to do to move onward and Manny seemed a much more straightforward thinker than Guybrush in the sense that you would often use items in the manner that they're normally intended to be used (ie. fire extinguisher used to put out flaming beavers. Normal!)

    But really, I think the difficulty is slightly based on how many interactable objects there are (not necessarily inventory size) and how creative the uses for the objects are. Barring creative uses, how difficult inventory items are to obtain. I still think back to the Curse puzzle for getting the gold tooth for Cutthroat Bill. It was a very involved puzzle that required visiting multiple areas before even being able to access the location where the puzzle was...and then once there, you had to have been nearly everywhere on the map to get the components necessary for solving the puzzle.

    This is something that I think would really ramp up puzzle difficulty, needing to explore and talk to people in different rooms before having both the information necessary and the equipment to solve the puzzle. It's something that Sam and Max 204 did very well since you had to time travel to pick up items from different timelines and alter the future to access certain pieces of information, not to mention needing to scan various items and people to gain entry to new timelines. I really think this type of puzzling could be incorporated very nicely into more of Telltale's games.
  • edited November 2011
    There are two rules which I use myself in game design.

    Rule 1: "Linearity is sometimes a problem, which is why I think there should not only be several puzzles to solve at the same time, but also different solutions to puzzles, and these solutions should not just give alternatives, they should change things later in the course of the game."

    Rule 2: Always know your objective first.

    And if you can't do that, and make it difficult, then don't make the game.
  • DlenartDlenart Telltale Alumni
    edited November 2011
    It's obvious that different audiences prefer different levels of difficulty, but what would be interesting to do here is explore ideas of how to allow for both parties to be satisfied. One thing to keep in mind while offering suggestions is the realities of production resources and the fact that we're not able to produce 3 times the content in the same amount of time. That said, if you have any thoughts/examples for varying degrees of difficulty in Telltale games feel free to post em' here for discussion.
  • edited November 2011
    I'll copy in my dissertation from the other thread:
    LuigiHann wrote: »
    I'd like to take this opportunity to present a suggestion that's been brewing in my mind since I played Double Fine's Stacking.

    In that game, there are multiple ways to solve each puzzle.You're allowed to progress once you've solved a puzzle one way, but there's always some contrivance to allow the puzzle to remain available, so that you can solve the puzzle again and again until you've found each of the possible solutions. The game presents this all rather transparently, with a UI overlay in the area of the puzzle showing you how many of how many solutions you've found. Most puzzles have around 3 solutions, one of which is fairly straightforward, and some of which are pretty devious or complex. This lets players who just want to explore the story to cruise through with the easiest solutions, and for people looking for a challenge to explore and tax their mind.

    Now, giving every puzzle 3 solutions may seem like 3 times the work, but from the perspective of somebody trying to find all solutions to one puzzle before moving on to the next one, it strongly resembles the "Bring me three things" gates that are very common in Telltale's games. So in a lot of cases, you guys are already doing that much work, so if you wanted to add an Easy option, you could make it so a player on Easy mode would only have to bring one of the things to the gate. So, say in Situation: Comedy on Easy mode, you'd only have to bring Myra a contract OR a scandal OR a clip, and then she'd let you in. The nice thing about that is that it lets people explore and find the first solution that seems easy to them, rather than eliminating options and restricting them to what the developer thought would be easier. The downside, I suppose, is that the player on Easy would encounter a lot more potential red herrings, but as long as they keep thinking "what can I use to open this door" rather than "what do I need this wrench for" I think it would be okay.

    It's just a thought. It just seemed to me like if Stacking had a Hard mode that forced players to find every solution to each puzzle, it'd feel a lot like an old-school Telltale game, and in my mind a Telltale game Easy mode that's structured more like Stacking seems like it would work pretty well too.

    Short version: put all the puzzles into the game, and let people playing on Easy mode get through the story while solving fewer of them by making the find-3 gates into find-1 gates. Would require some restructuring but would have a lot in common with early Sam and Max episodes. People on Easy would miss out on some of the content but they'd still get the beginning, middle and end of each story.
  • edited November 2011
    You could also follow in the footsteps of the "Mega" LucasArts games, where the normal versions had some steps cut out of the puzzle (Like instead of having to jump through hoops to get a required item to solve a puzzle, it's just right there). So, I guess an example could be that if you, say, needed a wrench, in the easy version, you could just pick up the wrench, but in the harder version, someone in the room wouldn't allow you to just pick up the wrench. Maybe you'd have to distract them first, using an item or items picked up at other locations in the game, items that would just get a witty one-liner in the easy version.
  • edited November 2011
    I'm just of the belief that, if possible, the one-click interface needs to be done away with. Old school adventure games were great in that they had a great number of different interactions available. And this interface system was refined and (in my opinion) perfected in 'Curse of Monkey Island' where there were three possible types of interactions at the player's disposal, and each of them HAD to be used to progress through the game. The player was made to examine the environment and gain knowledge of their surroundings, were made to blow on, spit on, or talk at/to their surroundings, and were also made to use items (in some manner).

    When all of these actions are condensed into a single click, the player is often no longer required to think very hard at all, and progress can sometimes occur accidentally. Instead of having multiple options and having to think "Which one do I have to use here?", the game decides for you, and deprives you of your freedom to think and choose for yourself. And, in addition to this, the one-click interface sort of removes a bit of the richness of the games, because the player freedoms are being taken away somewhat; the options are fewer, and the player doesn't have the same level of true interactive choice in the world they're supposed to be immersed in.

    Now, I don't know if a more complex interface would be possible for Telltale; I understand that it would probably be more difficult and time-consuming to implement. But I just feel that it would be beneficial to the games' quality. It would allow for more difficult gameplay and also enhance the richness of the games at the same time.

    Edit:
    Dlenart wrote: »
    [...]what would be interesting to do here is explore ideas of how to allow for both parties to be satisfied.
    And on this topic, I agree with Alcoremortis's suggestion.
  • edited November 2011
    Well I'd kind of like to not be told how to solve a puzzle before I even attempt it. An example is in the Jurassic Park
    Bone Crusher car puzzle. Gerry says that you need to line up the cars and that they need to be in order. I'd kind of like to figure out that the cars need to be lined up in order
    through trial and error. I mean it is fine to have an outline of what I'm trying to do but that's different from being flat out told what to do and how to do it.

    I want there to be hints but only if I ask for them. It can be organic and natural, like in the first two Sam & Max seasons. If you were stuck in an area and you didn't know what to do you could talk to Max and he'd give you a cryptic clue that would point you in the right direction. And even then you only get it if you directly ask for it. Being told by the characters what to do is annoying and just a little patronising.

    Edit:
    Hayden wrote: »
    I'm just of the belief that, if possible, the one-click interface needs to be done away with. Old school adventure games were great in that they had a great number of different interactions available. And this interface system was refined and (in my opinion) perfected in 'Curse of Monkey Island' where there were three possible types of interactions at the player's disposal, and each of them HAD to be used to progress through the game. The player was made to examine the environment and gain knowledge of their surroundings, were made to blow on, spit on, or talk at/to their surroundings, and were also made to use items (in some manner).

    When all of these actions are condensed into a single click, the player is often no longer required to think very hard at all, and progress can sometimes occur accidentally. Instead of having multiple options and having to think "Which one do I have to use here?", the game decides for you, and deprives you of your freedom to think and choose for yourself. And, in addition to this, the one-click interface sort of removes a bit of the richness of the games, because the player freedoms are being taken away somewhat; the options are fewer, and the player doesn't have the same level of true interactive choice in the world they're supposed to be immersed in.

    I agree completely. The vurb system used in older games was just clumsy, but the three action interface used in CoMI and Full Throttle was the perfect compromise. It wasn't too complex but it still had you think about how to interact with your surroundings.
  • edited November 2011
    Go play Machinarium.

    Do that.
  • edited November 2011
    Machinarium is the perfect example of a game that doesn't tell you how to solve puzzles, it just gives them to you and lets you figure out how to do them yourself.
  • edited November 2011
    'Machinarium' is a rare example of how a one-click interface can work, and that's by incorporating new ways of adding complexity, e.g. the rise and shrink of the main character's body, the inclusion of multiple elements within an environment which the player must negotiate in a specific manner or sequence, and the use of physics as a means of solving puzzles (like with the owl puzzle). It really is an ingenious way of utilizing and making the most of a very simplistic interface, and if Telltale are unable or unwilling to alter their own interface, then I'd suggest they take a leaf out of Amanita's book.

    Also, it displays a good example of how a hint system should be used and integrated. It’s fair to say that the game is quite hard and challenging, meaning that a hint system is actually welcome, useful and even necessary for some players. In some of Telltale’s games, like, say, 'Back to the Future' (most notably), performing the tasks and progressing through the game is just too easy and straightforward at times, and though there’s probably never any need for a hint system, the game still has one, as well as obvious pointers given through dialogue, along with the 'goals' system on top of that. But the lack of challenge that the gameplay presents just simply makes it all completely unnecessary for the majority of gamers.

    A way of utilizing the hint system is to provide challenging gameplay, but have a hint system on offer for the less experienced adventure gamers. This way, the hint system is actually worth something, AND it solves the issue of satisfying both the hardcore adventure gamers and the casual adventure gamers (the issue that Dennis mentioned). A way to please both/all adventure gamer demographics is simply to bump up the difficulty from Telltale's standard level, and apply an effective hint system. This is one of the simplest ways of catering to the fan base as a whole - implement a good, optional hint system over challenging gameplay.

    It sounds simple, but the fact is that I haven't yet seen it done by Telltale.
  • DlenartDlenart Telltale Alumni
    edited November 2011
    Woodsyblue wrote: »
    Well I'd kind of like to not be told how to solve a puzzle before I even attempt it. I mean it is fine to have an outline of what I'm trying to do but that's different from being flat out told what to do and how to do it.

    Classically it seems like there were 2 steps to each puzzle. First, figuring out what the puzzle even was and second, actually figuring out how to solve it. A lot of people tend to get frustrated at step 1 where they find themselves in a situation and have no idea what it is they're even supposed to be trying to do. I think a lot of attempts have been made to clarify that first step, in many cases so that it ends up just being that the puzzle intentions are overly telegraphed at times.

    This is obviously a tricky balancing act where giving too little information can leave players unnecessarily frustrated while too much can subvert the puzzle. It seems like many of the suggestions here are trending toward recognizing the need for puzzle clarity, but erring on the side of players maybe not fully understanding how the mechanics are supposed to work as opposed to hitting people over the head with the solution. So basically a game that trends toward more difficulty, but with a more robust hint system.

    Currently, a lot of effort goes into providing a hint system that integrates more naturally into the normal dialog of the game. I almost wonder if somehow the playing styles of more old school adventure gamers are actually resulting in the games actually giving more hints that are seamlessly built into the natural dialogs you have with characters. I'm going to check into this today.
  • edited November 2011
    I think egoraptor actually has a pretty nice video on game design:
    http://www.youtube.com/watch?v=8FpigqfcvlM

    Its the idea that a game should allow the player to learn each aspect of the game individually, and then let them figure out how to combine those elements to progress.

    Adventure games should do more of this.
    Just show the player maybe, one or two possibilities with the items they pick up via NPC's or some sort of character commentary.
    (I know the analyse function sort of does that, but its not exactly fluid going into a menu and clicking on each thing all the time)

    Different types of puzzle is the main thing that an adventure game needs in the end of the day though.

    Just making harder and more vague versions of the same puzzle or type of puzzle can cause a bit of burnout on the player's part.
    (Though that can be avoided a bit, by combining elements together to find a unique solution (But straight combining items is very cliche and a bit boring though))

    I'd like to see Telltale do more experiments with different sorts of puzzles.
    After all, adventure games existed before the 3 trials! XD

    Types of puzzles I'd like to see:

    - Investigative puzzles
    (Explore the game world, interview characters ect.)
    - Time based puzzles
    (Not enough adventure games do this. I like to use Pokemon as an example. Pokemon Gold/Silver is great because different events occured at different times of the day/week, which would work great with adventure games. Maybe a puzzle that involves constructing and then setting a trap at the right time, or trying to grow a tree in a lab by figuring out what time of day the sun is the most intense, then placing the plant pot under a magnifying lense angled to concentrate the sunlight and with the special fertilizer you added to the plant earlier, instantly grow a tree, (which then you can comically stuff into your inventory pocket for later use (While its in there, the player would leave a trail of leaves as well! XD)))
    - Logic puzzles (Like in Puzzle Agent, but obviously more dispersed with other types of puzzles)
    - Skill puzzles (Puzzles which require some kind of input on the player's part. QTEs are cheap though, and should have died with Shemnue tbh)
    - Physics puzzles (not as complicated as like The Incredible Machine, but an occasional light one here and there, (maybe combined with one of the other types of puzzle).

    I personally have a really interesting and unique puzzle system for an adventure game I've been thinking about, but I'm not going to share it though, as one day I may ACTUALLY make something of it!
    (Though thats pretty unlikely though... XD)

    EDIT: (Its times like these that make me wonder why I am doing a business degree... -_-)
  • DlenartDlenart Telltale Alumni
    edited November 2011
    When you guys play our games do you normally turn the hints off first thing? Just curious.
  • edited November 2011
    Dlenart wrote: »
    When you guys play our games do you normally turn the hints off first thing? Just curious.

    Yes. And we get really angry when that actually doesn't work like in S&M Season 3.
    Getting stumped is part of the fun in adventure games. Solving a puzzle on your own wihout hints after being stumped is the greatest thing you will ever experience in an adventure game. Forced hints are destroying all of that and just lead to anger. Anger leads to hate and hate leads to suffering.
  • edited November 2011
    I turn down hints but not off.
  • edited November 2011
    I turn off the hints too, but if I do get stumped in a puzzle, that is when I start to slowly turn them on. I hate having to look through walkthroughs online.
  • edited November 2011
    Dlenart wrote: »
    When you guys play our games do you normally turn the hints off first thing? Just curious.

    Yes, I do turn them off before starting the game. Unless I forget to do it ;-) It would also be nice if this could be saved for all episodes of game (which was done in Sam and Max Season 2, if I remember correctly, but not in later games I played).

    As for difficulty... I am not really sure what could be done to improve it. I think the earlier games were ok (easily completale, but you still had to think), but everything since (and including) The Devil's Playhouse felt too easy to me. It has been some time since I last played those games so this may not actually be true, but in many cases it seemed like there was only one or two things to do at a time, and therefore you can not do anything but solve the puzzle.

    I think, as others have already pointed out, it may be a good Idea, to have more options for interaction than the left mouse button. Why not use the left mouse button for interaction (pick up, use, push, pull, eat, talk to, go to) and the right mouse button for examination (look at)? Inventory combination should also come back, but this would probably also require larger inventories.

    And another thing: If it is possible to die in the game, please minimize the (re)loading time and do an autosave before that.
  • edited November 2011
    I think Devil's Playhouse was perfect in terms of difficulty and that's where the majority of Telltale games should shoot for.
  • edited November 2011
    DAISHI wrote: »
    I think Devil's Playhouse was perfect in terms of difficulty and that's where the majority of Telltale games should shoot for.

    I though Devils Playhouse was too easy. The episode in the museum pretty much played by itself I thought.

    As for dual-difficulty modes. Why not do it like they did in Monkey Island 2? That worked pretty well, and the lure of new areas and dialogue could make unsuspecting newcomers seasoned adventure vets without realising.

    Couple that with the existing hint system and you've got a good forumla if you ask me.
  • edited November 2011
    As far as hint systems go, I think the Hector games has a pretty good system that Telltale proper should look at. The game rarely flat out told you what you needed to do in any given puzzle, although you always knew what Hector wanted to accomplish. If you got stumped, you could talk to Lambert, and you'd get some cryptic clues through that conversation which for me were almost always enough to trigger that "a-ha!" moment. But when that's not enough, there was still a true hint system you could fall back on.

    I agree with a lot of what's already been said. The one-click interface really hurts the genre in my opinion. A lot of other games these days, Skyrim being the obvious example, make a big deal about letting you do a lot of different things even if they aren't necessary, and meanwhile adventure games feel more limited in what you can do than ever. The old Sierra games really gave you the illusion that you could do almost anything, like the first time I randomly decided to type "pick nose" while playing as a thief in Quest for Glory. I know the old text parser will never make a comeback as much as I'd like it to ;) , but how about something like the later Sierra games where you could switch between the hand, eye, mouth, etc. icons? If nothing else it gives you a lot more opportunity to stuff some more humor in there. You could get a variety of responses (some of which may contain subtle hints?) for clicking on an item other than "I don't want to pick that up," etc.

    I would also like to see situations where failure is actually an option. Sierra would kill you, but generally offer a hint in the death description as to what you can do to avoid it the next time. Another good example is LA Noire, where it's possible to arrest the wrong guy and get reamed out by your chief, but still be allowed to continue the game. To me that's a thousand times more interesting than having the whole world remain completely static until I figure out the right idea or give up.
  • edited November 2011
    Dlenart wrote: »
    Classically it seems like there were 2 steps to each puzzle. First, figuring out what the puzzle even was and second, actually figuring out how to solve it. A lot of people tend to get frustrated at step 1 where they find themselves in a situation and have no idea what it is they're even supposed to be trying to do. I think a lot of attempts have been made to clarify that first step, in many cases so that it ends up just being that the puzzle intentions are overly telegraphed at times.

    This is obviously a tricky balancing act where giving too little information can leave players unnecessarily frustrated while too much can subvert the puzzle. It seems like many of the suggestions here are trending toward recognizing the need for puzzle clarity, but erring on the side of players maybe not fully understanding how the mechanics are supposed to work as opposed to hitting people over the head with the solution. So basically a game that trends toward more difficulty, but with a more robust hint system.

    Currently, a lot of effort goes into providing a hint system that integrates more naturally into the normal dialog of the game. I almost wonder if somehow the playing styles of more old school adventure gamers are actually resulting in the games actually giving more hints that are seamlessly built into the natural dialogs you have with characters. I'm going to check into this today.

    Well this is it right here, we want to know what we are supposed to do but not be told how we are supposed to do it. Going back to my earlier example from Jurassic Park,
    we are told outright that we need to get the cars on the track. That's fine, but we are also told outright that the cars need to be in order. It would have been much better if we had to figure this part out. Maybe if we got the cars on the track but in the wrong order then Harding could say out loud why it is wrong. By that time the player has figured out the mechanics of the puzzle and would be able to solve the rest of it with ease.
    Having all the groundwork laid out before us before a puzzle even begins takes all the fun out of it and makes it feel like you are just doing what you are told, rather than figuring stuff out for yourself.
    Dlenart wrote: »
    When you guys play our games do you normally turn the hints off first thing? Just curious.

    The first thing I do before I start an episode is turn all the hints off. I like to think of myself as Hardcore XD

    (lol, if future games you could put a Hardcore button in the settings menu that automatically turns off all hints and disables the obvious puzzle spoilery dialogue. I'd like to think that wouldn't cause that much more work for you guys.)
  • edited November 2011
    Dlenart wrote: »
    When you guys play our games do you normally turn the hints off first thing? Just curious.

    Yeah but sometimes the game decides I want hints anyway, so I'm just like

    dN9Ib.jpg
  • edited November 2011
    Dlenart wrote: »
    When you guys play our games do you normally turn the hints off first thing? Just curious.

    Always. I think in the Devil's Playhouse there was one instance where I wasn't sure what to do, so I put the hint level up 1, then Max said enough for me to figure it out, and I put it back down to 0 after that.

    I agree that Hector has a pretty good hint interface, though I didn't need to use it much.

    A game is mostly too hard when I can't figure out what I'm supposed to do next, where I can wander between rooms but am not sure what to solve. That might be a case where Max says, "Gee, Sam, we've been here five times already! Maybe we should do something destructive with that file cabinet!" Only if hints aren't turned off, of course.

    I still think making other characters more or less cooperative for a given difficulty level works, too.
  • edited November 2011
    All I can say about the "hint level" option is that, the one time I wanted a hint (I think in Strong Bad, but possibly in Monkey Island), I cranked the hint level to maximum, and then had to wander around randomly waiting to trigger a bit of hint dialog. It was frustrating and unnatural and really made me lose hope in the whole "integrated hint" concept, but I suppose I'm not really the target audience for that feature. I really did prefer the early Sam and Max implementation, where you could talk to Max and ask him for advice, and some of it nudged you in the right direction and some of it was just funny nonsense. That type of design just worked for me.
  • edited November 2011
    I turn it off to start. I have turned it on in one or two instances for a little nudge when stuck, but I never start that way.
  • edited November 2011
    I prefer my games to be quite easy, but not child easy.
    And for that one reason it's because I get too frustrated too easy.

    I need to be able to handle a game without ripping my hair out and smacking my face into a wall. I can get hissy fits easy over a game (not something I am proud of).
    Sam & Max was a perfect difficulty, you had to think but not so hard your brain was melting.
    And call me thick, but I think Back to the Future the game is also the perfect difficulty I mean there are plenty of times I missed the obvious and had to use the hints to get through the puzzles.
    But for hard games I have quit is Jak & Daxter 2 as an example, that game is just ridiculously hard. Never played it again.
    Other games where there are difficulty settings I always choose the easiest, I hate not winning.

    So year I like my games easy. :)
  • edited November 2011
    Dlenart wrote: »
    When you guys play our games do you normally turn the hints off first thing? Just curious.

    Absolutely off.
    I think we need a pool* here. :P
  • edited November 2011
    I think we need a pool here. :P

    Yes, it is getting rather hot.
  • edited November 2011
    JedExodus wrote: »
    I though Devils Playhouse was too easy. The episode in the museum pretty much played by itself I thought.

    As for dual-difficulty modes. Why not do it like they did in Monkey Island 2? That worked pretty well, and the lure of new areas and dialogue could make unsuspecting newcomers seasoned adventure vets without realising.

    Couple that with the existing hint system and you've got a good forumla if you ask me.

    I am the agreeman.
  • edited November 2011
    Here's another random idea. If you want to make a game super easy so it's accessible, and don't have time to also make a harder one, go ahead and put out the easy one first. Then go ahead and redo it to make a harder version a few months later. Throw in some extra puzzles, and keep the same story, but make tasks harder to accomplish somehow. Ideally you have some ideas in advance, so you can get the voice actors to record all the proper lines the first time. Then you'll have "Standard" and "Director's Cut" versions of your games. Anyone complains the Standard version is simple, tell 'em to wait. :)
  • edited November 2011
    I know it's not practical, at least now, but for adventure games(especially disc releases which have more room), it would be nice to do it with harder puzzles, maybe with a "cut" option that had a cut-scenes instead of a some of the harder puzzles for folks that just want to experience the story. I'm not asking for it as it's an experiment straight out of nowhere. But since my original thought, which came from someone else's and has been brought up again... I thought I'd complete it. I'm looking at solutions that can please everyone here. Telltale, your fans aren't complaining about the length of games...and look at the Sam & Max games, if you know what you're doing and are experienced, they can be shot through in under 5hrs....yet for newcomers, they can take over 20. I don't think length is a big issue with any future "streamlining mode" implementation. Hey, it's "an" idea. Never said it was "good".
  • Dave GrossmanDave Grossman Telltale Alumni
    edited November 2011
    WarpSpeed wrote: »
    Here's another random idea. If you want to make a game super easy so it's accessible, and don't have time to also make a harder one, go ahead and put out the easy one first. Then go ahead and redo it to make a harder version a few months later. Throw in some extra puzzles, and keep the same story, but make tasks harder to accomplish somehow. Ideally you have some ideas in advance, so you can get the voice actors to record all the proper lines the first time. Then you'll have "Standard" and "Director's Cut" versions of your games. Anyone complains the Standard version is simple, tell 'em to wait. :)

    Crazy Idea #652: Do essentially that, but in the opposite order - release the difficult version day one, and then update the game every day for a month to make it a little bit easier to finish each time. That way everybody's caught up by the time the next episode releases. There are all sorts of reasons why I don't think we could actually do that, but I like anything that makes interesting use of the episodic format.

    I appreciate the thought people are putting into this.
  • edited November 2011
    I appreciate the thought people are putting into this.

    I think someone else alreday pointed out that Double Fine's Stacking is a very interesting solution to the problem. You don't actually choose a difficulty level before playing, you tailor the game on yourself in realtime.
    Genius.
  • edited November 2011
    mmmhhh....
    I think the hint system of Tales and Sam&Max is good - they randomly suggest what to do - and it's more transparent than the one of BTTF.
    I haven't used that so much, but I think that in those games the only difference between levels of hints is the frequency of them.
    Why don't you differentiate the actual hint depending on the selected difficulty?

    Example: if I have to open a lock with a pin:
    - if I selected hard: no hints
    - if I selected normal: the character says "Mmhh...maybe I should open the lock" after a while the player's stuck
    - if I selected easy: the character says "Mmhh... now I should open the lock - maybe I already have something to do it" right after completing the preceding puzzle
    - if I selected very easy (or "just tell me the story" mode): the character says "now I've to open the lock with the pin" right after completing the preceding puzzle

    If someone doesn't want to be distracted from the story will choose the most straightforward mode that always tells you what to do.
  • edited November 2011
    mmmhhh....
    I think the hint system of Tales and Sam&Max is good - they randomly suggest what to do - and it's more transparent than the one of BTTF.
    I haven't used that so much, but I think that in those games the only difference between levels of hints is the frequency of them.
    Why don't you differentiate the actual hint depending on the selected difficulty?

    Example: if I have to open a lock with a pin:
    - if I selected hard: no hints
    - if I selected normal: the character says "Mmhh...maybe I should open the lock" after a while the player's stuck
    - if I selected easy: the character says "Mmhh... now I should open the lock - maybe I already have something to do it" right after completing the preceding puzzle
    - if I selected very easy (or "just tell me the story" mode): the character says "now I've to open the lock with the pin" right after completing the preceding puzzle

    If someone doesn't want to be distracted from the story will choose the most straightforward mode that always tells you what to do.

    Deus Ex: Human Revolution.

    Give me a story.
    Give me a challenge.
    Give me Deus Ex.

    End of conversation.
  • edited November 2011
    Reading some more stuff here, and remembering the stuff I read in Scott Roger's book on game design, (I reccommend getting a copy of Level-up! since its very straightforward, common sense approach to game design), it all boils down to the nature of games themselves or:

    -What is a game?

    The funny thing is, is that the answer to this changes all the time.

    At one point many people believed that a game would be to solve a challenge, achieve an objective (like getting the best score a la Pacman or Tetris), or bring resolution to a situation (finish the story a la Final Fantasy), in a world with pre-determined rules, but games like Minecraft break that rule.

    Minecraft has no point, yet people play it, and its called a game. Its has pre-determined rules, like a world, but has no objective. People literally, make of it of what they will.
    I won't go into detail analysing this game, as there is so much that could be said about it, (and this post will stretch for miles), so I'll move on to another "game", Heavy Rain.

    Now Heavy Rain, has a story, it has a goal, and it has pre-determined set of rules, but its nothing like conventional videogames.
    Or its like a videogame, but very streamlined.
    You have minimal control over the events, compared to say Grand Theft Auto, and there is no scope for independant action either.

    Maybe then its an more interactive version of a choose-your-own adventure book.

    But thats the point. Maybe we shouldn't even care about what Games mean or what books are, since in the end of the day the media is irrelevant, and that its the interaction and/or communication thats what is important.
    (This is especially the case in D'n'D since it is purely communication and interaction via people and sometimes books. They make the rules (or the book does), and the situation or goal, and then the "players" interact with it)

    You could have a movie that has a different ending each time.
    You could have a game in which you do nothing.
    You could have a book you could write in, and it reflects what you do.
    (Games like Zork are already like this when you think about it)

    Re-applying all this to the question at hand, maybe you need to create products in a way which appeals to what particular aspect each person wants.

    Some people prioritise the interaction, the ability to influence the game world.
    Some people prioritise the challenge. The rules to play to, the goal to achieve, the obstacles in the way.
    Some people prioritise the story. The situation, the characters, the events, and the resolution
    Some people prioritise the world. The lore, the graphical design, the characters within.

    To avoid disappointment, if you can't make something dynamic enough to tailor to everyone, then just make it clear what the game contains in relation to those four areas, and avoid the disappointment of someone buying this, and then getting something a mix they didn't want, (like a lot of people did with Back to the Future, since it lacked challenge).
  • edited November 2011
    Difficult puzzles plus tiered hints-on-demand seems to me to be the best and most easily implemented solution. Players who want to solve difficult puzzles get them no matter what, and people who get stuck can just click on the hint button. And if it's a tiered hint system, they can use as many or as few hints as they want. There's no reason for a game to have both easy puzzles and hints like Back to the Future had. It's best to start at the most difficult level and allow players to make it easier on themselves if they want to.
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