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The Difficulty of Difficulty

September 7th, 2011 arzi No comments
The Difficulty of Difficulty
I recently ran into an interesting article about the gaming skills of video game reviewers (http://www.joystickdivision.com/2011/08/doing_it_wrong_are_game_review.php, detailed info at http://insultswordfighting.blogspot.com/2011/08/are-game-reviewers-bad-at-games.html). It’s certainly an interesting question, how good should reviewers be at games? Usually, to become a game reviewer, you’ll be required to have a pretty broad interest in games, which means you’ll already have a skill set required by most games — that is reflexes and hand-eye coordination.
Another important thing is, of course, experience and the knowledge of conventions. There are probably dozens (hundreds?) of things so conventional in games that most gamers (and thus reviewers) don’t even realize they exist. Or that someone new to games might struggle with such conventions. A simple example is saving. If the game permits saving anywhere, gamers are used to saving quite often, and they also recognize common level patterns, like when they’re approaching a boss and should save before it.
The good news is that conventions can be taught and they very well should be if the game is aimed at a mass market audience. The problem is it’s hard to recognize the conventions. As such, a game with unexplained conventions may have a very variable difficulty across the players depending on how savvy they are with its genre.
Difficulty In Rimelands
We did notice a lot of variance with difficulty in the Hammer of Thor. Partly it was due to some balance issues, especially with the hybrid characters, but there were also other reasons. For one, some people struggled a lot with some puzzles which in turn were too easy for others. Puzzles are problematic in the sense that you really can’t have adjustable difficulty levels for puzzles (though you can include hints), but on the other hand to solve a puzzle you’ll just need to google the solution. If you’re stuck with a jump in a platformer, you can’t really pass the level without acquiring the necessary skill in the game (or, sometimes, with luck), which leads to frustration very easily.
Even if the game is easily adjusted for difficulty (games with lot of numerical values, such as RPGs often are), there are still problems with difficulty settings. How normal is normal, in any case? It varies greatly from game to game, often based on how skilled the game’s developers and testers have been. Because of that, it’s a very bad idea to ask the difficulty beforehand and not let the player change it. Another problem is that games tend not to be simple enough to have single metric for balance. Someone might find the platforming in a game easy (reflexes) but shooting very difficult (coordination).
Alternative Difficulty Settings
My proposed solution is to not have single difficulty setting, but several, preferably all of which very straight-forward. Some examples what this could mean in Rimelands’ case:
* Permanent death. A very hardcore setting, common in roguelikes, but in general not very fit  for most players in Rimelands.
* No free regeneration. Usually you regenerate outside battle in Rimelands. This setting would heavily emphasize the importance of Healing Potions.
* Swift enemy regeneration. Enemies would regenerate quickly if you’re not close to them. This would make ’sniping’ impossible.
* Endless enemy mana. This would mean the enemies use a lot more talents, which would make defending against such talents more important.
* Timed turns. This would alter the game’s pacing dramatically, as you could’t think too long (maybe 30 seconds?) per a single turn. Having this kind of option would require the game’s interface to be fluent enough to use with timed turns.
There could be plenty of others, but too many options will make it too overwhelming. You could also combine this with the common difficulty levels, so it would resemble the quality levels used in many games. At least it would mean it’s more transparent what the difficulty settings mean.
To get back with the original topic, these kind of transparent difficulty settings could also help reviewers, as they could better judge how the difficulty varies between the settings. One could, in theory, write something along the lines of “the potions are abundant in the game, so for a good challenge turn on the ‘No free regeneration’ option.”
One problem with this is that many of the above options are still very much tied to the player’s knowledge about game and RPG conventions. For newcomer’s they’d probably seem way too unintelligible.
Could this solve (to some degree, at least) the problem with variable player skill? Also, the ‘permadeath’ difficulty setting is something that would work with a majority of games. Are there others? Or even ones that would work with majority of RPGs?

I recently ran into an interesting article about the gaming skills of video game reviewers (detailed answers here). It’s certainly an interesting question, how good should reviewers be at games? Usually, to become a game reviewer, you’ll be required to have a pretty broad interest in games, which means you’ll already have a skill set required by most games — that is reflexes and hand-eye coordination.

Another important thing is, of course, experience and the knowledge of conventions. There are probably dozens (hundreds?) of things so conventional in games that most gamers (and thus reviewers) don’t even realize they exist. Or that someone new to games might struggle with such conventions. A simple example is saving. If the game permits saving anywhere, gamers are used to saving quite often, and they also recognize common level patterns, like when they’re approaching a boss and should save before it.

The good news is that conventions can be taught and they very well should be if the game is aimed at a mass market audience. The problem is it’s hard to recognize the conventions. As such, a game with unexplained conventions may have a very variable difficulty across the players depending on how savvy they are with its genre.

Difficulty In Rimelands

We did notice a lot of variance per person with difficulty in the Hammer of Thor. Partly it was due to some balance issues, especially with the hybrid characters, but there were also other reasons. For one, some people struggled a lot with some puzzles which in turn were too easy for others. Puzzles are problematic in the sense that you really can’t have adjustable difficulty levels for puzzles (though you can include hints), but on the other hand to solve a puzzle you’ll just need to google the solution. If you’re stuck with a jump in a platformer, you can’t really pass the level without acquiring the necessary skill in the game (or, sometimes, with luck), which leads to frustration very easily.

Even if the game is easily adjusted for difficulty (games with lot of numerical values, such as RPGs often are), there are still problems with difficulty settings. How normal is normal, in any case? It varies greatly from game to game, often based on how skilled the game’s developers and testers have been. Because of that, it’s a very bad idea to ask the difficulty beforehand and not let the player change it. Another problem is that games tend not to be simple enough to have single metric for balance. Someone might find the platforming in a game easy (reflexes) but shooting very difficult (coordination).

Alternative Difficulty Settings

My proposed solution is to not have single difficulty setting, but several, preferably all of which very straight-forward. Some examples what this could mean in Rimelands’ case:

  • Permanent death. A very hardcore setting, common in roguelikes, but in general not very fit  for most players in Rimelands.
  • No free regeneration. Usually you regenerate outside battle in Rimelands. This setting would heavily emphasize the importance of Healing Potions.
  • Swift enemy regeneration. Enemies would regenerate quickly if you’re not close to them. This would make ’sniping’ impossible.
  • Endless enemy mana. This would mean the enemies use a lot more talents, which would make defending against such talents more important.
  • Timed turns. This would alter the game’s pacing dramatically, as you could’t think too long (maybe 30 seconds?) per a single turn. Having this kind of option would require the game’s interface to be fluent enough to use with timed turns.

There could be plenty of others, but too many options will make it too overwhelming. You could also combine this with the common difficulty levels, so it would resemble the quality levels used in many games. At least it would mean it’s more transparent what the difficulty settings mean.

To get back with the original topic, these kind of transparent difficulty settings could also help reviewers, as they could better judge how the difficulty varies between the settings. One could, in theory, write something along the lines of “the potions are abundant in the game, so for a good challenge turn on the ‘No free regeneration’ option.”

One problem with this is that many of the above options are still very much tied to the player’s knowledge about game and RPG conventions. For newcomer’s they’d probably seem way too unintelligible.

Could this solve (to some degree, at least) the problem with variable player skill? Also, the ‘permadeath’ difficulty setting is something that would work with a majority of games. Are there others? Or even ones that would work with majority of RPGs?

Crescent Moon Games To Publish Rimelands: Hammer Of Thor

February 25th, 2010 arzi No comments

Rimelands: Hammer of Thor will be published by Crescent Moon Games of the Ravensword fame. They will be marketing the game and also helping us with the development to make the game a truly astounding experience.

We find Crescent Moon Games to be a perfect fit for our company, since they’re not only the developers of one of the most popular iPhone RPGs, but also a team that shares our ideals about producing great games.

Deeper Into The Rimelands

February 24th, 2010 arzi No comments

Here’s the first more in depth blog post about Rimelands: Hammer of Thor. Please keep in mind that the game is still in production, so the’re can and will be changes along the way.

Screenshot from the game

Screenshot from the game

Combat

The combat is turn-based in the same way as in many roguelike games: on each turn you move to an adjacent tile or perform a single action. Then, all the enemies visible do the same. The basic tactical choices depend on your character build: melee path characters’ tactics involve efficient use of weapons and talents, ranged characters will find to their advantage to keep mobile and plan their routes, while magic users need to keep track of their mana reserves.

Varying enemy types will require different strategies and some enemies will work together, so you’ll need to think carefully which opponents to tackle first and with which attacks.

We are taking efforts to ensure that the game mechanics are as transparent as possible, so you’ll always have a good grasp about the consequences of your choices. The main guideline is that if you fail, you’ll have a good understanding of what actions most probably lead to your demise.

Exploration And Story

The game features both random generated and pre-designed levels, latter of which will also include some light puzzle elements. There won’t be too many mazes, but people wanting to search any nook and cranny will find their efforts rewarded by additional treasures.

The main plot in the game will be linear and there won’t be any dialogue trees, but additional side quests will be there. We’re taking care not to drown anyone in the dialogue, so all the conversations in the game will be pretty short. We’re also planning (skippable) cut-scenes in between the levels to carry out the story, but we can’t yet tell how they will be handled.

The mood of the story will be light, adventurous and slightly humorous, but with some more epic and serious undertones.

In retrospect, the Nausicaa vibe some have noticed in the forums is a good perception, although Laputa has been a more conscious inspiration. Among many others, of course.

Rimelands: Origins

February 18th, 2010 arzi No comments

A little backstory for the Rimelands setting:

Rimelands - Backstory

Rimelands - Backstory

A Screen Of Rime Lands On This Blog

February 16th, 2010 arzi 4 comments

The first screenshot for Rimelands: Hammer of Thor has been released!

The game’s website is currently unavailable, but we’re working hard to get the final site open to public as soon as possible.

Rimelands: Hammer of Thor

Rimelands: Hammer of Thor

Rimelands Unveiled

November 26th, 2009 arzi 1 comment

Our next game is called Rimelands: Hammer of Thor. The website for it is here, with more information coming up in the future, as we get the site design done.

At this point, the following facts can be revealed:

* It’s a turn-based RPG, not unlike a certain Rogue

* It’s steampunk with a frosty twist

* It’s more pulp adventure than fantasy epic

Diceworks Web released!

August 27th, 2009 arzi No comments

You can now play Diceworks for free in the comfort of your browser!

The Price of Forgetfulness

August 20th, 2009 arzi No comments

Nothing is perfect. Not even our press releases.

We forgot one vital bit of information from the press release, which is the price of the product. So, here it is:

(drumming)

$0.99! (€0.79)

Press Release: Diceworks will be released in 28th of August

August 18th, 2009 arzi No comments

FOR IMMEDIATE RELEASE

Dicework Games To Release Their First Game On iPhone

Tampere, Finland, August 18th 2009 – Newly founded Dicework Games will release their first game, the self-titled Diceworks, in 28th of August. The company founders Arto Koistinen and Peter Finnberg, both of whom have former experience in the game industry, believe that strong vision and solid design are the key elements in a highly competitive marketplace such as Apple’s App Store.

“While I find it a bit naive to say that all you need for high sales is a good game, I strongly believe that a strong portfolio is something that will ensure the longevity of a development studio”, says company CEO Koistinen. “We are aiming to make Dicework Games a brand in which our customers can trust. As a small studio, we have the possibility to take risks and try new things, or go for less popular genres.”

Diceworks, while being in the popular genre of puzzle games, brings this thinking to practice in its visual design. The steampunk inspired art direction dodges the usual candy-like visual style of the genre and maintains a coherent tactile feel for the game. “We wanted the game to feel like a physical object”, the artist Finnberg explains. “The user interface is designed so that everything feels like a part of a clockwork puzzle box, I think it really brings a unique atmosphere for the game.”

Everyone who is not yet convinced of the game’s puzzle-y goodness can also try it on the company’s website, where a web-browser version of the game will be available.

The developers also see their choice of engine, the Unity 3D, as a definite strength. For a small startup company, a tool that enables the developers to concentrate on game-specific development instead of having to build a software framework from scratch, at the same time giving the possibility for multi-platform release, is a valuable opportunity.

As is usual for the game industry, only few things in the horizon look clear. For now, the games will continue to be published on the iPhone and they will be self-funded as with Diceworks. “Concentrating on our own portfolio is currently the most viable option. Of course, we are open to publishing deals and sub-contracting, should a viable opportunity present itself. To be honest, I’d still love to work on some great license”, Koistinen, who has previously worked with mobile license games, confesses.

Dicework Games
http://www.dicework.com/
company@dicework.com

Intelligence Report, 1st of June

June 1st, 2009 arzi 1 comment

Sir!

Our Magnificient Department Of Spycraft has landed some information on the nature of the secret project under work on the hidden laboratories of Dicework Games. It would appear they are working on a some variety of an aviational device. Due to rough weather and massive hostile presence, our agents were not able to get images of greater detail.

We shall increase resources of the department to unveil further details on this intriguing enterprise.

An Airborne Contrivance

An Airborne Contrivance