Want to read Slashdot from your mobile device? Point it at m.slashdot.org and keep reading!

 



Forgot your password?
typodupeerror
×
XBox (Games) Entertainment Games

Tough Love - Can A Game Be Too Hard? 309

Thanks to Slate for its article discussing the excessive difficulty inherent in some videogames. The writer argues: "Some [games] are so freakishly, spoon-bendingly difficult that they take 10 hours of solid play before you've even begun to master the basics... I usually discard them in frustration after a couple of hours and wonder: What's the point? What adult has the time to master this stuff? Could it ever be worth it?" He continues: "The latest test of this thesis is Tecmo's new Ninja Gaiden, a game so punishing that even some hard-core players fear picking it up." Although the piece concludes: "Just because a game is hard doesn't mean it'll have a payoff", what games have you played that are insanely tricky to master?
This discussion has been archived. No new comments can be posted.

Tough Love - Can A Game Be Too Hard?

Comments Filter:
  • by joelparker ( 586428 ) <joel@school.net> on Friday May 07, 2004 @07:22AM (#9082633) Homepage
    what games have you played that are insanely tricky to master?

    wopr# globalthermonuclearwar

  • by raminator ( 635306 ) on Friday May 07, 2004 @07:28AM (#9082673)
    The origianl Donkey Kong arcade game was impossible to beat. I don't know if you could even beat the game or if it had an ending. I had one in my basement and I spent endless hours trying to beat it.
  • Tic Tac Toe - man, I *never* know which square to pick.
    • The only winning move is not to play.
  • Quake (Score:5, Interesting)

    by HardYakka ( 265884 ) on Friday May 07, 2004 @07:38AM (#9082732)
    I have been playing first person shooters since the genre was invented. I spend about our hour a day playing Quake 3 Arena online and I still get my ass kicked most of the time.

    I think some people must have an innate ability to master some types of games and others need simple games to keep from getting frustrated.

    Masochists like me keep trying.
  • I admit it. I was balked at the first Harry Potter game. Everything went fine until I got to the "Fluffy" dog heads. I could not find a way to get them all to sleep at the same time; gave up after a while.
    • by Pxtl ( 151020 ) on Friday May 07, 2004 @08:10AM (#9082965) Homepage
      Diddy Kong Racing was ungodly hard. I find that many kids games have this problem - they make the game hard for the playtesters, and forget that their target audience is 8-year olds.

      The second problem is this - my Dad tried to play a modern action game once (and only once). This man is an optical physicist, so he's at least of reasonable intelligece, drives a stick, so he can handle complex controls, and races in go-kart tourneys, so he's got at least minimal reflexes. Modern games assume you've played every predecessor in the genre, so they've got such incredibly complex stacks of rules and are so baroque that it took me 5 minutes to explain the intricacies of the rules (let go of the throttle before you hit the dash zones and you go faster), and another 5 for him to get his hass kicked anyways. This piling of rules upon rules upon rules makes for a nasty barrier to entry.

      When will they learn: the good games have simple basis/interface and intricate play, not vice-versa.
      • Diddy Kong Racing was ungodly hard. I find that many kids games have this problem - they make the game hard for the playtesters, and forget that their target audience is 8-year olds.

        I loved Diddy Kong Racing (moreso than the various Mario Kart incarnations). I found it challenging but not overly hard. I unlocked most of the content, but could never beat the clock on many of the tracks, so I never got one of the racers. The problem with Diddy Kong vs Mario Kart, was that DK relied more heavily on one's
        • by Chelloveck ( 14643 ) on Friday May 07, 2004 @11:06AM (#9085265)

          Playing against my 11yo son, I find Diddy Kong tremendously frustrating. It's not so much skill based as it is memorization based. If you haven't memorized the tracks and know all the secret shortcuts, you're screwed. I refuse to play it with him any more. On the other hand, I still like to play Mario Kart with him. MK relies less on secrets. He still beats me, but I don't feel like it's because I didn't know some crucial hidden game element.

          Robotron is the epitome of good, hard games. The thing's insanely difficult, but you never feel you're being cheated. It doesn't hide anything from you. All the enemies are in plain view, all the time. I suck at the game, but I know it's because I suck. There's never a point where I say, "WTF? Where did *that* come from?"

          On the other hand, there's skirmish mode in Starcraft or Warcraft III. The AI just plain cheats. It gets to build units faster than you do, then it simply overruns you before you've had a chance to build up. Also, in tight battles it can target spells with insane speed and precision. It doesn't have the human problem of trying to pick the spellcaster out of the crowd, click him, select a spell, then find and click the target. The AI can whup me any time, and it's not because I suck. It's because I'm good, but not godlike.

          • by Pxtl ( 151020 ) on Friday May 07, 2004 @11:33AM (#9085590) Homepage
            Unfortunately, memorisation is a staple of racing games. One of my all-time fave series' is WipeOut, which are very good racing games, but because of the game's obscene speed and powersliding, the game requires a large amount of memorisation. I found myself frustrated at this, and got to wondering: when do we get a racing game with a random track generator? Yes, it would be a lot of work, but would be incredibly rewarding for multiplayer gamin.

            Anyhow, I recommend Looney Toons Space Race for the Dreamcast if you're looking for a good and forgiving racing game. The weapons are heavily biased towards reclaiming the lead and the game has an extremely powerful catch-up effect, to the point that I will frequently run from the front to the back of the pack and vice-versa several times in a single race, and still win.

            Actually, one of the best games for being forgiving was a very old Playstation title called High Octane. It was a slow hovervehicle racer. The game was very forgiving in that it had very short tracks with very large numbers of laps, so you'd learn all the turns before the 3rd lab, and you still had 5 more to go. The walls were just bouncy surfaces and steep slopes, not the sudden-death fall-offs or sticky walls of other games, so it was rarely even a problem to take a turn wide.

            My fave racing game is still always Half-Life Turbo (a Snark racing mod) that is the most obscenely violent race I've ever played. Its buggy, kludgy, and minimalist, but its still my fave.
            • by MilenCent ( 219397 ) * <johnwh@@@gmail...com> on Friday May 07, 2004 @03:27PM (#9088663) Homepage
              I found myself frustrated at this, and got to wondering: when do we get a racing game with a random track generator?

              F-Zero X, the version of the venerable high-speed racing series for N64, had such a generator in it's secret "X Cup", which unfortunately was difficult to unlock because F-Zero X is one of those games that epitomizes extreme difficulty.

              F-Zero GX is even harder -- it has a "story mode" that is just about the hardest thing I've ever seen. It was programmed by the Super Monkey Ball people, and it shows.

              And Super Monkey Ball! Getting to the secret ultra-tough Master levels (which requires getting through 50 super-tough Expert levels without continuing, then getting through 10 hyper-tough Expert Extra levels also without continuing) may be the hardest of all video game challenges. My record is 37 levels without continuing.

              But I'll get it someday!!
          • by MilenCent ( 219397 ) * <johnwh@@@gmail...com> on Friday May 07, 2004 @03:22PM (#9088603) Homepage
            Yes, Robotron is classic difficulty. Extremely hard, but ultimately masterable. My high score on default settings is over 500k, but most of the time I average around 150-200k. It's taken a lot of practice to get to even that level.

            Williams used to be the king of this. Have you ever played Defender or Stargate (also known as "Defender II")? I very recently had my first 100k game on Stargate, it's *brutal* in difficulty and there certainly are times when there is just no way to survive. And yet, people have rolled the score counters of both games, multiple times. I just don't see how they do it, and I'm not a bad gamer if I say so myself.

            I think the reason these games aren't "too hard" has less to do with difficulty, but that with tons of practice the difficulty is surmountable, and more importantly, the games themselves are interesting enough to keep you playing despite it.
      • When will they learn: the good games have simple basis/interface and intricate play, not vice-versa.

        And yet... look at all the hand-to-hand fight arcade games out there, such as Street Fighter, Mortal Kombat, Virtua Fighter and God knows what else. All have complicated controls and combos and succesion of moves. And yet they are quite popular. Perhaps it has to do with the player's mindset as well: you don't expect overly complicated controls in a driving game, but you do in a fighting game or a flight

      • The "stack of rules" (Score:5, Informative)

        by raygundan ( 16760 ) on Friday May 07, 2004 @10:22AM (#9084656) Homepage
        I've seen this as well. My girlfriend has always been a gamer, back well into the days of 8-bit consoles and sierra adventure games. She did, however, have quite a bit of time off from gaming during college and medical school-- which coincided nicely with the advent of the 3D gaming era.

        I was amazed by how much we just take for granted-- and the painstaking detail required to "bring somebody up to speed." (you have to manage the camera? is moving body-relative or screen-relative? how can i tell where i'll land from a jump without depth perception?) It turned out that the easiest way was to drag out the old N64 and let her start 3D gaming from where 3D gaming started. The games were simpler, and the rules upon rules hadn't been built yet.

        There are other things, as well-- things we just don't realize. Consider all of the graphical conventions. The average slashdotter probably recognizes three or four different ways to indicate a "status ailment" in an RPG, for example. But to somebody new, in the middle of a fast fight, how can you explain the difference for the status ailment indication, and the powerup indication? It can be done, but it's tricky, and it's a huge barrier to entry. She expressed an interest in Battlefield 1942 a while back, and I'm not sure *how* I'm going to get her up and running with the PC FPS genre without teaching a class.
  • Nethack (Score:5, Funny)

    by tttonyyy ( 726776 ) on Friday May 07, 2004 @07:39AM (#9082742) Homepage Journal
    It's pretty hard getting that @ down to level 20.
    • Re:Nethack (Score:3, Interesting)

      by Sancho ( 17056 )
      And that isn't even the end of the game!
      Nethack can go down lower than 50 levels, though from 30-the lowest level are extremely boring. Then you get to traverse back up :)
    • Hell yeah. Every time I play it I get to around level 10 and think "this time I'm gonna make it". And suddenly the roof collapses

      or I get surrounded by dragons

      or I run out of food

      or... You get the picture

    • Re:Nethack (Score:3, Interesting)

      by dasunt ( 249686 )

      It's pretty hard getting that @ down to level 20.

      Been there, done that, got the T-shirt. Nethack has the nice difficulty curve -- hard at the beginning, but your character's survival chance goes up post-quest and post-castle.

      Been playing Dungeon Crawl [dungeoncrawl.org] lately, which seems to be more fatal then Nethack. [Plus you have Xom, the chaotic god, whenever you decide that the game is too easy.] Its damn annoying to hit dungeon level 10 or 12 and find that your character's survival chances aren't much impr

  • I once made a game, and through the development of it, I found it pretty easy. But then, after a month without trying it out, it was insanely hard to play :P
  • Genghis Khan (Score:3, Interesting)

    by arcanumas ( 646807 ) on Friday May 07, 2004 @07:45AM (#9082777) Homepage
    Most people probably will not know/remember it since i doubt it was successful, but the most insanely difficilt game i've seen was Genghis Khan, a strategy from Infogrames. Released at around 1990 both for Amiga and the PC
    Man, _THAT_ was dificult. I was a strategy enthusiast when a played this game (at around 1993-4) and nobody i knew could go far in this game.

    I wonder if other Slashdoter have gone far with this thing..

    • It took me a long time (almost 6 months), but I first beat that game using all 4 countries to conquer the world then 'let' one country beat the other three. A month later, I managed to do it all with one country (Byzentine) - I would still concur that is one of the hardest games I have ever played
  • C64 classic Armalyte.

    Just about managed to get to level 2 if I was lucky

    CJC
  • Ghosts and Ghouls.
    • I used to pump quarters into that sucker at the local pizzaria. It kicked my ass every time, but man was it fun.
  • Difficult games (Score:5, Insightful)

    by PhotoBoy ( 684898 ) on Friday May 07, 2004 @07:49AM (#9082801)
    The only problem I have with difficult games is that now I have to be a "grown up" and go to work everyday I don't get much time to play games.

    As little as 3 years ago it would have been fine for me to devote lots of time to a game like Ninja Gaiden, but now 30 minutes could be considered to be a big gaming session for me. Which is one of the reasons I like the quick save in PC games, true it makes a game very easy but it also means I can stop playing when I choose to and resume without having to play large sections of the game again to get back to where I was before.

    With Ninja Gaiden if I die it often means replaying 10 minutes worth of stuff I've done before just to get back to the bit I'm having trouble with, which can be frustrating, it can also mean my entire gaming session is spent replaying the same part of the game over and over without making any new progress. I'd probably never see beyond level 1 of most games if we still lived in the days of consoles without memory cards. I lost count of how many hours it took to get to the end of Super Ghouls and Ghosts before being told to go through the whole game again by the princess because she'd dropped her bracelet.

    I saw the other day that the creator of Ninja Gaiden wants to make the sequel just as hard, despite people's complaints. I admire the guy for sticking to his design ethics but I think he might out off a lot of potential buyers by doing this.
    • by JMZero ( 449047 ) on Friday May 07, 2004 @09:06AM (#9083567) Homepage
      There's better ways around the difficulty problem than quicksave. For example, the extremely challenging shooter Ikaruga lets you play any level section you want from the main menu. You also have the option of playing it in slow-mo to work out technique, or watching a master play through the level.

      Ikaruga gives you all the joy of getting better at the game, without replaying sections you can get through. The design is centered around this, actually - and it's pretty satisfying.
      • I love Ikaruga. I wish they would bring back Silver Radiant Gun though. That game was hardcore. Talk about difficult. I never kept my eyes open for so long. I had a hard time shutting them after playing since they were so dry. You can't blink in those games.
        • I've heard that not blinking is a sign of brain death. The game you are referring to is Radiant Silvergun [classicgaming.com]. Maybe it was all the "engrish" [georgebox.org] in the game that now causes you to now mix up the title. "Be attitude for gains" my eye.

          I didn't find RS too hard though. It was a great game, sure, but not that difficult. Ikaruga with it's black/white thing just frustrated me. It was an interesting concept but I just couldn't play it.

          I always wanted a thing called tuna sashimi.
      • Yeah there are a few good alternatives to quick save, my favourite is probably from Shenmue which let you save wherever you wanted but you could only reload that save once.

        That way you could stop playing the game whenever you wanted but you couldn't abuse it like a quick save by reloading it again and again.
  • Two kinds of hard (Score:5, Insightful)

    by Apreche ( 239272 ) on Friday May 07, 2004 @07:51AM (#9082809) Homepage Journal
    There are two kinds of hard. One is good, the other is not.

    The first kind is the kind you get in a Zelda game. You need to beat a puzzle to proceed. The puzzle is a real mind bender. You sit there thinking and thinking, maybe even dying, and eventually you figure it out. These are good since your lack of skill keeps you from continuing. Also like in a space shooter, if you keep dying at a boss its because your twitch reflexes and button pressing isn't up to snuff, so you don't continue.

    What is bad is when arbitrary information prevents you from continuing. For example a Resident Evil type game. Let's say you get to a point where you are completely stuck. There is no puzzle solving or skill shooting or anything like that which prevents you from going forth. It's simply that you don't know that widget X goes in thing Y. The only way to know is to read a FAQ or try everyting. This is stupid and bad game design. If you want someone to figure something out, it has to be in puzzle or riddle form. Don't just give the player stuff and force them to try every combination of places and things with no logic behind it. If there is no thinking or hand moving skill involved its not worth my time.

    However, in games with the correct type of difficulty, crank it up all the way. I remember when saying you beat a game was a badge of honor. Sometimes you couldn't even repeat the feat. Seeing the ends of games, however crappy, was the best thing ever. We have to go back to those days. *cough* Silver Surfer *cough*
    • Re:Two kinds of hard (Score:3, Interesting)

      by hal2814 ( 725639 )
      I don't agree that if your twitch reflexes aren't up to snuff, you shouldn't be allowed to proceed. I can see that being the case for shooter games, but sometimes puzzle games require these types of reflexes for some parts and these annoy me to no end. There are some good games that I have played that have gotten me to a certain point far along in a game and then I'm stuck because I couldn't get past a certain part because even though I knew what to do, I couldn't push the buttons fast enough to make it w
    • by Torgo's Pizza ( 547926 ) on Friday May 07, 2004 @09:51AM (#9084257) Homepage Journal
      I've just got to tweak your post a bit. The "two kinds of hard" that you are describing are actually two schools of game design; logic and reflex. The degree to which they are implemented is difficulty.

      Logic puzzles can be extremely simple to just bizarrely difficult. An example of simple logic in a game is a dark room with a switch on the wall. Turn on the switch you have light. Insane logic would be to coat the switch with peanut butter then hold out a ferral squirrel with tongs so the rabid rodent flips the switch. Reflex puzzles mostly involve timing and key combinations. Occasionally they can be mixed with simple logic puzzles to focus in on key areas, such as a glowing spot on an enemy to show their weak spot.

      A game will fail when it fails to scale appropriately for the player or the logic used to arrive at an answer is actually in fact, illogical. You are absolutely correct when you state that often a player has to "brute force" his way to a solution. Proper game design shouldn't give an answer away, but instead offer enough clues along the way to offer a solution. Infocom games, while extremely difficult, were possible to solve because enough context and clues were given to solve any puzzle. Riven was horrible for just dumping a puzzle in front of a player and walking away without any explaination.

      In the end, you want the player to use his reasoning and increased knowledge of button skill to solve the challenges in the game. It's often too easy to toss out a kick to the crotch to a player by using insane logic or immpossible foes. Difficulty comes through design, not through tricked up foes and puzzles.

      • Insane logic would be to coat the switch with peanut butter then hold out a ferral squirrel with tongs so the rabid rodent flips the switch.

        Anyone remember Gobliins 2? That had insane puzzles just like this.

        Gobliiins 1 and Goblins3 were a bit better though.

        All three were great games regardless.

        RM
    • There is no puzzle solving or skill shooting or anything like that which prevents you from going forth. It's simply that you don't know that widget X goes in thing Y.

      Reminds me of the last few King's Quest games that were released. In KQ5, to get past the Yeti you had to lob a pie at him, or something else completely unrelated. At that point, the games simply became a "click on everything with everything" mouse-fest. Ugh.

  • by idiot900 ( 166952 ) * on Friday May 07, 2004 @08:03AM (#9082900)
    Try and beat this game: Hold the Button [holdthebutton.com]

    (Obviously, don't give the site any email addresses! But you should know not to do that already.)
  • If you like the game (Score:5, Interesting)

    by Inexile2002 ( 540368 ) * on Friday May 07, 2004 @08:06AM (#9082930) Homepage Journal
    It's worth it.

    I got a copy of Ninja Gaiden right before I left for Europe for a year and since I was planning to leave my XBox behind I had 10 days to either finish it or leave it alone. I finished it, and man it was worth it. Once you master the game, you realize how good you are and it becomes just plain old fun. There is a certain satisfaction in kicking a boss' ass because you know YOU kicked his ass. The progression from button mashing to (pardon me here for a second) mad skillz is part of the fun.

    I don't always want something like Ninja Gaiden, but getting to the end, unlocking the secret costume and playing the first few levels on the unlocked "Very Hard" setting... well worth it.

    Says I, anyway.
  • The last level of XIII was bastard hard. After failing at it 15 times or so, I gave up for the evening. I haven't loaded the game since.
  • by Airwall ( 39346 ) * on Friday May 07, 2004 @08:16AM (#9083038) Homepage
    There's a big difference between something which is just "difficult" - e.g. loads of baddies, psychic enemy AI, and something which is a real challenge.

    My main criterion is, when I've been killed by something/crashed into a wall/allowed the coloured blocks to stack up too high, whether I'm thinking, "Yeesh, not again! How was I supposed to see that coming?", or "My fault - should have been more catious".

    I know it was insanely successful, but I got seriously pissed off with MOHAA because of the sniper sections. Everyone I've spoken to who played it agreed that the only way through was:

    i) Walk into new area
    ii) Wait to be shot
    iii) Try and work out, as you die, where the sniper was
    iv) Load save
    v) Walk into area, already pointing the right direction and waste sniper.

    This is a waste of my time. I want to feel that if I die, it's my fault, and that I could have done better. I don't want to end up feeling that the game designers just deliberately wasted me. As an example of what I do like, I'd suggest Deus Ex and (to a lesser extent) its sequel. I got blown away plenty of times in both games (on "hard" setting) but each time I knew what I should have been doing differently, and learnt a lesson that helped with the rest of the game.
    • >Everyone I've spoken to who played it agreed that the only way through was:

      This is pure poor game design.

      It effectively the level designer playing a game of "Guess what I'm thinking."

      And its never clever or fantasitc once you figured it out, its just annoying.
    • Stuff like IANAL are cool, because they're used in context, but you mention a game only by its complex acronym with hardly any context (snipers? wartime tactical game?). What the heck is MOHAA?
  • echoing an earlier poster I find that my complete lack of time makes games that others probably find easy much harder for me.

    While kids are able to devote a lot of time to games, and eventually become very proficient at them, I find that my adult life has far too many other commitments.

    Don't get me wrong, I love gaming, but if a game is initially difficult then I cannot justify spending what little gaming time I get playing through that game. If these things had better learning curves that gradually introduced mew skills and methods then I would be able to play more, as I would feel that I would achieve more at each sitting. Instead I opt for games that I find myself able to play, and thus enjoy my limited time more.

    If anyone is looking for a bite-sized game that fits into a hectic adult life easily, but can be expanded to take up as much time as you have then click the link in my sig.

    RM
  • by lanroth ( 186573 ) on Friday May 07, 2004 @08:19AM (#9083072) Homepage
    The hardest game I ever played and completed is Rogue.
    The version I played was written in 1982 and was a port for the IBM PC. It had a bug that prevented one from loading a saved game. This was one of its greatest features in my opinion. Every time you played it you had to start from scratch and because there were so many random elements in the game no game was ever the same.
    I played this game for years and a few of my friends did also. Getting into the top 10 scoreboard was nearly impossible and when someone managed it I'd get a phone call "Hey! I got 9th place on rogue!" and we'd swap the score file on floppy disk so everyone had an up to date version.
    After a couple of years I wrote a new high score program that screen-scraped your score (how much gold you had) and other stats too. It recorded the top 100 scores. After a couple of years even getting into this top 100 was difficult.
    We literally played tens of thousands of games without getting out of the dungeon with the Amulet of Yendor and I thought it impossible - the game couldn't be completed.
    One very happy day I managed it though! I can't tell you how excited I was - definately the most difficult game I ever played but because it was such a fun and random game I never bored of it. I still played it after completing it - and managed to complete it two more times and my brother also eventually completed it.

    These days I play lots of "press F6 to quicksave" type games - they're a lot of fun but where's the tension and exhilaration that comes from knowing your character could die - and die properly? No re-loading.

    The people who made this version of Rogue called themselves Artificial Intelligence Design Systems - AIDS. Heh. Wonder if they're still using that name...? ;-)

  • Circa 1983. Has anyone played this DOS game with MIDI music? Its got lots of levels and you have to find secrets and memorize the maps, through which you have to go back and forth throughout the game.

    I've reached two levels before the final, the level after the fiery level, and then completely lost my bearings. Ive spent months on it.

    If youre looking for a really tough one, with LOTS of levels, a nasty maze but all well-rewarded, get Zeliard from some abandonware site. And tell me how you get across the t
    • Zeliard was from Sierra in around 1991 I believe (not 1983) - and it really is a great game. From what I remember, there wasn't a lot of tricks to getting to the last level (just make sure you've explored every section again) - and I never found the Fairy Flame Sword that in-game characters are always whining about. I never understood why this game never got noticed - it was as fun as any Zelda game I've played.

      Anywho, if you really want to know how to get through it, there's a walkthrough at GameFaqs.
  • Su-27 Flanker (Score:4, Interesting)

    by Divide By Zero ( 70303 ) on Friday May 07, 2004 @08:51AM (#9083409)
    Although I can get on board with Ninja Gaiden being frustratingly difficult (rented it, no book, no hint of skills improving, gave up), the hardest game I ever played was Su-27. It was not enough to be a flight sim. It was not enough to be a seemingly-painstakingly-accurate flight sim. It was not enough to be a seemingly-painstakingly-accurate flight sim that put you in VERY sticky situations. It was a seemingly-painstakingly-accurate flight sim that put you in VERY sticky situations and all the controls and indicators were in RUSSIAN.

    The "instant action" puts you head on with three OPFOR fighters just outside missile range. Here's how it went the seven times I tried it: Fly for a couple seconds, lock acquired on me, attempt to avert destruction by clever use of countermeasures and/or aerobatics, fail miserably.

    I'm a fan of meticulous flight sims. The bigger the manual, the happier I am. I loved the Jane's series from EA, and Falcon 4.0 was right up my alley. But man, Flanker beat my ass and sent me crying home to mama.
  • by GoofyBoy ( 44399 ) on Friday May 07, 2004 @09:13AM (#9083678) Journal
    HalfLife was the perfect game until you got to the end and there was the jumping puzzle from hell. The audio and visual effects and different creatures created the alien feeling. The jumping puzzles added nothing to this.

    To this day I still have no idea what the level designers where thinking. It had nothing to do with the rest of the game, it was boring and tedious (Woops you were 1 second off, reload and repeat).

    Today, Far Cry has point saves (You can only save at certain points). Why would they do this on a PC game? Why do game designers force you to play something in one sitting?

    When its fun, its a challenge. When its not, it gets me out of the "game" mode and start thinking about how poor the level designers were when they had to resort to making things difficult which has nothing to do with the game or having fun.
    • For FarCry -- I agree, the automatic saves were too few & far between for my tastes. Sometimes I just don't have that much time to burn.

      Put "-DEVMODE" on the command line. In-game hit the reverse-apostrophe/tilde key to go to the console. Type "\save_game" and it'll create a savegame file called "quicksave". You can load that through the UI, or you can go to the console again and type "\load_game" to reload it. On rare occasions there are HUD bugs reloading, but if you simply reload through the UI, the
    • The jumping puzzle is the sign of a extraordinarily uncreative and horrible game designer.

      Have you played Tron 2.0? Fantastic...up until the game decides it's going to be the jumping puzzle from hell. Timed jumping moving platform puzzles! Jumping moving platform switch states puzzles! The last 6 to 8 levels just kept throwing annoying jumping sequence after another at you.

      I've never met a gamer who is proud of the jumping puzzles they've defeated, or anyone who's said, "Oh man, that jumping section of
  • 4D tictactoe (Score:3, Interesting)

    by sab39 ( 10510 ) on Friday May 07, 2004 @09:25AM (#9083885) Homepage
    4D tictactoe (naughts and crosses, for brits) is a very difficult game to master. I've written an implementation with a fairly naive computer player that just weights each square based on the sum of a weighting of each line that goes through it, and I still have a really hard time beating the computer at it. I guess the computer's just much better at visualizing 4 dimensions than I am ;)

    If you're interested in the implementation, I'm afraid it's not publically available right now, but it's not that hard to write. The main insight is that your entire 4D gui can be done in straight HTML tables (let's see if I can get /. to let me render this... I'll show a 2^4 grid instead of the normal 4^4 one to save typing...)

    |_|_| |_|_|
    |_|_| |_|_|

    |_|_| |_|_|
    |_|_| |_|_|

    Why 4^4 rather than 3^4? It turns out that 3^n for any n>2 has an easy strategy that allows the first player to always win. Proving that is left as an exercise for the reader.
    • by Boing ( 111813 )
      Why 4^4 rather than 3^4? It turns out that 3^n for any n>2 has an easy strategy that allows the first player to always win. Proving that is left as an exercise for the reader.

      What, was there not enough room to put it in the margin [wikipedia.org]?

    • I actually got the last one (Lulu's) a few days ago :-) Yes, they're hard to get. Yes, sometimes it was very frustrating (the Chocobo race in Calm Plains really had a bite on my Chocobo love and the damn butterfly-race was also driving me crazy).

      But I don't think that's the hardest thing I've ever played... the final levels of Super Mario Bros. 3 are way harder ;-) (I never beat that game...) And some other come to mind as well, like Shinobi 2 or whatever that was on the Game Gear...

      In fact I find having
  • Jak II (Score:3, Interesting)

    by metamatic ( 202216 ) on Friday May 07, 2004 @09:29AM (#9083950) Homepage Journal
    Jak II is ludicrously difficult in places. That would be excusable, but unfortunately it's ludicrously difficult in very boring and arbitrary ways.

    For example, the "shoot your way out of the boardwalk" mission, where the computer will simply drop limitless quantities of Crimzon Guards at you until you shoot a few thousand and get out, or die. VERY VERY BORING.

    Then towards the end of the game (last two or three missions) the game designers felt it would be a good idea to stop giving you save points. Dum dum dum dum dum.

    Also, whoever thought that random traffic jams to prevent progress would liven up missions needs to be killed as a warning to others.

    Hopefully they'll get the design right for Jak III, and it'll be the masterpiece Jak II could have been.
  • GT. (Score:5, Interesting)

    by Asprin ( 545477 ) <(gsarnold) (at) (yahoo.com)> on Friday May 07, 2004 @09:32AM (#9083990) Homepage Journal

    Gran Turismo (PS1) is probably the hardest game I've stuck with long enough to master and what that game teaches you is incredible -- like high-speed racing is all about braking, unless you are in a Suzuki Escudo PP, of course.

    I recall one specific night shortly after I bought GT where all I did was drive a 1985 nissan 280 around the short Autumn track for *SIX* *HOURS*. After four hours or so, I was able to get all the way around without spinning out in the hairpins. The best part is that different cars really are different, so you have to take some time to learn how to drive the tracks all over again. After you put enough hours in, of course, you adapt to new cars more quickly, but the learning curve over those first few hurdles is immense.


    • The sad part is, it isn't even remotely realistic.

      Project Gotham II is probably one of the most realistic racing games (of the video gamey lots-of-cars-to-choose-from genre) that I've played so far. (I'd have said Sega GT 2000 except that the relative vehicle performance is so messed up.)

      Signed,
      A Real Life Racer
  • I had a friend who was bulemic who just couldn't get the hang of Pac-man. 'You mean I'm supposed to EAT the dots. But look, he's so round!! He doesn't NEED to eat!!'
  • R.I.P. Infocom (Score:4, Informative)

    by Henry V .009 ( 518000 ) on Friday May 07, 2004 @09:54AM (#9084306) Journal
    Hard games? Nothing has ever compared to the baseball diamond puzzle in Zork II...
  • --(I should probably warn people this is a spoiler)--
    I spent hours playing this game, it was annoyingly frustrating at points. There is no way I would have gotten through it without using the hints guide. I was able to figure out putting together the improbability drive, solve each of the scenarios, and I knew enough to collect everything I found in the game.

    But seriously, how in hell were you supposed to figure out to plant all the fluffs in the damn pot to grow a plant???

    And talk about an anticlimactic

  • sure, but... (Score:3, Insightful)

    by hak1du ( 761835 ) on Friday May 07, 2004 @10:21AM (#9084651) Journal
    Some [games] are so freakishly, spoon-bendingly difficult that they take 10 hours of solid play before you've even begun to master the basics

    True. But that isn't necessarily a problem: it takes longer than that to master the basics of classic games like chess or Go, games that have deservedly survived for a long time.

    The problem with many computer games lies in the specifics that makes them difficult. For many games, the difficulty is just in poorly designed menu structures and other non-gameplay related issues.

    And there is no point in learning a difficult games if it's not replayable and doesn't look like it's going to become a classic.

    Effort in games should be small compared to the expected life of the game for you, and users should be able to feel that it is an intellectual challenge that they can work out, not just memorization of arbitrary decisions made by the game designers.
  • MOO3 (Score:2, Informative)

    I am an avid fan of MOM, MOO, and MOO2, but please don't tell me that Master of Orion 3 was not difficult. It was so confusing that I couldn't even figure out the whole colonization thing properly. Some times I would colonize and some times my ships would just kind of hang out. There were so many things to tweak but you never knew what they were doing. Maybe one day, I'll go back and try it again, but I uninstalled it to save room on my PC (I have beaten these other games, plenty, and a couple XComs to
  • by zero_offset ( 200586 ) on Friday May 07, 2004 @10:40AM (#9084955) Homepage
    Above and beyond anything else, the one thing that always ticks me off is when a game relies on arbitrary limitations of the game itself to make something really hard. The best example is always JUMPING.

    It never fails -- if you're in a game that allows the player to jump, there will be some level or test which requires you to RUN right up to the teeter-tottering edge of plunging to your death, then perform an AMAZING jump, which will allow you to just BARELY make it to safety on the other side.

    In my opinion, it's rarely much fun. Doom did this a few times and I still remember how annoyed I was. I mean, if you were that super badass Marine, wouldn't you just say Screw It and grab the ledge and haul yourself up or something? "Dammit, I'm a badass Marine fighting the minions of Hell, yet I just can't seem to manage those extra two pixels!"
  • Easy mode in most games is what I would consider to be "normal". What EASY mode should be is so easy that only an idiot would fail.

    Easy mode should give you too much gold so you can buy all the equipment you want. Monsters should be simple to defeat. Timed traps and tricks should allow you to walk through unharmed, or be really slow. Easy mode should have lots of hints.

    Easy mode should allow a user to see the end of the game without having to struggle. It should teach you the basics of the button s
  • by Chris_Jefferson ( 581445 ) on Friday May 07, 2004 @10:47AM (#9085049) Homepage
    There are lots of different kinds of difficulty.

    There is the kind where you must hone your skills to razor-sharp levels to defeat the game. In my opinion, thats fine (some people might not like it, but thats their problem).

    On the other hand, there are the bad kinds of difficulty:

    Too far between save points: In some games this is OK, but mostly it's annoying because nowadays I don't have the time to play in 3 hours segments that often anymore. Of course this is nowhere near as bad as it was in the megadrive/SNES era where it was common for a game to take 6+ hours to finish and have no save states, passwords, or anything.

    Related to this, I'd like to take the opportunity to moan about "Viewtiful Joe". It's a lovely game, but has one really annoying feature. Every time you kill and enemy you get money to spend on powerups, which make the game easier. If however you turn off without finishing a level, you lose it all. Therefore my game playing tended to go:
    Play for 3 hours, build up 150,000 points, turn off in frustration.
    Turn back on, build up 20,000 points and finish level refreshed.
    Meaning I end up low-powered for the next level. grr!

    Impossible to survive first time: Lots of games face you with parts which are impossible (in my opinion) to pass first time, so you have to go along, die, and then repeat.

    Save coins / get level-ups: Some games (like Final Fantasy) are "hard" because you have to every so often break off and spend 3 hours doing random battles to get harder. Almost no-one enjoys doing this, it's just extending the game in an un-natural way.

    Poor controls: One big problem 3d games had for a long time was poor controls (although they are getting better). I don't mind dying in games, but I hate dying when I feel it wasn't my fault (see Tomb raider and stupid jumps, turning around oh-so-slowly in Resident Evil, etc.)

    So to sum up (and is anyone still reading?) Difficulty is good, as long as it is actual skill-based difficulty and not some artifical hack to make finishing the game take longer
  • The driving in that game is pretty fun, and I really liked it, except here's where it sucked. As you started to get several levels into the game, their version of "increasing the difficulty" was that this one car, the orange one I think, would just turn into Superman. You would go about a lap and then this orange one would just decide, "Hey, I don't need to poke along with you guys, see ya!" and he would just start zooming along twice as fast as the cars were supposed to go--completely lap everybody in th
  • Viewtiful Joe (Score:3, Insightful)

    by antin ( 185674 ) on Friday May 07, 2004 @10:57AM (#9085173)
    Damned hard, on any difficulty level, and it has 4 of them... Most people I know can barely beat it on easy (called 'Kids') let alone anything else.

    It is rewarding however, not only is the gameplay insanely fun, but you unlock some fairly cool extras for each difficulty level you beat it on. That and it is one of the rare games that is enjoyable even while you are getting thrashed by the bosses - you just feel more determined to beat them next time.
    • Re:Viewtiful Joe (Score:3, Interesting)

      by MilenCent ( 219397 ) *
      I've recently beaten it on V-Rated, and I'm approaching the fight with Fire Leo on Ultra-V (where you get no skull markers warning you where to dodge!), perhaps the hardest task in the game.

      I'm not looking forward to it.
  • I'm still not good at Tony Hawk. I can't do million-point combos like most people.

    Tony Hawk 3 was fun for me. I could accomplish the little goals or have my friend do it, who's an SSX Tricky veteran.

    Then Tony Hawk 4 came around. It was a bit harder, and there was a point where my friend nor I could get past any goal in Kona park. It lost its appeal to me from being so darn hard it gathered dust.

    It seems things changed with Tony Hawk Underground. many of the challenges are so darn easy even a n00b like me
  • Ikaruga.

    Unbelievably difficult, even on easy mode. Ramp it up to hard and I don't think 10 years of playing could get me through the game.

    Also Super Monkey Ball (1) It is doable, but the hardest setting is virtually impossible, especially when you consider you have to get though 50 levels without using any of your continues if you want to unlock the bonus levels at the end. Come very close to throwing the controller through the TV a couple of times with these ones =)
  • by Friedrich Psitalon ( 777927 ) on Friday May 07, 2004 @02:55PM (#9088272)
    Ninja Gaiden isn't that bad; I think the problem is more that people are expecting games to come easier and be more accepting of button mashing. In an era of "Respawn and frag again!" style games (Quake, Savage, Doom, et al) a game where death is something to be actively, intelligently avoided is automatically considered hard. Now add in the component "must be able to respond to different situations in different manners" and you've got "really hard." Now throw in the dreaded "have to be able to hit buttons in a certain combination while responding to different situations in different manners" and heaven forbid "USE THE APPROPRIATE TOOL FOR THE JOB".... well, wowee zowee, you've got Ninja Gaiden. However, NG doesn't rank on the all time "hard" list simply because at no time does it "luck kill" you. Everything that happens is directly traceable to player skill. No "Ooops, we felt like you should die now." No "A random piano fell from the sky because you thought for too long." Develop the skills. Learn the responses. Appreciate the tools for the job. Ninja Gaiden isn't a hard game - it's just not a "gimme my gory gratification instantly with no work" game.

There's no sense in being precise when you don't even know what you're talking about. -- John von Neumann

Working...