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Big Ideas: Are games too easy? part 2


Megaman 9 is a great way to show how far we've come as a gaming audience, and our expectation of what an ideal gaming experience should be. We're too used to the style of play that lets us get away with double jumps when there shouldn't be any need for that particular convention. Another cheap way of getting around the need to learn to master a mechanic is the Quick Time Event (QTE).

For those of you unfamiliar with this, it amounts to a series of specific button presses to accomplish cinematic action sequences. And while it looks great to accomplish these, it takes a lot of the fun out of the actual game. Take, for example, another recent game series. Skate and Skate 2 by EA Games does away with the standard method of performing skateboard tricks, which is to memorize a sequence of button presses. Instead, the controller's analog sticks are used to simulate physical movements, meaning that every trick is a matter of breaking down the individual components that make up the trick itself. Therefore, any trick that you can't do yet is merely a matter of practice.

This is the sort of gameplay that seems to have gone out of vogue for most game audiences. Things aren't made arbitrarily harder by the use of different difficulty levels, which, while making many games more accessible, robs the player of the direct thrill of knowing they were victorious thanks to their actual skill.


Video games may be the only form of entertainment in which the creators pander to the audience in this way. With a novel or a movie, you know what you want from the experience, and you choose the exact product that you think will give you the experience you're looking for. What you get out of it after that point you pretty much accept. If you don't understand a difficult book, you might blame your lack of sophistication or the poor ability of the writer to convey his message, but you don't get to start the book over and choose a version with a simpler plot. If you go into a movie expecting one thing but getting another, you are at least entertained by the experience you did get. You may complain that the story ought to have gone a different way, but that's the accepted price of seeing someone else's vision come to life.

Are we getting softer as we get older? Is it that we think games ought to be sophisticated in theme, but not in controls? Or are we recognizing that we've gone a little too far in one direction, and are even now heading back the other way? Think about the mechanics of Johnathan Blow's Braid. There are really only a couple of actions one can perform, yet the game plays out requiring so much more from the player that when one arrives at its end, a genuine sense of accomplishment is felt. Asking more from our games is asking more from ourselves, and maybe that's the stumbling block. Maybe we just want a challenge that we're assured we can conquer. Maybe playing games like this is our way of returning some form of control to our sometimes out-of-control lives. If so, we can be forgiven for the sometimes too-easy gameplay. After all, there's nothing wrong with a little escapist entertainment -- as long as we make sure we're better for it upon our return.

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