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Big Ideas: Are games too easy?


The other day I was listening to one of my favorite gaming podcasts when the issue of a game's playing length came up. The speakers were lamenting that games as a whole have gotten shorter, and that's a Bad Thing. I started thinking about this, and began to wonder if the issue is that games are shorter, or that they've just gotten too easy and seem shorter.

Then I started to realize that there's a whole kettle o' worms here, just waiting to be upended. Have games evolved to be easier out of sheer gamer need? Do games need to be easier to satisfy an older generation of gamers that has less time for games, or to appeal to the widest possible audience? Is the true purpose of games to challenge, or simply to appease?



When thinking about games in a meta way, it's generally useful to take a trip down Memory Lane and revisit history to see how we've come to this point. To wit: One of the ways in which games are too easy is in their allowance of Continues. Continues come directly from the days of arcade games, and the need to see everything the game had to offer. However, we paid money for every Continue in those days, something that obviously isn't an issue anymore. Back in The Day -- and here I'm going to set an arbitrary date, say, the Super Nintendo/Sega Genesis era -- games like the Megaman series were just so hard that inclusion of a Continue function was the one concession game developers were willing to make to their embattled audience. Even then, to access your particular game save required entering a specific code; it wasn't as simple as retrieving a save from a memory card.

In fact, Megaman is a good place to start to look at this issue -- it's difficult to imagine a more challenging set of gameplay mechanics. Megaman's jump always seemed just a bit too short to feel powerful, his default ammo not strong enough for bosses, requiring the use of the captured boss weapons, themselves requiring the collection of energy cells ... every step in that series of games (the regular series, that is, none of the Battle Network stuff need apply) is fought over tooth and claw. The challenges are exactly equal to the level of proficiency of the player and the abilities they're given.


Since then, the Megaman 9 game has appeared; and a generation of gamers who may never have played a Megaman game have widely hailed/derided it as being one of the toughest games to arrive in 2008 -- maybe even one of the toughest of the past 5 years. The reason it's so hard? Because it plays exactly like the old Megaman games used to. It's clear that our modern games are simply easier than games used to be.

But how can this be? These days so much money and time is spent on developing these titles, in many cases taking years to get a polished game out the door, surely these games are just as challenging as any old game ever was?

Well, it seems that part of the problem is in the way that you consider what games are all about. Are games meant to provide challenges to established gamers, or be accessible to people who have never touched a game in their lives? Are we looking at in-game mechanics as elements that need to be refined to the extent that they're nearly automatic, or is the true challenge in a video game learning to master a difficult mechanic itself?


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