Difficulty in games is a pretty hotly-contested subject.
The most recent hullabaloo came about from this article on a âskip bossâ button. Many are vehemently against the idea. Others loved it. A few fell somewhere in the middle. My opinion? It depends on the game. A âskip bossâ button itself might not be a good idea, but maybe an optional invincibility mode is (Nintendo games used to offer an invincibility star if you died too many times, or thereâs the old school godmode cheat). Ideally, this is tied to bonus points, or score, or achievements, or unlockablesâbut I digress.
Hereâs what I want: better difficulty options for all kinds of players. We can have our cake and eat it too, if we just spend some time thinking.
First things first: not all games need difficulty options. For some games, difficulty is integral to the experience. Dark Souls is a common example: its core gameplay loop is built entirely around its difficulty, and the experience would unravel if it was too easy.Â
But Iâd argue most games arenât built around difficulty.
The standard approach is a decision between some variation of Easy/Normal/Hard at the beginning of the game. Normal might be the developer-intended way to play the game, Easy is for those who want to relax after a hard dayâs work, or for little kids, or for those who want to experience a story, or for those who just arenât very good at games (and thatâs ok, by the way). Hard is for those who want an extra challenge and maybe extra achievements or unlockable secrets.
But we need better difficulty settings, because thereâs a problem with Easy/Normal/Hard: itâs an uninformed choice.
Uninformed choice is a bad choice
In other words, when you ask the player if they want to play on hard mode, what does that mean? More HP to enemies? More complex AI? (ha, right)Â Cheating AI? Fewer powerups? More XP needed to level up? You donât know until you actually play the game, and sometimes even then you arenât sure. The player has to guess what theyâre getting themselves into.
This isnât good choice.
Sure, you might know you generally prefer Easy mode, and for most games that offer these options, it ends up working out. But we can do better!
Informed difficulty settings
First, letâs tell the player whatâs going on. Some games explain what different difficulty modes mean. This is a much better version of Easy/Normal/Hard. For example, Shadow Warrior 2:
If youâre going the traditional Easy/Normal/Hard route, add these descriptions. Inform your playersâ choices. Tell them theyâll take 50% less damage and get more healing items. I enjoy the personal touch here, reiterating that Easy Mode is a perfectly valid way to play.
(Another good example of this is Baldurâs Gate: Enhanced Edition. Check it out! Even though I usually like a challenge, Iâm unashamedly playing on Easy because AD&D 2 is freakinâ brutal.)
This is a good choice, because players now have an understanding of what theyâre getting themselves into. But guess what? We can do even betterâwe can give the player control!
The ideal: custom difficulty settings!
Keep Tourist, Easy, Normal, and Hard modes, but also display a list of more granular difficulty options beneathâthese granular options can get highlighted and switched on when a particular difficulty mode is selected. The player can choose one of the basic options, or create a Custom difficultyâperhaps even save custom difficulty profiles if there are a lot of settings.
The mockup below isnât perfect (I got tired of placing each individual letter), but itâll give you a general idea. Also these are not options for The Waking Cloak (though some of them might be).
Some things I might change even here: I didnât highlight which individual settings get counted as Easy/Normal/Hard as they were selected. And Iâd like to add a better description for what each option does, especially for players whoâve never played the game before. I also considered some kind of indicator for whether a setting counted as very easy, easy, normal, hard, or very hard, like a colored underlineâgreen for easy, red for hard. Thereâs more, but the mockup should at least give you the idea.Â
Ideas for custom difficulty settings
Story/Tourist mode - just wander around and experience the story. No fighting.
Save types - player can save wherever they want, only at designated save points, or ironman (only one âsuspendâ save file, deleted on death).
Dungeon guide - a glowing âcritical pathâ to guide players through dungeons. If you have this option on, you can still turn the guide on/off.
Skip boss button - display the skip boss button to optionally allow players to avoid them.
Enemy amount - fewer, normal, lots. Ideally on the âmore enemiesâ settings, youâd have different types of enemies that force the player to think more critically
Enemy speed - movement, attacks, etc. Test those reflexes! This is a more meaningful, fun way to increase difficulty than just giving enemies more health. Bullet sponges arenât fun.
Enemy strength - Also much more meaningful than bullet sponges. You can even have an instakill option.
Enemy health -Â some people like bullet sponges. More power to them. You can even have different options, like regenerating health.
Passive enemies - enemies are all still there, but they donât attack you. Good for little kids or those who donât like violence.
Healing hearts/potions - turn your ability to heal on or off. Want the harrowing feeling of no healing items out in the field? Go for it!
Survival Mode - you need food/drink/shelter to survive. Also? Diseases! Fallout 4 and Skyrim are adding these modes, and I approve!
Nuzlocke Challenge Mode - specifically for monster collection RPGs!
The main thing to keep in mind is that not everything will work in every game. Design difficulty settings around particular mechanics in your game. As weâll see later, a driving game might have options that ignore hydroplaning to make things easier or manual shifting to make things more difficult. A stick shift mode wouldnât work in The Waking Cloak, nor would survival mode make sense in a racing game.
Ok, so whatâs the catch?
More settings means more testing. More options means more development time and more work. You need to decide which variables to expose. You need to program the game so that these variables can be exposed in the first place. Youâll need to spend more time considering completely different play styles.
You also want to be very careful to not lead players down the path of least resistance against their will. This is the thing I have against fast travel. Some people like it, and thatâs fine. But to people like me, who enjoy the journey of walking around and exploring, itâs more like a temptation. From experience, I know Iâll enjoy the journey more, but once I start fast traveling, I always fast travel, and the game becomes a lot more shallow to me.
(Thereâs another principle of game design around fast travelâmake walking around more interesting and varied. But thatâs another discussion for another time.)
You donât want to overwhelm the player with options. Analysis paralysis is a thing. Try to only reveal the options that are most meaningful to the player and the gameâs mechanics. Walking the fine line between too few and too many options might be difficult.
This isnât a new concept. Plenty of games have implemented granular difficulty settings.
Way of the Passive Fist - four sliders allow you to choose your difficulty. This is nice and granular, allowing for all kinds of tweaks.
Darkest Dungeon - from Mark Brownâs tweet. I like that this explains that youâll be changing the experience. Notice how the difficulty settings are linked very closely to game mechanics, like monster corpses or enemy crits.
Forza Horizon 3 - the description is nice, because that makes your choice even more informed. I also like that itâs clear that you get bonuses for harder settings. Again, notice how difficulty settings are linked to game mechanics, such as steering, ABS, and tire wear.
Invisible, Inc. - Iâve heard good things about the difficulty setting here! Once again, difficulty settings are linked to game mechanics. One review stated that choosing custom settings was letting the player try out game design, and I agree.
Check out this accessibility site with even more!
Assassinâs Creed announces âTourist Modeâ
A polarizing argument for a âSkip Boss Fightâ button andÂ
One of the bigger indie devs speaks up in favor of the âskip bossâ button, and discussion follows
Got more games with good difficulty settings? Got more ideas? Comment or reblog âem!