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My thoughts on how gamers perceive difficulty in videogames.
This article was originally posted on N4G.
The value of games lies in the gamers sense of accomplishment over challenges. This is the reason why games like Dark Souls, Demon's Souls, Spelunky and Super Meat Boy are so successful. These games do not hold our proverbial hands; gradually, they teach crucial mechanics to the player that are continually presented throughout the game. Then, when the gamer uses these mechanics correctly and effectively, the game rewards the player; not only than with in-game items, but also with a snese of pride. There's no better feeling than defeating Great Grey Wolf Sif after attempting it four or five times, or finally beating a level in Super Meat Boy.
While some gamers enjoy challenging games more than others, these games do not alienate gamers that want a casual experience because casual experiences don't exist; just different experiences. Maybe the gamer likes side-scrolling platformer experiences over third-person RPG's. So someone might come across a game like Dark Souls and claim it's too difficult. Then they try out a game like Super Meat Boy and absolutely love it, even though it's arguably very difficult. The main difference in challenge between these two games is pacing. Dark Souls presents a much slower trial-error reward system, while Super Meat Boy's is fast and intense. People aren't afraid of a challenge; they crave it. But it has to be the right challenge; everyone has their tastes and they need something that is worthwhile to them.
Dark Souls
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