Dark Souls is a relic of a bygone era, a game that demands
just as much in terms of patience and persistence as it does in terms of skill.
For most gamers it seems like such a challenge is simply too much, and it
certainly didn’t come as much of a surprise when I spotted pre-owned copies of
the game on store shelves only a day or so after its launch. The strategy guide
was on prominent display too, and when I displayed an interest the manager gave
me a wry smile and said that I’d need all of the help I could get. Dark Souls
has done well for itself, but just how many people will ever make it through to
the end credits seems to be less certain and that’s a shame. The real question
though is probably one that can be asked on a broader scale: do gamers want difficult
games anymore?
Personally speaking, I’m a bit of a relic myself in gaming
terms. With my first gaming machine being the almighty Spectrum 128k, which had
roughly the same capabilities as a dubious Mario gaming watch from a few years
later. Games at the time were plentiful, cheap and usually as hard as nails.
Seriously, if you know anyone that “completed” Jet Set Willy then I’d be
eminently surprised. The same could be said of titles at your local arcade,
where the challenge was less about reaching some mythical end screen and more
about setting a high score that didn’t just prop up the ass end of the
scoreboard. Back in the day games by their very nature were challenging and had
to be so to get the best out of players and keep them coming back for another
go.
Obviously, in terms of difficulty, the whole issue is
entirely subjective as a game that may well stymie one player for months could
last another, more experienced gamer, mere days. However, can you honestly
think of a recent game that was so difficult you literally couldn’t complete
it, a game that made you give up in frustration and never go back? The answer
is probably no, as most people have no problem getting to the end of the
majority of modern games. It’s certainly apparent that changes in the basic
technology involved in making and playing games may well have played an
important role in this trend, not to mention the changing make up of gamers
themselves.
At the moment you can be knee deep in a game, swatting aside
your foes as your press towards your ultimate goal. Suddenly the greatest force
of evil known to man rears its head and says, “Put down that controller, or
we’ll be late!” Yes, the wife is going to drag you off somewhere and there is
naught that can be done, other than saving your progress of course. Such a
simple mechanic and yet probably the single biggest reason that most games seem
that much easier compared to their older brethren. Older titles had to be
completed in one sitting, and while this usually made them shorter as a result
it also meant they had much more tension and being down to your last life,
energy bar or quarter actually meant something. Nowadays if you bite the big
one, then you’re free to restart at your last save or checkpoint with no
strings attached.
Without a sense of ultimate failure then where is the
tension? Even playing a game on the hardest difficulty merely becomes a case of
trial and error until you find the right route or merely get lucky in some way.
Notable examples do exist, like the limited save features on Dead Space 2 or
Hitman, or the brutal difficulty of games like Lost Planet and Ninja Gaiden
where mere persistence will not be enough. However, these games have seemingly
become the exception to the rule and when it comes to previews/reviews the
sheer difficulty present is often mentioned above and beyond any other feature
of the game, as if it was some kind of freakish, rarity to be examined
scientifically from a distance rather than enjoyed. Instead of welcoming a
challenging game, players often shy away from it and spend their time on
something else.
Could this be down to the way games themselves have evolved
though? Older titles, even stretching towards the NES era, used to just give
you the basic controls in the manual and then throw you in at the deep end.
Players had to rely on their own intelligence to survive, which often meant
grasping the rules of the world they were pitted against and then reacting
accordingly. Nowadays, even the biggest game world seems to have some kind of
tutorial attached to it. Be it the most flagrant on screen pop ups that tell
you which button is punch (usually the button you’ve been using to punch for
five minutes) or the slightly sneakier route of having a short intro level or
dungeon, that guides you through the mechanics without putting you in any
extreme danger. With so many costs and implications attached to putting a game
into the world it seems that developers cannot risk alienating people from the
get go, annoying them with tutorials maybe, but not putting them off entirely.
Players now can rightly expect to complete pretty much any
title that is set down in front of them, most of the time without much in the
way of external guidance, and that is pretty much down to the way the market
for games has developed. Old arcade titles and computer games were much cheaper
to produce, and it wasn’t uncommon for entire titles to be developed by just
one or two people. Now though entire teams are dedicated to just one title and
the cost of failure is that much higher. Companies can no longer take the risk
of making a game too challenging, as it is more than likely to be a stumbling
block towards future sales, instead they have to provide players with an
experience that balances the experience with the rewards on offer.
As the market for games has grown, so too has the make up of
that market. The so called hardcore market of gamers has been joined by an
equally large portion of players that simply may not have the time, skill or
inclination to persist with a title that introduces you to the Game Over screen
at an early juncture and then keeps it as your most constant companion. Similarly,
as the average age of gamers continues to grow then those people that had a lot
more free time to play games at a young age will find themselves with far more
responsibilities in terms of work and family as they get older, thus meaning
that an easier and shorter game is much more welcome as it will allow them to
have the same experience without pouring in countless hours.
Developers find new ways to lure in these gamers, by adding
in tutorials, checkpoints and co-op play in a bid to keep their interest until
the credits roll. Then a wealth of potential side-quests, online modes and
collectibles can provide the extra content that the lack of difficulty takes
away. So when the inevitable sequel rolls around, players will be more
interested in picking up a game that has a story they are familiar with,
controls they enjoyed and a more comfortable difficulty level than a game they
just a few hours into and then got no further.
From a business perspective a decrease in difficulty is
exactly what the market demands, as more and more people become drawn to the
console market but do not have the time or disposable income to spend on a wide
range of titles. However, such a move may also take away some of what makes
games such an interesting medium. Instead of being challenged throughout a
title, you are practically taking part in an interactive movie, with titles
becoming increasingly linear and similar. The sense of accomplishment and
satisfaction that used to come from completing a title is simply replaced by a
sense of “what’s next?” as gamers move onto the next big thing. Setting that
high score or beating that almost impossible game are rapidly becoming things
of the past, as if you’ve completed the latest Call of Duty or Gears title then
you can safely assume that the vast majority of other players have too, and in
half the time it took you, with one hand tied behind their back.
Dark Souls is a relic, but it is also a relic that drew me
into its world for three weeks and over a hundred hours of my life. A relic
that made me celebrate every hard fought boss battle, despite (or perhaps
because of) the fact it took me ten attempts to finally emerge triumphant. A
relic that is sadly becoming a much rarer breed in today’s marketplace of quick
thrills and simplistic gaming. Not every game needs to be this hard but,
thankfully, it serves as a pertinent reminder of why some games should be.
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