High Difficulty in Games Kills Me

I really hate difficulty in video games. Or rather, I really hate losing. I know, pretty much everyone hates losing. But I’m specifically talking about video games, here. I play games for entertainment. I don’t want to be particularly challenged by that entertainment. I know some folks think something is boring if it’s not risky or dangerous (even in a non-real sense); that’s not me. Other folks get satisfaction from a overcoming an obstacle in a game; not me, either.

I see games just like a movie or a book. It seems silly to lose in a movie or book, as a consumer of that entertainment. I don’t want a test of skill or necessarily knowledge just to enjoy my entertainment (outside of the basics, like knowing how to read). Sure, skill and knowledge can, and should, enhance the entertainment experience. I’m all for that.

But I’m against getting frustrated at my entertainment. I think it’s really the opposite of what entertainment is supposed to be. If my jimmies are getting seriously rustled, if I can’t get what I want out of a thing just because I need to git gud, I think that’s not entertainment.

Now, I know that’s going to lock me out of certain games from the word go…and that’s perfectly fine. I’m not going to be playing Super Meat Boy…ever. Or any of those games like that. Cuphead? Nope. Most any multiplayer shooter? Count me out. Are those games good? Maybe. But I won’t enjoy them, but rather just get frustrated and crazy, and I’d rather live without the experience of the game.

Which takes me to RPG’s. I don’t like difficulty there either. But it’s even more frustrating in these sort of story games, because, generally speaking, the point of the game is to tell a story to the gamer, in an interactive way. I’m easy to please when it comes to those things, so I’m not too picky. But difficulty in RPG’s keeps the player from experiencing the story, which is, again, kinda the point. (In fact, it could be argued that the sorts of gameplays that go with RPG’s generally wouldn’t work on their own – too boring for the most part – but the story elevates the game as a whole to being worth going through.)

Now, of course devs can want to make difficulty a part of the experience, just like any other game. That’s their right. But that doesn’t mean I have to like it. It’s the most frustrating when the rest of the game is…not difficult at all. But then you get to a point when Difficulty is a thing, often all of a sudden. These are the worst, in my opinion. I’m just doing great, and then BAM, progress is blocked. In RPG’s (especially JRPG’s) this usually means it’s time to grind, and I hate that too, especially in more modern RPG’s where there can be anti-grind mechanics as well.

The game that brought this up? Atelier Lulua. In an attempt to reduce difficulty, I look up guides, to prepare to make things easier in the future. I’m pretty late-game (at the last chapter, so yah, late game), so I’m looking up boss fight mechanics. Most of the bosses in the game have been relatively easy, but the bosses in the previous chapter got all sorts of mean, right quick, but not something I couldn’t handle with a bit of preparation. Even the final boss of the chapter (not all chapters had bosses, but this one did) was a real toughy.

Atelier games have historically had optional bosses of excessive difficulty. I’m totally cool with that. Note how they’re optional. Sometimes I even take the option, just to see what they’re like. This game is no different. I was taking a look at them, seeing if it was worth my time to go after them. Then I went further, and looked at the end boss. Below I’ll show you both the end-boss of the penultimate chapter, and the end-boss of the game (and the chapter I’m currently on):

They’re basically the same boss, just the latter is more advanced. Fine, that’s fair. But the top was one I was barely able to defeat, and is, in many ways, already stronger than the later optional bosses. That ~9k HP is quite a big jump (it’s right after another boss, which has ~9k total HP – which also makes this a sort of boss gauntlet). And of course it’s got stronger attacks and more resistances, etc. Oh, and the kicker? You can go from the top boss to the bottom boss extremely quickly, in terms of game time (if you’ve been keeping up with your alchemy, you’ve pretty much done most of the required stuff previously). That kind of sudden difficulty spike is something that, when I read it in the guide last night, totally killed my motivation to play last night.

These sort of very hard bosses, and/or very long grinds, have killed games for me. I’ve only gotten through about half of the Atelier games I’ve played, for this reason. They have a very nice, mostly relaxed gameplay loop for the first 2/3-3/4 of the game, and then either a frantic rush to grind out whatever you need to do before time runs out (in the older games), or a long slog to grind out that last bit so you can get a good end. (I’m convinced that some of them are designed to be impossible to get the better/best ends until after playing the whole game over again in NG+.)

Call me a scrub, a noob, a heretic. I just don’t like that kind of stuff.

Oddly, not difficult to beat the knight in arm rasling.

Beginning of Blaugust

Blaugust has officially begun. I figure that, as a newbie, I should state my goals and plans for the month.

First, I’m planning on blogging every day. I’ve been doing so, even if I’ve had to sneak them in under the wire, to get in the habit. But that’s the plan. Might be a hiccup or two in there (I’m probably needing a minor surgery, which might keep me in the hospital for enough hours to keep me from blogging one day), but that’s the goal, and I’m sticking to it. Maybe if I ever figure out how WordPress works, I’ll make a timed post.

Second, I’m going to get this blog in proper working order. Fix that stupid defaut picture at the top of the blog; make it actually thematic, or at least match the site name. (I’ll have to download some photo editor to do it, since I’m on a newer PC at home (got it in April, and it’s still pretty clean). I’m hardly experienced with that kind of stuff at all, but at least transparencies of Granblue Fantasy characters exist (straight from the game even! very convenient).) Figure out a way to auto-tweet (or at least make it easy to tweet). Put up a sidebar. That sort of stuff.

Not related to anything, but go check out this guy’s comic; it’s good stuff.

Next, my ‘gaming goals’ for the month:

  • Finish Atelier Lulua
  • Start either FFXIV or Elder Scrolls Online.

That might seem like a pretty light list, but if you’ve ever started a MMO you know that’s not a light thing. That first part is almost done, maybe a gaming session or three left (there is a complication though; more on that in the next post). Then I can, with clean conscience, move on to starting yet another MMO. I’ve never really stuck with most of them: I’m primarily in it for the RPG aspect, and a lot of MMO’s hit a story wall at some point, where you need to raid, or join a guild, or something social like that. I generally treat MMO’s as single-player RPG’s that happen to have other real people around that sometimes help you out, when you want. That’s one reason why I’ve stuck with STO for so long – you can play it like that. It’s really baked into the design. The queues are just things you do between story drops, at least in my play style. But most MMO’s aren’t like that. Or, if you are, they become an incredible grind. Stuff like Mabinogi or Black Desert Online can be mostly solo’d, but to do so requires a lot more grind than I want. Guild Wars was actually pretty much my ideal, but that’s done and dead, at least as far as I’m concerned. (I admit, I also want to Barbie it up.)