by Archael
The term "Fake Difficulty" is used by many gamers, both online and offline, to describe difficulty that doesn't fit within the rules set by the game world. It's also used to describe difficulty that is not expected, or not traditional to the experience of sitting down and playing a video game. As the gaming industry evolves, new ways of making the player adapt to a game are being implemented, and some aren't welcome by all. In this writing, I will explain why what most people dismiss as being "fake" is actually very real difficulty.
If you do a Google search on the term "Fake Difficulty" you'll get several articles and forum posts trying to explain the gaming concept as your most relevant hits.
I Wanna Be The Guy, a very difficult home-brew platforming game often accused of having "fake difficulty".
For the purpose of this writing, I'm going to use tvtropes.org's definition of the concept, which seems to be agreed upon by the majority of people that I have seen writing about it: <!-- m -->http://tvtropes.org/pmwiki/pmwiki.php/M ... Difficulty<!-- m -->
"Occasionally, however, the difficulty comes from somewhere else. It could be due to shoddy programming, a game breaking bug, poor implementation of gameplay elements, or time constraints, but the developers threw in something which makes the game harder, but which has nothing to do with the player's or AI's skills. That's when you run into fake difficulty."
The article goes on to mention 5 kinds of Fake Difficulty. We're going to go through each one of them and try to explain why they are valid complaints or not.
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I agree that some elements mentioned in point #1, such as a camera angle that doesn't allow you to see where you're going, simply interfere with the player's ability to play the game, regardless of it's difficulty. Bad controls or bad physics can add difficulty, though, and it is all real difficulty inherent to the game.
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This is another way of saying: "This puzzle wasn't designed in a predictable way, so let me call it fake difficulty and blame the game." If the game desinger wants to incorporate random elements into the game which make something like a puzzle harder, then that's how the game was designed. That random element is adding to the difficulty of the puzzle or whatever gaming element this point is supposed to refer to. Just because something is harder in a way you don't approve of doesn't make it "fake", and the fact that people even complain about it is testament to just how much difficulty things like the above can actually add to a game.
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This one's pretty funny. First of all, so what if the player has to go through trial and error? Is that so bad? If someone plays the game for the first time, heaven forbid that he might fail and have to re-learn an approach to something. Second, I doubt that there's games that are impossible to beat without a guide or walkthrough.
Unstable Equilibrium? A level that becomes harder if you do badly at an early level? Gameplay elements that change in difficulty based on how the player did before? WOW. That sounds terrible! Just kidding. That actually sounds like it would add alot of replay value.
This point is another way of saying: "I don't like seeing Game Overs, please let me find all necessary information for me to beat the entire game in one sitting or else I will label it fake difficulty and blame the designers!" When did learning the secrets of a game become a bad thing? Has modern gaming really convinced you that exploration and learning within a game are THAT BAD?
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What? Let me see if I understand this one. A game that offers a "Joke Character" (presumably a character that is weak performance-wise) is OK as long as it makes it clear to the player that the character is weak? But a game that offers a "Joke Character" and doesn't blatantly inform the player is not?
Recently I played a game called Mass Effect 2. I used no guides and no outside help. Do you know what the designers did near the game's conclusion? *SPOILER*: They killed off half of the main characters in my party. I had no idea it was coming, and I had no way to prepare for it. Did this add to the difficulty of the game near the end? You bet. Is it bad game design? Hell no. The way they killed the characters off is based on how well the player uses his or her own judgement to assign them to tasks. It added a huge level of depth and involvement based on the decisions I made, and added a very real level of difficulty.
In other words, games that spoon-feed the player performance information about the characters it offers and don't require that the player actually makes decisions and use his own judgement are TRUE difficulty. Everything else is FAKE! FAKE!!
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I would be inclined to agree with this one except that it's way too general and obviously cannot possibly apply to every game. I've played amazing RPG's that reward my timing, not my ability to learn the game's story. And yes, the difficulty was real. I've played other games in completely diverse genres where my math skills and puzzle-solving skills (even if the game wasn't a puzzle game) have been necessary to progress. Why is this a bad thing? Are we so desperate to dismiss anything that might cause us troubles within a game as soon as it doesn't fit into our pre-formed opinion of what a game of that genre should behave like?
Why should we have to constrain our expectation of what the game will require to something as silly as "Math games require Math, Football games require Jerry Rice trivia, and strategy games only require strategy"? And then everything that doesn't fit that expectation we can label it as "Fake Difficulty" and move on, without having to blame ourselves? Rather convenient if you ask me.
I'll add another one of my own which I have seen frequently thrown around the internet. The classic "this isn't hard, it's just time consuming and requires grinding, not skill!"
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The answer to this one is pretty obvious. If it's so easy and only requires grinding, why don't you just stop complaining and do it? Pretending like huge time sinks aren't difficult to complete only results in fooling yourself. Yes, spending hours and hours daily to get a rank in that MMORPG constitutes difficulty. Not everyone can get there, and whether or not there's skill involved in any of the grinding doesn't make the difficulty any less real.
If tremendous grind-fest time-sinks in gaming were so easy, everyone would do them, because they would just be "fake difficulty" and anyone with free time could do it, right? But that's not the case. Because having a tremendous amount of free time dedicated to a goal as well as the perseverence and strength of will to complete it IS difficult, and not everyone can do it, regardless of their skill, timing, or game mechanics knowledge. Not everyone could grind to Rank 14 on the old WorldofWarcraft PVP system. Not everyone got their characters to 99 on Diablo 2 before bots hit Battle.net. Not everyone can stand time-sink grind-fest challenges, and that's where their difficulty lies.
The more repetitive, mind-numbing, and ridiculous a time-sink achievement is, the more difficult it is for most players. It's not fake difficulty, it's still difficulty, just not the type you're used to. Spending hours and hours on a game to complete a time-sink achievement can be tremendously difficult. In a very real way.
Fake Difficulty can be extremely real difficulty. Perhaps a better term would be: "Difficulty which I don't agree with and find rather inconvenient."