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What's The Point Of Hard Games, Anyway?

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The bottom line

Difficulty is a set of design tools that a designer uses to craft a specific experience, and it works only when the challenge feels fair and the player can adjust or step around it. Silksong shows both sides, since its challenge is rewarding when fair, but its unfair parts and lack of difficulty options frustrate players.

Key takeaways

  • Designers make games hard for three reasons. 1:49
    • Harder wins feel better, fit the story, and force players to use every mechanic instead of dull, repetitive strategies.
    • Miyazaki says he wants players to feel the joy that comes from overcoming hardship.
  • A hard game works only when it feels fair. 5:24
    • Fair means you can learn from mistakes, feel yourself improving, and blame yourself for slip-ups.
    • The Last Judge took a long time, but the player kept going because a path to victory was visible.
  • Unfair design pushes players to quit and ruins the reward. 6:36
    • Silksong's long runs back to bosses, random patterns and ammo that doesn't refill on death cause this.
    • The player then feels only relief at winning, or never wins at all.
  • Letting players adjust difficulty widens who can enjoy the game. 7:27
    • What counts as challenging differs for every player, like a 12-second 100m dash for a child or for Usain Bolt.
    • Tunic's accessibility options let the writer's wife enjoy its secrets despite its crushing bosses.
  • Silksong lets players get around difficulty by exploring elsewhere. 9:17
    • After getting stuck on the Savage Beastfly, new powers, charms and health made it much easier on return.
    • Optional bosses, banking rosary beads and the ammo mechanic all push players to go elsewhere.

Difficulty is a careful balancing act. We want players to feel challenged, maybe even frustrated, but we also want them to get that moment of catharsis from winning before they go all the way into rage quit.

Mark Brown

Chapter summaries

0:00 Intro

Silksong's brutal difficulty has become the main thing people say about it.

  • Silksong turns the dial further than the first Hollow Knight. 0:48
    • It is a Metroidvania about upgrades and secret passages, with a large cast of punishing bosses.
    • VGC gave it 3 out of 5, calling the challenge demotivating and sadistic.
    • Even early and mid-game bosses need dozens of failed attempts to learn patterns, safe spots and phases.
    • VGC praised almost every other aspect of the game.

1:49 Why Make a Game Hard?

Difficulty is a design tool that serves satisfaction, story and play style.

  • A struggle makes the win memorable. 2:03
    • A boss beaten on the first try barely registers.
    • An hour of slow improvement makes the victory unforgettable.
    • Beating the Last Judge left Mark with sweaty palms, a racing heart and an involuntary ahhh!
    • You don't get that with an easy game.
  • Difficulty can mirror the story. 3:02
    • In Celeste, Madeline stubbornly persists up a mountain, so the player must too.
    • A kingdom of misery full of one-hit enemies would feel dissonant.
    • In Pharloom, other characters fail their pilgrimage, and Hornet and the player must grow to succeed.
  • Hard games make players use everything. 4:01
    • Furi demands patient dodging and parrying, then a strike at a rare opening.
    • If you could run up and wail on the boss, the game would be dull.
    • Difficulty acts like a teacher, punishing wrong play and rewarding right play.

5:24 Fair or BS

Fair difficulty rewards you; BS difficulty only exhausts you
Fair challengeBS challenge
MistakesClearly your ownRandom patterns, troll moves
ProgressLasting longer each tryLong repetitive run back
Retry costAmple chances to repeatAmmo not refilled on death
Winning feelsTriumphRelief, or you quit
Silksong lands on both sides: the Last Judge feels fair, while the long runbacks and random patterns don't.

Making a game hard is easy, but keeping it fair is the real work.

  • Cheap difficulty alienates almost everyone. 5:29
    • Spikes everywhere and a restart from the very beginning would lose 99% of players.
    • The goal is to challenge, even frustrate, but to deliver catharsis before the rage quit.
    • In the Last Judge fight, Mark lasted longer each try and every mistake was his own.
  • Unfair design breaks the reward. 6:36
    • Unpredictable troll moves push players to anger and to calling the game sadistic.
    • The player who wins feels only relief that they never have to do it again.
    • The first design goal, a rewarding triumph, no longer holds.

7:27 Adjustable Difficulty

One target is impossible, hard or trivial
Difficulty options let each player move the target into their own challenge zone, and Silksong offers none.

Letting players set their own challenge lets more people enjoy a game, and Silksong offers no such option.

  • Difficulty is a catalogue of tools, and player-set difficulty is one more of them. 7:34
    • Difficulty modes and assist options are the most obvious form.
    • Silksong, like the original Hollow Knight, has none.
    • The designer's tools each change the game and the player's relationship with it in a unique way.
    • The writer calls the missing options a shame.
  • Options matter because what feels challenging differs for every player. 8:17
    • A 12-second 100m dash is tough but possible for the writer, impossible for a child, and laughable for Usain Bolt.
    • Adjustments let everyone find a place where they feel challenged.
    • Silksong is also about untangling a web of maps and understanding deep lore.
    • Players who can't beat the bosses would miss those parts, as Tunic's toned-down bosses let the writer's wife enjoy its riddles.

9:17 Explore Elsewhere

Stuck on a boss? Leave, grow stronger, return
Few bosses are hard bottlenecks, so the game nudges you away from banging your head against one wall.

Silksong's own way to adjust difficulty is to let you leave a hard fight and come back stronger.

  • The Savage Beastfly is hard because of crowding, not complex patterns. 9:34
    • It spawns many enemies that block you and drain your health.
    • Overlapping patterns make safe spots almost impossible to predict.
    • The boss itself has simple patterns to avoid and exploit.
    • Rather than quit, the writer explored elsewhere and found powers, more charms and more maximum health.
  • The whole game is built so that you can go elsewhere. 10:27
    • Many bosses are optional, and few block progress.
    • Rosary beads can be banked, and ammo needs topping up from enemies, so you are not tied to one boss.
    • In Hollow Knight 1 you had half as much mana until you found your corpse. Silksong has no such penalty.
    • If stuck, you might find a friend to help, an item that eases the fight, or just take a break.

11:46 Conclusion

Difficulty is a set of tools to use with care, and players should be able to adjust or sidestep it.

  • Designers should always consider ways for players to adjust or get around difficulty. 12:03
    • For the writer, Silksong is still in the sweet spot: tough, but survivable.
    • The writer ends by asking viewers where the game sits for them.
    • The tools must be deployed carefully, as a huge set of disparate parts.

In the growth library

Mark Brown, creator of Game Maker's Toolkit. Difficulty is a toolkit rather than a single dial: it can raise satisfaction, mirror the story and force deeper play, but it needs to feel fair and give players ways to adjust or step away. The example worth watching is Hollow Knight: Silksong, where the Last Judge shows fair difficulty and the repetitive runbacks and random boss patterns show the BS that drives players off.

More from Game Maker's Toolkit · The whole library, and ask it anything

Transcript186 lines
Intro 0:00
0:00

This week, the game design discourse is all about Hollow Knight: Silksong. Which, don't worry, I won't show any footage beyond Act 1. No spoilers here. But, yeah, this is Team Cherry's much anticipated, much hyped sequel to 2017's incredible Hollow Knight. But pretty much the only thing people are talking about with this game is its rather brutal level of difficulty. For context, this is a Metroidvania about winding through an interwoven map - looking for upgrades and secret passages.

0:35

There's nothing too strenuous about that. But along the way you'll have to go toe-to-toe with a huge cast of terrifying bosses - many of which will put your skills to the test in a punishing war of attrition. Now, the first Hollow Knight was pretty tough at times - but Silksong seems to turn the dial further, with even early and mid-game bosses - like the bullying Last Judge at the end of Act 1 - requiring dozens of failed attempts as you learn the patterns, safe spots, and phases you must go through in order to win.

1:10

All of which has left some players feeling dejected and frustrated. Review site VGC gave the game 3 stars out of 5 - praising almost every aspect, but trashing it for a level of difficulty that feels "demotivating" and "sadistic". And so, with all this chatter going on, I thought it might be interesting to talk about the design of difficulty in games through the lens of Silksong. To look at why game designers choose to implement a higher level of challenge.

1:42

And - crucially - how they should go about it. I'm Mark Brown, and this is a GMTK Mini.

Why Make a Game Hard? 1:49
1:49

Okay - so the first question is, why would a game designer choose to make their game hard, in the first place? What can you gain by amping up the challenge? Well, I think there are three main reasons to do it. Number one is that the harder a challenge is, the more satisfying it feels to finally overcome it. If you breeze through a boss fight the first time you play it, it might barely even register as something that happened.

2:17

But if you struggle against a boss for an hour, slowly improving your skills, your reflexes, and your knowledge with each failed attempt, and then you finally topple that monster - well, that moment of triumph is something you might never forget. That's the idea behind the Dark Souls series - creator Hidetaka Miyazaki says "I just want as many players as possible to experience the joy that comes from overcoming hardship".

2:43

And Hollow Knight: Silksong certainly plays into this. When I finally beat the Last Judge, my palms were sweaty, my heart was racing, my eyes were straining from not blinking - and I let out an embarrassing, involuntary noise like "ahhh!" to mark my victory. You don't get that with an easy game. The second reason to amp up the difficulty is to tie in with the game's narrative or aesthetic goals. Like, if a game tried to tell you that this kingdom is a place of misery and death, a no man's zone where hope goes to die.

3:17

And then you play it and it's full of enemies who die in a single hit... well that's going to be pretty dissonant. So if you want to tell a story about suffering and failure, then the gameplay should reflect that. That's how Celeste works - the game is about hero Madeline stubbornly persisting through hardship and setbacks as she climbs a legendarily high mountain. And so the player must also stubbornly persist through hardship and, well, you get the idea.

3:44

Silksong plays into this too. The game's world - Pharloom - is a withered, haunted land. There is death everywhere. Other characters are seen failing on their pilgrimage to the Citadel. Main character Hornet must grow in strength and wisdom to succeed. And so must you. And the final reason for increasing a game's difficulty is to ensure that the player approaches the game in a certain way. Take the game Furi - a game about being patient and observant as you dodge and parry every incoming attack.

4:16

Before exploiting a rare opening to deal some damage. The game is designed as a brutal back-and-forth ballet of defence and offence. But if you could also just run up to the boss, dodge a few simple attacks, and then wail on it until it dies... well you wouldn't have to do any of that stuff I just said. And the game would be pretty dull. So in Furi, difficulty acts like a teacher: punishing you if you play it wrong, rewarding you if you play it right.

4:43

Where easy games let you get away with simple and repetitive strategies, hard games require you to use every mechanic, every system, every tool, and every inch of the level design. And Silksong does play into this also. You'll need to learn every boss's patterns, make use of every charm and tool, and understand Hornet's moveset on a deep, molecular level. So - I think those are the three main reasons to make a game more challenging.

5:10

To increase the sense of satisfaction. To mirror the storyline. And to discourage boring playstyles. All of which turns difficulty into another tool that a game designer can use to create the exact experience they want. But! But but but. Big but.

Fair or BS 5:24
5:25

A tool can't be used carelessly or thoughtlessly. I mean - it's simple to make a game really hard. Just put spikes everywhere and send the player back to the beginning of the whole game every time they fail. That's done - but you've now alienated 99% of players. No. Instead, difficulty is a careful balancing act. We want players to feel challenged. Maybe even frustrated. But we also want them to get that moment of catharsis from winning before they go all the way into rage quit.

5:55

Now, I think if a game feels fair - like you can see how you might learn from your mistakes, you can feel yourself getting better, you blame yourself for slip-ups, and you have ample opportunity to repeat and improve - then the game can keep you in that challenge zone for a long time. And oftentimes, this is where Silksong lands. I spent a long, long time fighting the Last Judge - but I kept going because I could see a path to victory.

6:22

I was lasting longer and longer. And mistakes were my mistakes. But if the game is bull-[beep], then the player is going to dip into frustration, and perhaps even rage quit, much more quickly. And, sadly, Silksong has a fair amount of BS. Things like the long, repetitive journey to the boss fight every time you repeat. Things like unpredictable troll moves. Things like boss encounters that use extremely random patterns.

6:52

Things like how the ammo for your secondary weapons don't regenerate upon death, so you'll have to farm enemies to top up. All of this stuff... this is what pushes players to get mad. To stop playing. To write reviews where you call it sadistic. And that also means it no longer fits one of those design goals from earlier. The first one - where overcoming a tough challenge feels rewarding. Because the player either doesn't overcome the challenge at all, because they stopped playing.

7:19

Or they feel a different emotion when they finally win - just sheer relief that they'll never have to do that again.

Adjustable Difficulty 7:27
7:27

So as game designers, we can't think of difficulty as a single monolithic thing that we can add or remove from our game. But instead, it's a broad category that includes a whole catalogue of different tools - each one changing the game, and the player's relationship with it, in a unique way. But there's another type of tool we can use. And that's giving the player an opportunity to change the difficulty in some way. To decide just how hard or easy the game should be.

7:58

Perhaps the most obvious version of this is to provide difficulty modes, or assist options that let you modify the game. And Silksong - like the original Hollow Knight - does not include anything like this. Which, in some ways, is a shame. Because, well - difficulty is a really subjective thing. What's "challenging" is different for every player. If you asked me to run a 100m dash in, say, less than 12 seconds that would be a really tough, but plausible challenge to overcome.

8:30

But it would be practically impossible for a young child. And completely laughable for Usain Bolt. Difficulty adjustments let everyone find a place where they feel challenged. And also - there's more to Silksong than just beating bosses. This is also a game about untangling an interconnected web of maps and areas. And a game about understanding the deep lore of its storyline. It would be a shame to deny people of those aspects just because they can't beat the bosses.

9:01

It reminds me of Tunic. My wife loved playing this game and uncovering its many secrets and riddles. But she simply would not have been able to play it without the accessibility adjustments that let you tone down the difficulty of its crushing Souls-like boss battles.

Explore Elsewhere 9:17
9:17

But - with that being said, Silksong does have one big thing that allows you to adjust the difficulty. And that's being able to explore elsewhere. You see, one of the bosses that pushed me into the frustration zone was this guy - the Savage Beastfly. It's not actually a very difficult fight - he has pretty simple patterns to avoid and exploit. But, he also spawns in loads of enemies who just get in the way and drain your health.

9:44

The overlapping patterns make it almost impossible to predict where will be safe. But, instead of deleting the game and cancelling Xbox Game Pass, I decided to just explore somewhere else. I found new powers, more charms, I increased my maximum health. And when I finally went back to the Beastfly I was able to defeat it a lot more easily. And in many ways, Silksong is designed around this idea. The game is full of completely optional bosses, and there are very few times where a boss acts like a complete bottleneck to progressing further into the game.

10:22

I'll explore this more fully in the inevitable Boss Keys episode on this game, but, basically: you can almost always go somewhere else and come back later. Also - Silksong has a mechanic where you lose your cash - your rosary beads - when you die and you've got to go back to your cocoon corpse to pick them up. It's a mechanic that, in most games that do this, forces you to keep going back to the same area again and again.

10:47

But it's not as egregious as other games. Like, in Hollow Knight 1 you'd have half as much mana until you found your corpse. Not so in Silksong. You can also find ways to bank your rosary beads. All things that make it okay to leave your cocoon behind and just go somewhere else. And perhaps you could even point to the way ammo works. Like I said before, ammo doesn't regenerate on death so you'll need to go and kill some enemies to top up your reserves.

11:17

This breaks the pattern of going back to the boss over and over again, and may encourage you to just do something else. In all of these ways - and more - Silksong is telling you that the solution is almost never to just keep hitting your head against a brick wall until you get through. Instead, if you get stuck you should explore. Go elsewhere. Get more powers. Maybe you'll find a friend who will help you in battle. Or that one special item that will make the boss fight easier.

11:44

Or maybe you just need a break.

Conclusion 11:46
11:46

So, in a nutshell: difficulty is a tool that game designers can use to craft a specific experience. But, really, difficulty is a huge set of disparate tools - which must be deployed carefully. And finally, it's always worth thinking about how to give players ways to adjust or circumvent the difficulty. Right now, Silksong is still in my sweet spot - it's tough, but I'm surviving. But how about you? Let me know in the comments down below.

12:18

See you soon for a new episode of Game Maker's Toolkit.