Wednesday, July 02, 2008
Favorite Abusively Difficult Games
After our discussion yesterday, numerous (but not all) folk suggested that people who preferred more challenging "do it yourself"-ness in games were in the minority. I admitted that I, too, get frustrated in games, and while I usually do not want to be led by the nose, I often find myself saying, "Okay, I give, what am I supposed to do now?" For me - figuring it out for myself and conquering the tough challenges on my own is a big part of the fun. But there's a fine line between "fun" and "frustration" when it comes to difficulty or confusion level, often related to the quality of the game.
This got me thinking about really hard games. I'm talking the practically abusive games that we love. The ones where you think the designer(s) had some kind of passive-aggressive hatred of players, and wanted to punish them. The kinds of games that seemed to want to bend you over, spank you with a pledge paddle, and make you say, "Thank you sir! May I have another?"
You don't see many of them these days. At least, you don't see many of them where there isn't some kind of difficulty level setting so you can dial it down to taste. I have been playing a couple of old Nintendo games from the 8- and 16-bit era, and noted that designers of the era still had that coin-op arcade-game mentality, killing the player within two minutes as if the NES needed a constant diet of quarters.
But some games are worse than others. Even some arcade games just seemed to reach out and almost physically pimp-slap the player. At least, they did to me. Maybe it was just because I sucked. But, for some reason, a few of them I still loved, in spite of our abusive relationship. The games turned my crank as they beat me to a pulp. I never really grew to be their master, but in some cases I played long enough and hard enough that I could at least hold my own for a while.
Here are the most abusively difficult games that I still loved in spite of - or because of - the punishment they doled out on me:
Sinistar
I heard in an interview with one of the developers that this arcade game was originally a lot easier, but the manufacturer was worried that it would not suck down the quarters fast enough. So they cranked up the difficulty to a level for release, and now simply beating the first level is something of an accomplishment. I think I've made it to level three once or twice. Once Sinistar becomes "live," you'd better pray you've created enough Sinibombs, because that giant space station with a face will hunt you through the entire map, knocking asteroids out of his way, and then EATING YOU. In space. The game is sheer evil, and is one of my favorites from the arcade.
"Beware, I live!"
The Bard's Tale
Okay, I'd forgotten about how horribly difficult this one was just to get started on. If you decided to create your own party - one without the bard's starting gear of a magic horn (am I remembering this correctly? Help me out here, guys... it's been a while), you ended up facing some kind of Darwinian "survival of the fittest" thing where the survivors of a dozen failed attempts to get through the first two hours of the game would end up getting together into some kind of "super-party" which actually had a prayer of making it through fifth level or something. Again, the details are sketchy, and I don't remember how easy it was to save or load games. But I imagine the overpowered default starting party came about as a result of playtesting, when the QA guys screamed bloody murder about how they would NEVER see the end of the game.
Falcon 4.0
The game had a manual with lessons in it that mirrored actual flight school for F-16 "drivers," co-written by an actual F-16 instructor. And you needed to go through them, because the game was hopelessly complicated. Just getting your missiles armed and ready to fire and in a radar mode where they could actually hit something took some serious effort. In real life, this all makes sense, because you don't want pilots accidentally thumbing the "A" button and sending a missile off to blow up whatever little passenger plane happens to be within 20 miles in front of them.
The first time I got into a particular type of stall, I swore the game was bugged, because it didn't behave anything like a real aircraft. I later discovered a whole chapter in the manual devoted to this condition, which arises because the F-16's on-board computer gets confused by the fact the plane is going "backwards" (it's dropping tail-first). You have to first hit the "manual override" button to disable the fly-by-wire interpretations of your control inputs. So, I guess you could say it's a bug, but it's actually an accurate simulation of a real-world bug and standard operating procedure of the F-16 Fighting Falcon.
Add to this some enemy missiles that were practically impossible to dodge, bombs that would blow YOU up if you dropped them too low, insanely complex operating procedures for locking and firing a maverick missile at a tank, landing gear that felt like it was made out of glass and required HOURS of practice just to learn how to land properly, and a dynamic campaign that felt like drinking from a firehose with sheer task overload, and you had a torture device masquerading as entertainment. Amazingly, I thought this was incredible fun. I still do. Blowing up a tank in a video game is no big deal. Blowing one up in Falcon 4.0 was an accomplishment that almost made you believe the Air Force could set you in a cockpit of the real thing tomorrow.
(Incidentally, Lock-On: Modern Air Combat is just as psychotic in its adherence to realism, though I haven't really gotten into it like I got into Falcon 4.0 back in the day.
Streak
This was a game created by my old company, Singletrac. I wasn't on the development team, but I loved the game. Streak was Singletrac's poorly-marketed attempt to go with a new publisher (our new owners) and IP with what we'd learned from Jet Moto. The game was about hoverboard racing, and your maximum speed was based on "confidence" that you built up by doing ridiculously tricky and risky stunts in the middle of a race. And yeah, there were other games that came later and stole our thunder (and got accolades for their innovation), but we were there first. But the game was also pretty vicious in its difficulty level. It was designed, tested, and produced by veterans of the Jet Moto series, and they made a game which was moderately challenging for them. Which meant practically impossible to unlock the last levels for anybody else. But I loved the game. Maybe because I was a Jet Moto development veteran who thought the game was only somewhat too difficult.
Suspended
Sheer evil in a text adventure, by Infocom. You played some dude in suspended animation, who is supposed to be the "brains" of a facility that controls a terra-formed planet. However, you are stuck inside your chamber, unable to physically interract with the world. Instead, you control a handful of robots, each with dramatically unique capabilities and temperments. For example, only one robot has visual sensors and can actually "see" a room. Only one other can hear what's going on. One can perform diagnostics on the machinery, but it always recites its findings in the form of abstract-sounding poetry.
You wake up with the planet in a state of crisis because the machinery falling apart. There are a whole bunch of colonists who are trying to break into the facility to kill you and replace you with another controller. So you have a limited number of turns to use these robots to repair the damage and make things right again. If it sounds nuts, that's because it is. I can't recall how many times I played this game before giving up, unsure if I'd really made any progress.
Okay. There's my list. There are plenty of harder games I've played that I considered (anybody else play one of the first graphic adventure games, "The Wizard and the Princess," by Sierra? Nasty ultra-lethal maze in practically the first room! Well, first location in the desert), but they weren't games I really liked as much as these.
So - your turn. What are your favorite, abusively difficult games? Do you have any?
Labels: Game Design, retro
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Suspended is definitely one of my favorites -- it was partly responsible for my interest in multi-robot systems (in which I did my thesis work). I still think of it as one of the best games ever written.
As for the others, I still remember certain NES platformers (especially Ninja Gaiden) fondly -- they could be downright brutal, but the sense of accomplishment when you finally beat a level is profound. Even the original Super Mario Brothers had my brothers and I sitting in front of the TV for hours just trying to beat one. single. level. I enjoyed the other Mario games, but none of them were quite so riveting: it was plain to see that the level could be beaten, and we were always just on the edge...
Dwarf Fortress, of course. The learning curve is a wall, and it pretty much isn't satisfied until it's beaten you. I recently bragged about how well my 6 month-old fortress was doing, so naturally a horde of 50 goblins and trolls came to attack just after I discovered that thanks to the advent of the dwarven economy, the wealthier dwarves had bought up all the food leaving the others to starve. Good thing my fortress has a good butcher and a lot of cats.
Graham Nelson's Curses is another that sticks out. I still haven't quite beaten it, but every now and then I dig out my notes and give it another shot. The puzzles are wrapped up in some top-notch writing, and some of them are quite devious.
Tetris is worth a mention, too. (I played the Game Boy version, mostly) There was always one more level I ought to be able to achieve. It got to the point that I was like a chili pepper addict, bored with anything other than the worst I could endure, during which time I clung to the game and just held out as long as I could... then started another game to see if I could do better.
As for the others, I still remember certain NES platformers (especially Ninja Gaiden) fondly -- they could be downright brutal, but the sense of accomplishment when you finally beat a level is profound. Even the original Super Mario Brothers had my brothers and I sitting in front of the TV for hours just trying to beat one. single. level. I enjoyed the other Mario games, but none of them were quite so riveting: it was plain to see that the level could be beaten, and we were always just on the edge...
Dwarf Fortress, of course. The learning curve is a wall, and it pretty much isn't satisfied until it's beaten you. I recently bragged about how well my 6 month-old fortress was doing, so naturally a horde of 50 goblins and trolls came to attack just after I discovered that thanks to the advent of the dwarven economy, the wealthier dwarves had bought up all the food leaving the others to starve. Good thing my fortress has a good butcher and a lot of cats.
Graham Nelson's Curses is another that sticks out. I still haven't quite beaten it, but every now and then I dig out my notes and give it another shot. The puzzles are wrapped up in some top-notch writing, and some of them are quite devious.
Tetris is worth a mention, too. (I played the Game Boy version, mostly) There was always one more level I ought to be able to achieve. It got to the point that I was like a chili pepper addict, bored with anything other than the worst I could endure, during which time I clung to the game and just held out as long as I could... then started another game to see if I could do better.
Yeah, Suspended was brutal. Not only was everything in chaos, but one of your "sensory" robots wasn't working either.
I played Sinistar a little. The appearance of the space station always caused my pulse to race. Not sure I ever blew it up.
The massive groups of monsters in Bard's Tale made going into dungeons suicide without the horn, and walking the streets or entering a house was a gamble. Forunately, it wasn't difficult to "borrow" the horn from the bard.
I played Sinistar a little. The appearance of the space station always caused my pulse to race. Not sure I ever blew it up.
The massive groups of monsters in Bard's Tale made going into dungeons suicide without the horn, and walking the streets or entering a house was a gamble. Forunately, it wasn't difficult to "borrow" the horn from the bard.
The Bard's Tale was insanely hard until you were strong enough to wander the streets without getting trounced.
Parties out of the gate would sometimes run into large parties of monsters as their first encounter. Ugh.
Another commenter mentioned Dwarf Fortress... while I love the concept of the game, it is simply too hard to understand how the game works to enjoy it. The documentation is severely lacking.
Parties out of the gate would sometimes run into large parties of monsters as their first encounter. Ugh.
Another commenter mentioned Dwarf Fortress... while I love the concept of the game, it is simply too hard to understand how the game works to enjoy it. The documentation is severely lacking.
Oh man, how did I forget Angband?! I lost a month's worth of sleep playing that in college. I never got into NetHack or any of the other RogueLikes, but Angband was addictive.
@chris: the official documentation for Dwarf Fortress is sorely lacking, but the wiki is extremely helpful.
@chris: the official documentation for Dwarf Fortress is sorely lacking, but the wiki is extremely helpful.
Myst. That was pretty hard. My parents got pretty far, but as a family us kids could barely get through the second world.
Good old Bard's Tale. The other tricky bit starting out was that you had to find the "Review Board" before you could level anyone up. It was actually pretty close to the starting location but I somehow missed it on my early sweep and spent weeks scouring the city trying to find the stupid thing, losing party after party.
I still enjoyed the heck out of that game. I had something like 30 Characters that I kept in the mix and would make up different parties to fit my mood of the day.
I still enjoyed the heck out of that game. I had something like 30 Characters that I kept in the mix and would make up different parties to fit my mood of the day.
I never tried Falcon 4.0, but 3.0 wasn't any easier. You had to practically learn how to fly an F-16 to play it. The other thing I remember about it was having to create a boot disk just to play it since it required something like 610k of free memory out of the 640k available, probably one of the highest ever for a DOS program.
The Bard's Tale was an exercise in frustration until you got your party built up. Open the wrong door and your party would get annihilated.
The Bard's Tale was an exercise in frustration until you got your party built up. Open the wrong door and your party would get annihilated.
I loved Sinistar in the arcades ... it came near the end of me and my friend's time in arcades, before the whole college application and life starting and moving away stuff set in over the next months ...
I also love the Etrian Odyssey I & II DS games. Punishing difficulty, but not in the typical 'die & retry' manner too often done these days!
I also love the Etrian Odyssey I & II DS games. Punishing difficulty, but not in the typical 'die & retry' manner too often done these days!
Strangely enough, I made a comment at my blog about this phenomenon just minutes before coming here and reading this: http://dungeon-games.com/blog/?p=95 (see the comments)
So add Syobon Action to the list.
Also, I remember Suspended fondly. What made it even worse than you described was that Iris - the robot with the sense of sight - started the game malfunctioning and blind! Thanks, Infocom.
So add Syobon Action to the list.
Also, I remember Suspended fondly. What made it even worse than you described was that Iris - the robot with the sense of sight - started the game malfunctioning and blind! Thanks, Infocom.
In an incredible stroke of serendipity, you've posted right on topic for this month's Round Table, which focuses on difficulty in video games!
I've made your post an honorary entry and we've got two other posts already as well.
I've made your post an honorary entry and we've got two other posts already as well.
Frontier: First Encounters was a game I spent hours just to learn how to make the space ship take off. You first had to request permission from traffic control, and then engage the thrusters, pull up the landing gear, and not hit any buildings or the traffic cops would gun you down. I spent so many hours on this game, and I still have really fond memories of it. Here's hoping that David Braben actually releases an elite IV.
Contra on the NES. Metal Slug.
Contra is the game that made the 'Konami Code' known to a generation of gamers, since finishing the game was brutally difficult without it.
Still, we loved it for its cruelty.
Contra is the game that made the 'Konami Code' known to a generation of gamers, since finishing the game was brutally difficult without it.
Still, we loved it for its cruelty.
I'm surprised that I'm the first to mention I Wanna Be the Guy. "Passive-aggressive hatred of players" indeed. I actually admire it (not that I've gotten past more than a few screens); it really does have good level design, and it's not really unfair. Almost all of your "Surprise!" deaths result from you unwarrantedly assuming that something will be safe. Don't assume that the apples won't fall down when you walk under them -- but, further, don't assume that the remaining apples won't fall up when you jump over them. =)
In another vein, I've recently been on a huge kick with the Touhou series of curtain-fire shoot-em-ups (see Wikipedia or Youtube). Punishingly difficult, but I think not so sadistic. What's interesting is that they differ from ordinary shooters more than is probably obvious. Ordinary shooters (overgeneralizing here) focus primarily on destroying targets and fast reflexes. But the Touhou games, and presumably other curtain-fire games, focus on visual perception and pattern understanding. The enemy attacks generally move slowly, so your success depends on you seeing what's threatening you and how to safely make your way through.
And yeah, punishingly difficult. After a couple of weeks with my copy of Perfect Cherry Blossom, I just recently cleared it on Easy without continuing. This was a non-trivial accomplishment (at least for me).
In another vein, I've recently been on a huge kick with the Touhou series of curtain-fire shoot-em-ups (see Wikipedia or Youtube). Punishingly difficult, but I think not so sadistic. What's interesting is that they differ from ordinary shooters more than is probably obvious. Ordinary shooters (overgeneralizing here) focus primarily on destroying targets and fast reflexes. But the Touhou games, and presumably other curtain-fire games, focus on visual perception and pattern understanding. The enemy attacks generally move slowly, so your success depends on you seeing what's threatening you and how to safely make your way through.
And yeah, punishingly difficult. After a couple of weeks with my copy of Perfect Cherry Blossom, I just recently cleared it on Easy without continuing. This was a non-trivial accomplishment (at least for me).
@Corvus: Maybe great minds just think alike. Cool beans!
@yuan: Oh, man. I never quite did much with First Encounter, because of insane bug-liness. However, I did play Frontier --- a lot. A Whole Lot. I forget how difficult it was, but I remember doing some crazy things like makine (for a short time) regular runs along a gas giant to pick up and sell fuel at a nearby space station (orbiting it's moon?) One bad move, and you'd get sucked into it's gravity well and it was over. That was an awesome game.
@griff: I saw a coworker beat I Wanna Be The Guy a few weeks ago. It looked INSANE!
@yuan: Oh, man. I never quite did much with First Encounter, because of insane bug-liness. However, I did play Frontier --- a lot. A Whole Lot. I forget how difficult it was, but I remember doing some crazy things like makine (for a short time) regular runs along a gas giant to pick up and sell fuel at a nearby space station (orbiting it's moon?) One bad move, and you'd get sucked into it's gravity well and it was over. That was an awesome game.
@griff: I saw a coworker beat I Wanna Be The Guy a few weeks ago. It looked INSANE!
Deadline, by Infocom. I never finished it back in the 80's, so I replayed it recently. Pretty obscure and tough puzzles - I needed a walkthrough to help out in a few places.
Ghosts 'n' Goblins has always been my main memory of gleeful torture. I might count Bard's Tale if I could remember anything other than that I enjoyed it.
@Aaron: I couldn't even make it five minutes into the Ghosts & Goblins. How long did it take you to get decent at it?
I don't remember Bard's Tale being particularly hard. It's certainly nowhere near the difficulty of Suspended. The trick is to flee. Modern game players don't think they have to do that, ever, and game writers pander to this.
If you think Myst is hard, do not under any circumstances try Riven (its sequel). Riven is many times more difficult.
If you want hard nowadays, Angband is the way to go. Actually, Zangband. The good thing about it is that your adrenaline will actually start to rush as your level 20 character faces a tight spot. The bad thing is starting over again and again.
If you think Myst is hard, do not under any circumstances try Riven (its sequel). Riven is many times more difficult.
If you want hard nowadays, Angband is the way to go. Actually, Zangband. The good thing about it is that your adrenaline will actually start to rush as your level 20 character faces a tight spot. The bad thing is starting over again and again.
@Cray: As I recall, I never got good at it. I don't remember how far I got when I was young kid, but I can say it was a heck of a lot farther than when I tried it as an adult.
Retro lovers often believe that the difficulty of old games is a lost treasure. I think the difficulty of many of those old games was a bad concept that was only widely accepted because the technology forced it at the time. With current tech, there's no excuse for a game that repeatedly humiliates you in the first five minutes. That sort of difficulty appeals only to the most single-minded achievement gamers.
Retro lovers often believe that the difficulty of old games is a lost treasure. I think the difficulty of many of those old games was a bad concept that was only widely accepted because the technology forced it at the time. With current tech, there's no excuse for a game that repeatedly humiliates you in the first five minutes. That sort of difficulty appeals only to the most single-minded achievement gamers.
Bard's Tale was pretty tough at first. Their starting bard had a horn of fire that could take out most monsters, which made the starting party viable.
Nethack, of course. You know this one.
I also like N (if you're searching for it, search for Metanet Software instead--maybe one-letter names aren't such a smart idea after all?). It's a platformer with a great physics system, nasty enemies, vicious level design and of course, no weapons and one-hit-kills from everything. And a time limit. That gets reset every FIVE levels, not every level. Oh by the way, you can only save every five levels too. At least you have infinite lives.
IWBTG is actually too hard for my tastes, at least in some parts--certain rooms involving spikes are just too much for me to bear. However, other parts are quite fun--when I saw the shortcut to the megaman stage on youtube, I had a ton of fun with it, and with the shortcut, although I can't mash buttons fast enough to beat the boss.
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I also like N (if you're searching for it, search for Metanet Software instead--maybe one-letter names aren't such a smart idea after all?). It's a platformer with a great physics system, nasty enemies, vicious level design and of course, no weapons and one-hit-kills from everything. And a time limit. That gets reset every FIVE levels, not every level. Oh by the way, you can only save every five levels too. At least you have infinite lives.
IWBTG is actually too hard for my tastes, at least in some parts--certain rooms involving spikes are just too much for me to bear. However, other parts are quite fun--when I saw the shortcut to the megaman stage on youtube, I had a ton of fun with it, and with the shortcut, although I can't mash buttons fast enough to beat the boss.
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