Challenge Accepted: Easy keeps you going

First time, yes, full challenge. Subsequent times? Thanks, I’ll just faceroll it on easy.
There are some people who are just not going to have fun with a game if it’s not a challenge. That’s a given, and it’s not a bad thing. It’s part of how games work, and it’s an important element to keep in mind. Games cannot be designed to be all easy, all of the time, or the developers would be saying that they didn’t want the money of a sizable chunk of audience members. And that would just be silly. We need to have challenges in games, things that are difficult to overcome, stuff that can’t be cleared in one or two quick moments of play.
But in the long run, it’s going to be the easy stuff that’s more beneficial for any game.
This sounds contradictory. After all, the people playing a game for the long haul, whether it’s single-player or multiplayer, are going to be the people with more practice. These are the people best suited to facing challenges, and more to the point these are the people who most likely want more challenge. How can easy content be more useful to a game on a whole than difficult things?
The Final Fantasy Project: Final Fantasy III, part 3

Artwork from a sketch by Yoshitaka Amano
Let’s recap, shall we? When I left off, I was in a cave full of friendly vikings. My options at this point seemed fairly simple:
- Remain forever in this happy place full of vikings, which presumably would mean plenty of mead, lots of singing, fun times in general, and maybe the occasional raiding party against coastal villagers unable to put up an adequate defense. Eventually we might even reach North America!
- Go back to the whole “saving the world” bit based on some vague thread of fulminating darkness overtaking the world.
The correct option seems clear, and yet for some reason I still wound up heading back to that Light Warrior thing. What can I say? I love hanging out with vikings, sure, but I am a sucker for fulminating darkness.
There’s not a whole lot to do in the cave other than pilfer every available bit of treasure, possibly taking a slight detour back to the gnomish village to get another copy of Aero. While there’s not much else of interest here, though, the vikings do agree to give you a ship if you can quell the super-angry dragon off in the sea right now. Seems like a lark; we’ll do it.
Our struggle to model a female character

We spent months figuring out how to make it look totally realistic when white guys run through dank sewers so that you can seriously feel the sweat and stench and now you want us to add girls to the mix? What are we supposed to do?
I know we’ve all gotten a lot of mileage out of making fun of Ubisoft lately, due to the fact that their reason for a lack of women in the new Assassin’s Creed game comes down to a simple difficulty in modeling ladies. It seems like a mockable standpoint, like a bunch of people trying to defend their complete unwillingness to do something with a poorly conceived cop-out that mostly shows a profound lack of care for the gender that makes up half of the gaming market.
Alas, while I’ve gotten my own jokes in, I suppose now is as good a time as any to reveal that I was on the team which tried to crack the modeling problem. Oh, certainly, it might seem silly to you, but as it turns out, women are a lot harder to put into games than you think. What follows, thus, is a completely accurate picture of the process wherein we tried and failed to add a single woman to the game as a playable character. Perhaps now we can finally put these matters to rest once and for all.
Demo Driver 8: Rochard (#379)

I played Portal and you didn’t, you miserable hacks! Have fun shooting an invulnerable box!
Sometimes this feature can make me feel just a wee bit cynical. By its very nature, I wind up playing a lot of little indie games, and a lot of these little or single-A titles turn out to be obscure for good reason. My overall desire for games remains the same as it has ever been. Which makes me wonder if the problem is just me, or if maybe the whole indie development switch doesn’t have the legs that I want it to have, or any number of other things.
Then I play a game like Rochard and it reminds me of the best part of trying on random demos – finding a gem you never even would have looked at otherwise.
Rochard is very much in the puzzle-platformer vein, a former PSN title that migrated to Steam as well a little while back. It is also very, very charming, marrying a strong visual sense and a simple-but-enjoyable story to solid mechanics. It’s fun, and it’s the first game that I’ve had where I immediately tossed it onto my wishlist once I was done with the demo. Then, of course, I sat down to write this article. It’s what I do, after all.
