Do games need to be easier to attract a wider audience? Or are games too easy as it is? Where did all the hard games go? What role does culture play? Will "Autoplay" features reduce frustration or just make gamers lazier than ever? With your help, we attack these questions from all directions. Also: quick hits on Scribblenauts and Muramasa: The Demon Blade. With Chi Kong Lui, Brad Gallaway, and Tim "If You Lose at Candy Land You're Banished to the Woods" Spaeth.
Download: Right click here and select "Save Target As..."
Subscribe: iTunes | Zune | RSS
Read: Transcript
Topic and Game References:
- Gamasutra: Are Games Too Much Like Work? by Lew Pulsipher
- Scribblenauts
- Muramasa: The Demon Blade
- Sorcerian
Please send feedback and mailbag questions to podcast (at) gamecritics (dot) com.








GrimGrimoire, Game Difficulty and Accessibility
I'd generally agree with Brad's assessment of Vanillaware, well, at least in that they are overrated. I don't quite bear the same naked hatred for them as he does. However, I definitely felt GrimGrimoire was the exception to the Vanillaware rule, in that it was actually pretty solid. It would never set the RTS world on fire, but I found it to be a very competent consolization of the genre. What made you think it was such a bust, Brad?
As for the Gamasutra article, I think Chi (or was it Tim?) was right in saying that games have already been moving in this direction for a long time. More and more "core" gamers are complaining that their favorite franchises are being "dumbed down" for new gamers. Even back on the GameCube, Wind Waker was very easy, with even "strong" enemies rarely doing more than a half heart worth of damage. The Paper Mario series, if charted on a graph, would look like a cross between a ski-slope and a sheer cliff face with regards to declining difficulty over a series.
Chi was again right in saying that the problem is not difficulty, but accessibility. To use Paper Mario as an example again, Paper Mario 2 was much easier than the first game, and even added a new dodge command that completely negated all damage if timed correctly. Still, it was chock full of inane, constant babbling from the characters, and buzzkilling stretches of aimless wandering to find the right person to talk to etc. and those are things only core gamers are going to bother to trudge through. Non-core gamers are going to drop it and do something more interesting. Super Paper Mario took this to greater extremes, being simultaneously even easier, and filled with even more time-wasting dialogue and backtracking.
Wii Sports on the other hand is literally pick up and play. There are no extended tutorials or dialogue sequences, yet the game can actually be pretty hard. So there's an example of a game that is not free of failure, but IS accessible, and as a result is amazingly popular.
I'd also take issue with Eaps suggestion that selectable difficulty is a solution to this issue, primarily because (with the exception of Halo, I guess) game's are typically designed to be played on the default difficulty, and other difficulty levels, both easier and harder, are usually just a simple scaling of enemy HP/damage output, without consideration for actual gameflow. Bionic Commando (2009) is a good example of this, where instead of feeling like a more challenging version of the same game on it's highest difficulty, the basic mechanics fall apart due to the enemies high damage output.
Also Matthew Perry was recently in 17 again alongside Zac Efron, just FYI.