What is “Bad Difficulty” in a Game?

While things are happening behind the scenes with one of my clients and special announcements will be forthcoming in a few weeks – I thought it may be a good idea to make a blog post about something in particular. That something in particular will be a particular aspect of game mechanics; specifically I’m talking about “game difficulty” and the terrible ways some companies try to make their games challenging to their customers.

Difficulty is a good thing. Difficulty done right makes a game fun, it keeps you coming back for more in order to get past that one part you’re having trouble with. You’re presented with a predicament and despite how many times you’ve been stumped/killed/failed, you’re certain you can get past this part…there’s a little something that you’re missing; a pattern, a combo, an item, experience points…with enough exploration and trial, you’re certain you can move on AND feel rewarded for your actions.

Predicament, exploration, success, reward – this is difficulty done right.

Then there’s dumb shit like NHL 2015.

Can we compare a sports game to the typical criteria that I have in place for most games out there? I believe so – after all, you need to implement strategy in order to overcome your virtual opponent. If you’re playing the computer and it adapts to your playing style, you have to come up with a new way to win the game. This is where the difficulty comes in, attempting to outsmart the computer in order to come away with the W – will you dump-n-chase, regroup and criss-cross over the blueline, split the defense with your best player – just like a real hockey game.

Now we all know the sixth circle of hell that EA inhabits, and some of us are rabid Satanists who purchase at the trough of evil time and time again. There’s no choice for hockey fans, EA has an exclusive contract with the NHL and NHLPA to be the sole proprietor of their game. And so the same game with slight tweaks has been released over and over every…what maybe 5 years or more? More realistic skating, more faceoff control, more fights…

…crappy goaltending…

And there’s my gripe with this game – if you have the game at the hardest difficulty, and you happen to be owning it’s ass with a flurry assault of pucks at their net, the game will start to do two things.

  • 9 times out of 10 the goaltender you’re playing against will suddenly channel the combined powers of Patrick Roy, Dominik Hasek and Jesus Christ to stop everything possible (and impossible) in order to keep his team in the game. This power extends to the backup goaltender as well, who will lose his power over time if you pepper the net with pucks, but still – a goaltender with a 70 rating shouldn’t look like a Vezina trophy candidate every time they play you.
  • Your goaltender – despite an elite rating – will turn into a drooling basketcase who is completely convinced that the puck is actually a magical device meant to steal his soul it if hits him.

In the end, that doesn’t sound too much like difficulty as described, does it? An example would be the current game I’m playing with my step-brother – we started a season and randomly ended up with the Columbus Blue Jackets…which we were cool with because we were trying to have our goaltender win the Vezina for the first time and Sergei Bobrovsky isn’t a bad elite stopper to have. Our first 10 games he played exactly like we hoped he would; .920 save percentage, 1 shutout, making 30 stops a game. By the trade deadline he had won 90% of his games but had a .875 save percentage and only that 1 shutout…on a number of occasions he’d go into a cold funk and allow 3-4 goals on 15 or less shots.

We decided to trade him away, unable to claim the Vezina now, to a bottom feeding team for another goaltender and their high first round draft pick. We chose Tampa Bay, the team tied for 3rd worst in the league, and got their draft pick and Ben Bishop in exchange for some of our prospects and Bobrovsky. By the start of the playoffs, Bobrovsky had suddenly gone hot on the new team, and went on an incredible run that had them almost make the playoffs.


How does any video game company brag that this is “difficulty that adapts to the user”? I shouldn’t have to worry, if I’m scoring and my offense is on a hot streak, that suddenly for no reason my goaltender is struck like Superman on a kryptonite bender. This is absolutely poor game design – if you’re going to challenge me with difficulty, RAMP UP THE DIFFICULTY OF MY OPPONENT, don’t nerf one of the most important players on my team!

Bottom line – difficulty in a game can adapt based on your performance, sometimes it’s needed and welcomed. But if the difficulty affects the effectiveness of your own sprites, you’re DOING IT WRONG!

Network of Masks

Project “Heroes Must Die” : The Network of Masks – Thieves Guild of Gothic City

“Novus Ordum Mundi…or something…no wait, that’s right…” — Network of Masks Motto

Who are the Network of Masks?

An organization of ambitious but mostly bungling brigands, the Network of Masks are the flashy and theatrical resistance fighters with barely a clue. These citizens of Gothic City have decided that the only way for their community to truly prosper within the Empire is to control its own without interference, so they have taken it upon themselves to conduct underground activities to help the less fortunate prosper, steal from the rich, and combat Legion’s most ruthless members…unfortunately they have no idea on how to do any of it.

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Heroic Games + Heroes Must Die – The World’s First Video Game/Theatre Transmedia Project!

Founded in 2014, Heroic Games was created to organize and oversee the production of Heroes Must Die, a transmedia project combining video games and theatre. The founder, Rick Stemm, is a professional game designer, playwright, and instructional designer with a specialization in educational games and interactive media. Heroic Games will continue to produce multimedia for entertainment and education.

Heroes Must Die is Heroic Games’ first video game/theatre transmedia project, and receiver of a 2015 Grant from the Department of Cultural and Creative Development from the city of San Antonio, Continue reading

4 Ways to Get Started Marketing Your Indie Game

PAX South allowed us all to see the gaming industry from a number of levels – from the AAA production companies all the way to the moonlighting programmers who are trying to make a dream come true. It was truly great to see Microsoft open an area for a select few of Texas’ finest programmers to show off their indie games, but there are still so many small startup gaming companies who don’t have that kind of opportunity who are trying to get their games seen by the gaming community.

As I had mentioned in my last blog post, many of these companies obviously want their projects to be hyped up for purchase, but not many people know how…or know of the tools (like Facebook, Twitter, etc…) but don’t know how to use them…or have the time to use them properly. Below is a few starter tips for the brand new designer or new game company who have big dreams, fun games but little idea on how to get visibility on their projects. Continue reading

PAX South and What I Learned about Marketing Independent Gaming

So PAX South has come and gone, and I had a total blast just like everyone else. For the first time in Texas, PAX did their best to give video game fans something that those who live in the Southern states could only experience if they did a long trip up north to Boston or Seattle. While checking out all of the booths and attending some panels, I learned a great deal…whether it was directly from a person, or indirectly from attending a panel. Just what did I learn from my first PAX convention?

#1.) Independent Gaming Companies are making some awesome games…

But you already know this! This is a no-brainer…and if you’re a gamer, you know that there are some awesome games being made by independents right now. I had tons of fun checking out all of the games from the independent companies, especially Starlight Inception from Escape Hatch Entertainment (@escapehatchent) – which I’ll admit I’m biased because I love Starlight Inception. Escape Hatch has a new game coming out based in the Starlight Inception world called Starlight Tactics that is a hardcore turn-based strategy game where you pilot your vessels and aim your weapons in a total open-space galactic plane interface. Using the touch-based interface on a tablet, It really made me feel like I was the navigator on a Federation Starship from Star Trek.

Mish Mash Machine (@MishMashMachine) has created “Raising Hell”, a fun platformer where as the demon “Damian”, you have to escape Hell before it freezes over. It’s very addictive and if you’re a big historical myth guy like myself, you’ll find endless amounts of humor in this premise. Dodge angels, fire bazookas, and teleport all over the place while Snowmageddon hits the 9 Levels of Hades*.

*I don’t think there’s just 9 levels of the game, I was just making a funny.

Desert Owl Games (@DesertOwlGames) was showing Poxnora (@poxnora) to the world – an already popular independent game that takes Magic: Duel of the Planeswalkers and turns it into the battle strategy game it wishes it could have been – a collection of miniature gameplay, Fantasy RPG and Customizable card games into one visual and tactical feast for the eyes and mind, Joystiq recently did a piece on Poxnora, calling it the “coolest online card game you’ve never heard of”…but that’s changing. Their game content is constantly evolving with new creatures and cards, and they’re easy to find either on their website or on Steam.

What’s great about PAX, if you don’t already know, is that it’s also a place for tabletop games as well. A passionate games designer named Will Stateczny of Topwise Games (@TopwiseGames) has created this funny new card game called Monkeys Need Love Too, where if the idea of being a monkey trying to escape a perfume lab and flinging poop is a fun night to you, then you should definitely check out this game.

#2.) A lack of local spotlight…

While I mentioned Escape Hatch, Mish Mash Machine and Topwise, I was a little disappointed at the lack of a local spotlight for San Antonio developers on the exhibition floor. Microsoft had a small exhibition area for independent programmers based out of Texas, but it was small and it was ALL of Texas…with maybe 5 to 6 indie companies at most on display – not including Escape Hatch, who are based in Austin and were there on their own dollar.

PAX really could have done more for the local scene – these small guys are hustling like mad trying to make their dreams a reality, but so many of them didn’t even make the cut. PAX South was a prime opportunity for PAX to make use of its brand and bring together so many new programmers, designers, businessmen, etc… to start the foundations of new games and new companies. I understand that much of the space was needed for the bigger companies that made it out, but there was so much space available in the gaming section of the convention. For a city that is priding itself on building its start-up scene, this could have really benefited San Antonio even more  – I hope PAX South 2016 opens the door for more independent gaming community people to come together, especially in the San Antonio area.

3.) Independent Gaming Companies Have Issues Getting Noticed…

All of these great indie gaming companies have a similar problem – getting the word out to people about their projects. When I was talking to president of Desert Owl Games Arthur Griffith, I was able to pick the brain of an independent who has built up his fanbase to make Poxnora one of the more popular indie titles online. His secret isn’t so much a secret but a tried and tested method of building a community the old fashioned way – inviting people to join, and cultivating the fanbase of the Poxnora and Steam forums into a strong group of vocal supporters. It is slow and methodical, maybe a bit too slow for most “on-demand” people, but when your fans feel like they are a part of the system and not just another stat, they become loyal supporters of your product. Word of mouth, healthy communication, strong selling point, and viral content – Desert Owl should be one of the benchmarks most indie start-ups aspire to become within their first 5 years of creation.

From the people I talked to on the exhibit floor, many of them considered marketing their game secondary and was using PAX as a way to get the word out – play the game at a game convention, seems like a good idea – and of course it’s a great one. But I also thought it was interesting to see how many of these companies either didn’t know how or didn’t have much time to market their games, but this comes as no surprise. As a game designer, you want to design games, not market them. You can’t get the word out on a project without having something to show the world first, and this usually means having a finished game to show them before starting up buzz. However, in my opinion most gaming companies who go this route are missing a small boat that could lead them up stream fast – but I realize this stems from two important issues:

  • Lack of time – When you’re up late from your day job trying to code your latest project, the last thing you’re thinking is “How the heck am I going to get people to buy this?” You want your project done, why be on Twitter when you could be debugging the next level? It’s totally understandable, but if people don’t know what to look for, how are they going to know to give your game a try? If “word of mouth” or “I’ll get to that later” is a reply, you could be missing out – not giving even social media a small chunk of attention now can lead to a number of different issues, including slow sales that never evens out, difficulty in differentiating yourself from the competition, allowing yourself to see what the competition is doing next and even legitimizing yourself as a gaming company.

This is kind of a “cart before the horse” issue, but when you have the problem of needing to build the cart beforehand, you have no time to purchase the horse. But there’s a lot of ways to get around this, including outsourcing to companies who do this for a living.

  • Lack of know-how – another issue I ran into is simply, people know about the tools of the trade, but don’t know how to use them. Again this is of no fault of anyone, programmers and designers are meant to program and design, not create buzz and drive sales to their game. Everyone knows that social media is a great tool for this kind of thing, but not many people know exactly how to use it properly. Some common questions or statements I received when chatting about this was:
    1. What do I post? – Blogs, updates, memes…ask questions to your followers, reply to them, build your community by making them feel like they are a part of something great. When your game is released, they’ll be even more hyped to try it, and pass on that hype to others.
    2. When do I post? – This information is widely accessible on the internet. Just type “social media peak hours” and you’ll find every social media site and the peak hours to post on them.
    3. We really don’t have much info to pass along – There’s a ton of different things you can write about, it doesn’t even have to be game related. It can be stories, anecdotes, anything you can think of…now combine that with a few retweets from like-minded followers and suddenly you have a stream of content for your followers…
    4. I just don’t have much time to update my blog or social media – Like I mentioned about, this is an actual legit issue. Who has time to do these things when you’re coding, designing and debugging?

There are a ton of resources available to designers to help market their games, social media being a huge hype engine that can get the ball rolling before the game is even released. With consistent organic content constantly being updated, an independent company’s followers can increase via hundreds of percent in the first 5 months of joining just Facebook and Twitter alone, never mind adding Google+, Reddit and other means of spreading the word.


Game Developers – I’ll be writing a Part 2 to this blog about what you can really do to create your own online marketing plan to capitalize on all of the resources you can use to get the word out on your games!

Stay tuned!

Heading to PAX South this weekend!

Hey everyone!

Just a quick note – I’ve been a little radio silent as we prepare to head to PAX South to represent Heroic Games and their project Heroes Must Die.

We’ve got a lot of content to work on, as well as marketing the project – the world’s first transmedia Video Game – Theatre production! Play the game and your ending affects the story of the theatre production that you can see later this year! It’s a bold and imaginative step forward in an industry that has stagnated lately, primarily with AAA video game companies saturating the video game market with first-person shooters.

I invite you to head over to Heroic Games’ website and check them out! In the meantime, if you’re going to be at PAX South and see me, come over and say Hi!

Why I’ll Always Remember January 13th

I’m going to take a moment to write a personal blog entry before I continue with business. I’m listening to the BCS Championship game around 9:30 pm EST on January 12th, 2015. My first post gave everyone a quick peek into who I – Patrick – was behind the blog. In that blog I wrote the following line:

“3.) Exercise and Nutrition
This is partially where the idea for the name of “Spartan Creative” came up – I train diligently 5-6 times a week in the gym. Health, exercise and nutrition are all huge parts of my life, and while I’ve gone through parts of my life where I’ve had to stop or slow down due to whatever reason, I always eventually come back to it.
There’s a good reason for this, something that I’ll come back to in a new post.”

I’m going to make that post now.

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