Scaling geometry difficulty
Posted: June 10th, 2007 | Author: Simon | Filed under: Journal | Tags: Games, level-design | 4 Comments »The last few days I’ve been playing a lot of God of War II and thoroughly enjoying every last moment of it. That is, up until now.
I’ve just gotten to some of the last levels I presume as the story arc is nearing its end (the Phoenix Champers) and the difficulty have just risen so steeply in the last few levels that the game is becoming more frustrating than fun to play.
Let me explain. In the last few years I’ve steadily gone from being a hard-core gamer to a somewhat ex-core gamer due to high level of time consuming elements of my life (such as university studies, wife and son). And that has some clear effects on my timing and aiming skills. These skills only stay good if honed continuously, and I simply don’t have the time for that.
And in the case of God of War II many of the later sequences of the game requires just these skills. As I’ve become an ex-core gamer I tend to play on the easy setting just so that I have time to complete the game without using too much time on it and still see the parts of the game that everyone is talking about. The problem is just that the geometry don’t scale. The difficulty of making a jump in a 3D environment is just as hard on extreme difficulty as it is on easy. And that’s no good.
When games moved into 3D, however, the jumping puzzle became a more difficult task. In addition to requiring the player to control their jumps in an extra dimension, the problem of viewpoint reared its ugly head. Games with fixed cameras sometimes made it quite difficult for the players to see where they were landing, while manual control added another control to juggle. #
I would really like to see that if I choose to play on easy setting that the jumping and timing puzzles gets scaled accordingly, else I’ll end up in the position I’m at with God of War II currently; I’ll just stop playing and all the hard work and godly greatness being purred into the levels to come will forever be lost on me.

Amen to that.
I’m still only 2 hours or so into GoWII, despite having had it for a good couple of weeks. I _want_ to play it, but actually aligning the stars and picking up that controller just doesn’t seem possible as often as in my dreams…
Alas; there is always retirement :)
Ah, yes… we are getting old aren’t we?
But I do feel that it’s a fundamental flaw in first- and third-person games that the is no way of making the jumping puzzle and what have you easier.
The only thing that actually gets easier with the difficulty settings are the aiming skills of the monsters and their health.
Well I do think there are some ways of making it easier, but it varies from game to game. For instance, imagine Jak & Daxter, where Daxter will indicate to you through animation and sound when you need to jump; context-sensitive of course. Could work…
Maybe… and I sure love the Jax & Daxter + Ratchet & Clank series, mainly because the never let the jumping puzzles be too difficult.
But what I was thinking of is that something in the line of aim-bots (as in first- and third-person shooters) than would help you clear these jumping puzzles if you’re playing on easy.
Or maybe that platforms themselves could scale in size and/or location…