One of the most enduring discussions in the gaming community revolves around the reasons players engage with video games. Do you dive into a game seeking a challenge, relishing the thrill of overcoming obstacles? Or do you immerse yourself in gaming for the empowerment it offers, enjoying the escapist fantasy of wielding incredible abilities often unattainable in real life? This question is particularly pertinent in the role-playing game (RPG) genre, where the essence lies in developing characters over time, witnessing their growth in power and abilities.
At the heart of many RPGs is the concept of player power fantasies. Players often start as humble characters, evolving from rags to riches, transforming into powerful entities capable of dominating foes or mending a broken world. However, the excitement of wielding such power can diminish if not balanced with an appropriate level of challenge. This raises an important question: how can developers provide a satisfying level of difficulty while ensuring players feel empowered and rewarded?
To delve deeper into this balance, we spoke with designers from two contrasting ends of the development spectrum: the expansive triple-A live service game Diablo IV, known for its need to deliver ongoing updates and balance in a dynamic environment, and the indie cult classic Darkest Dungeon II, renowned for its brutal challenge while still allowing for character development.
Establishing the right level of difficulty in a game is a complex aspect of design, especially in modern RPGs. Different players have varying expectations—some crave adversity to feel satisfied, while others prefer a more relaxed experience. Aislyn Hall, a systems designer for Diablo IV, likens challenge to a vast ocean, noting that while some players are content to passively enjoy the ride, others desire to steer their own course. “When a player goes on their maiden voyage, we’re going to be their captain—offering guidance and security in uncharted waters,” Hall explains, emphasizing the need to scale difficulty as players progress.
Conversely, Tyler Sigman, design director for Darkest Dungeon II, embraces a different philosophy. He advocates for an uncompromising game design where the rules are firmly established. “Our goal is to make every step feel earned,” Sigman asserts. In Darkest Dungeon II, the absence of manipulated random number generation (RNG) contributes to a punishing yet rewarding experience, where players often face brutal outcomes from truly random events.
One of the core promises of RPGs, rooted in their tabletop origins, is the ability to escape reality and shape the world around us. Developers vary in how they deliver this empowerment through character growth. Hall emphasizes that feeling powerful is critical in any game, although the manifestation of that power differs across genres. Whether it's through the control of a garden or the ability to vanquish demons, the sense of power is intricately linked to difficulty.
For Darkest Dungeon II, the focus is not on showcasing character strengths but on highlighting vulnerabilities. “Heroes should always feel human,” Sigman states, explaining that the game’s design aims to keep characters in a constant state of peril, making every achievement feel hard-earned.
In a game as expansive as Diablo IV, finding the balance between challenge and character power is an ongoing challenge. Hall mentions the concept of a “complexity budget,” which dictates how much information players can absorb at different stages. Early on, simplicity is crucial, while complexity can increase as players become more familiar with the game’s mechanics. This balance also extends to difficulty; too much early challenge can deter players, while too little can lead to a lackluster experience.
The release of Vessel of Hatred, Diablo IV's first major expansion, allowed the team to reassess the difficulty curve. Hall recalls the need to adjust player power in relation to the game's difficulty system, introducing the Torment system which adds tiers of challenge that players can select based on their preferences.
In contrast, Darkest Dungeon II intentionally leans heavily into challenge from the outset. Sigman notes that players are kept in a constant state of vulnerability, even during tutorials, enhancing the feeling of peril. This approach ensures that players are never complacent, and every accomplishment feels hard-earned.
However, the design philosophy does not aim to punish players. Sigman emphasizes the importance of allowing players to experience growth and accomplishment, while maintaining a sense of danger. This includes both immediate character development during a run and meta-progression, where players unlock new heroes and skills over time.
Running a live-service game like Diablo IV requires constant adaptation to maintain balance. Hall notes that player expectations shift over time, necessitating adjustments to early and mid-game experiences, especially as new players join. For Darkest Dungeon II, Sigman explains the philosophy of iterative design, where balance is continuously refined based on community feedback, analytics, and evolving metas.
Yet, with every update, there is a risk of disrupting the balance established in previous iterations. Sigman acknowledges the challenges faced when adjusting game elements, particularly when changes frustrate loyal players. The balance between adversity and empowerment ultimately hinges on a fundamental question: “Who is having the fun here?” It should always be the player.
Ultimately, the fine line between player power and challenge in RPGs is a complex balance that game developers strive to achieve. Whether players desire to feel like a formidable demigod or to triumph over a daunting challenge, the overarching goal remains the same: to provide a satisfying and enjoyable gaming experience. By embracing both empowerment and challenge, RPGs can deliver a rich, engaging adventure that resonates with players across the spectrum.