A question was recently posed to me by a friend: “Is there ever a situation where a game designer should include material in a game that isn’t fun, but still necessary to complete?” It’s a provocative question: we play games to have fun, right? So what if the game stops being fun? Whose fault is it?
A quick reprisal points the finger to the developer; after all, it’s their fault for making something that could have been amazing, but instead has turned out to be no better than running one’s own hand through a meat grinder. Why couldn’t they have done a better job of designing the game?
Of course, on consideration, this argument is fundamentally flawed: somebody had to have liked that game. I seriously doubt a developer ever releases something that has been tested and re-tested to prove it puts people to sleep faster than an episode of Bob Ross and Mr. Rogers Paint the Neighborhood. People put their time into games they find interesting - and, typically, games they would play. They beta test them and get (hopefully) honest responses. Somebody had to find these games enjoyable at some point. Therefore, then, the problem truly lies with the gamer, doesn’t it?
After all, if you’re not an FPS fan, playing Halo or Crysis will only serve to incite nerd rage instead of providing an otherwise-enjoyable fragging experience. Neither of those games were bad; just not for everybody.
So let’s break it down a little: let’s say, for the sake of argument, that games are only played by the people they were designed for. Only RTS fanatics play Age of Empires, Supreme Commander, and what have you. In that case, is there ever a case for the developer to include material that isn’t enjoyable - and yet, required?
Maybe a frustratingly long quest that or simply a challenge that seems utterly impossible? Is there ever justification to do this? My gut tells me that the right answer is “No.”
Some people love beating the overwhelming odds. Others feel the sense of accomplishment after killing a thousand of a certain monster in order to unlock whatever secret reward that’s been laid out. I think it’s great that “extreme challenges” are included in games of every difficulty.
But no matter how ‘hardcore’ the player base is, an “extreme challenge” shouldn’t be required for completion. If every Final Fantasy had required the destruction of an Ulitima Weapon in order to progress through the story, I’m sure many players would have sworn off the series long ago. Games are meant to be enjoyable. That’s why we play them.
We don’t play them to win, necessarily. That’s not the point. I’m not saying every game should be *winnable*. But every game should afford its players the opportunity to be fully enjoyed. When something comes along that precludes the fullness of what is left to enjoy, it leaves a sour taste, as though we have been tempted and then rebuked. Nobody wants to continue a game when the reward is no longer considered to be worth the effort. Sometimes putting 100 hours into a game is worth the effort.
But if a game requires that kind of investment simply to advance further, it probably isn’t.