I've been playing
Dragon Age: Origins recently, and it's been really frustrating me. So I sat back and thought about what it is that's causing the problem, and how other games avoid it. I've also been playing
Borderlands lately, and have been enjoying the gameplay there much more (although Borderlands has horrible, horrible UI), so I think it'll be a good comparison. There will be minor spoilers about certain encounter details, but none about plot.
Difficulty CurveBorderlands introduces you to new game concepts one at a time, and runs you through a mini-tutorial each time, sometimes in the form of a quest. So it starts with "here is a guy to shoot" and works up to advanced concepts "don't run over enemies with 'Burster' in their name, they explode and do lots of damage to your car". Eventually you're dealing with lots of concepts all at once, and although it's challenging and sometimes you'll die a lot, it feels good because you generally know what you need to do and it always feels like it's possible to succeed. It's a little tedious going through the early areas the second, third, fourth time you do it (because like all Diablo-style games, making an alt of every class is encouraged just so you have a way of using all the cool loot you get), but on the whole it works pretty well.
Dragon Age's difficulty comes from fights that will kill you dead, without any warning that it's going to be a tougher fight than normal. The intro is actually pretty good about this; at one point there's a tower that you fight your way to the top of, and there's a big boss guy at the top who hits pretty hard. Challenging, but expected.
However, once you get into the free-exploring part of the game, the difficulty jumps around wildly and unpredictably. You get a choice of four towns to go to, and apparently I picked the wrong one the first time. I then spent three hours repeatedly dying while trying to defend villagers from a zombie horde, because the game assumed I would have a healer in my party by this point. There wasn't any meaning or lesson I was supposed to learn from this fight being so hard, other than maybe "villagers are suckers and you should let them die". I ended up loading an old save and heading to another town first, which was much much easier, a lot of fun, and gave me a very capable healer.
More recently, there was a coliseum-style fight. Five rounds, of which the first three were one-on-one and pretty trivial. The fourth round was 2v2, and I was allowed to pick one of a couple of plot NPCs, or one of my normal party members. I picked a plot NPC and we wiped the floor with them, even though I couldn't issue him commands.
So the fifth fight is versus four guys. I had the option to bring my entire normal party (total of 4 people including healer) or both the plot NPCs (total of 3 people including myself, the rogue). What have I been taught so far by the arena?
- The fights are not hard, even with uncontrollable plot NPCs instead of normal party members.
- Bringing plot NPCs is better, because of added plot.
So I picked the two NPCs and of course we died horribly. This wasn't challenge with a purpose, it wasn't interesting or fun or teaching me more about the game mechanics. It was just artificially difficult, and I quit in frustration because of.....
Death PenaltyThe second thing Borderlands teaches you (after "this is what the four things on HUD mean") about is save points. These are represented by big antenna-looking things with a glowing red light on top that you can see from a distance. When you get close to one, it flashes an icon on your HUD to show that you're saving, and the light changes to green. Some also act as fast-travel hubs, although you learn about that later.
Any time you die in Borderlands, you get sent back to the last save point you passed, at full health and with all the loot you had. Most enemies that you killed will still be dead (although some trash does respawn), but by the time you get back to wherever you were, anything you didn't kill will have regenerated back to full. The cost of death comes down to the time to hike back, ammo you spent on enemies that regenerated, plus a nominal cash fee. Lesson: try to avoid death, but if you get in over your head, you can always hike back to town and restock on health kits before trying again.
When you die in Dragon Age, it's the standard ominous GAME OVER screen, and then a choice between "load last save", "load a specific save" and "quit". (Hint: if you provide your players an easy way to quit at the exact moment when they're frustrated because they died, they will frequently use it.) The main problem here is that, although there is an autosave feature, it isn't activated nearly often enough. In the case of the arena fight I mentioned above, the last autosave was when I zoned in to the arena antechamber, half an hour before I did the first fight, because there was a bunch of talking to the various fighters to do. Cost of death: 45 minutes of wasted time since the save, plus 15 minutes of tediously re-doing all the stuff again (since it's faster the second time). In this case I was actually lucky, because I'd manually saved just before the first fight, but I still decided to quit instead of reloading.
Please, designers: if you have an autosave feature, USE IT BEFORE HARD FIGHTS. One of the least enjoyable things you can do as a player is repeat easy content because you died on hard content.