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Fake Difficulty - TV Tropes

http://tvtropes.org/pmwiki/pmwiki.php/Main/FakeDifficulty

Fake Difficulty

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"This is one of the hardest games I've ever played, but for all the wrong reasons!"

When you play a video game, you expect to be able to use your skills as a gamer to beat whatever challenges the game throws at you. If the challenges require a lot of skill, the game is hard to win. If it doesn't require much skill, it should be an easy game. However, some games that should be relatively easy are actually quite hard. It could be due to shoddy programming, a Game-Breaking Bug, poor implementation of gameplay elements or time constraints, or the developers threw in something which makes the game harder, but which has nothing to do with the player's or Video Game A.I.'s skills. This is fake difficulty.

There are five main kinds of fake difficulty, in addition to The Computer Is a Cheating Bastard, a sub-category of this:

It is important to note that just because a gameplay feature is annoying and frustrating does not make it fake difficulty. For example, placing a large number of invincible minor minions between the player and the Plot Coupon is extremely annoying, but if they can be avoided by skilled movement — the difficulty is real. If they also had wonky hitboxes that made avoiding their attacks unreasonably difficult, made the game lag and stutter, or were in an area with a really touchy and mercurial camera, a credible claim of fake difficulty could be made.

Note also that fake difficulty is not inherently bad. If used subtly, it can provide a satisfying challenge in cases where the AI might be lacking. However, it is obviously preferable for the AI to provide a challenge by playing well than by getting special advantages from the programmer. Moreover, some games (notably Platform Hells and Retroclones) get the majority of their comedy/nostalgia from Fake Difficulty and it is much of the appeal of them. Dungeons & Dragons' most popular module is packed to the brim with Fake Difficulty and attempts to reduce it have caused complaining from the fanbase. In these cases, it's perceived fair game because these games do not lie to the player about being fair challenges (or rather, about the nature of the challenges they provide), so a prospective player knows what they're signing up for.

Fake Difficulty was prevalent in many older games, when developers were still learning about how to make fair challenges. It took people to realize that sometimes, a game was hard for all the wrong reasons, before they could see how to make it hard for better reasons. The unfortunate side effect is that newer games seem easier in comparison merely because they're a fairer challenge. There are plenty of other reasons for this (such as players being aware of some persistent forms of Fake Difficulty and making sure to avoid them) but that's another article entirely. It still does exist today, mind you.

Fake or Artificial difficulty is sometimes used to refer to the raising of enemy stats without improving their AI or giving them new abilities. However, raising enemy stats may force the player to devise new strategies or execute their inputs with less errors. Trial and error and reattempting sections of a game are a natural part of most games, and only excessive or ridiculous examples of trial and error should be considered "fake". Also, difficulty is a measurable statistic that can be categorized into different kinds of player skills required to overcome it. Thus the term "fake" difficulty is a matter of opinion which can change from player to player, depending on which forms of difficulty they like or dislike.

Notably this is the reason why joysticks and d-pads are on the left, despite the majority of people being right-handed. Following The Great Video Game Crash of 1983, there were less new arcade cabinets being made, leading to players getting too good at the existing games and putting less money into them. Taking the cabinet apart and swapping the controls was a simple yet diabolically effective way to inflate the difficulty and milk more quarters out of their patrons, so much so that the idea spread like wildfire to the point it was adopted globally, leading to it becoming the norm in gaming today.

See also Fake Longevity. For the player variant, see Not the Intended Use.

Contrast Anti-Frustration Feature, where things are fudged in the player's favor instead. Also contrast Nintendo Hard, which is extreme, but very real difficulty.

No on-page examples, please.

Sub-categories:

Subtropes:

Difficulty due to technical aspects of the game Outcome due to factors beyond player control Denial of critical information Punishing decisions made long before one could reasonably understand the ramifications Requires or rewards counter-intuitive or irrelevant behavior or skill from the player to continue the game

Alternative Title(s): Artificial Difficulty


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