Wednesday, March 5, 2014

Why Dragon's Dogma's Hard Mode Sucks

I really enjoy Dragon's Dogma, and I really enjoy challenging games or doing self-restrictive challenges in games.  This should be pretty clear if you've seen my YouTube series Dragon's Dogma Crazy Solo Challenge Run, where I played through all the content in the game without pawns, without using curatives, and even without armor.  Or if you just look at the kind of games I make, its pretty obvious I love a good challenge!

I was understandably pretty excited when I learned that a new "Hard Mode" was being added to Dragon's Dogma via a patch way back when, and viewers of my solo runs asked me if I would further challenge myself by playing through this mode.

I really wanted to like Hard Mode, but sadly it was very poorly done, at least as a way to play the game from the beginning.  It feels more like what New Game+ should have been than a legitimate Hard Mode intended to be played from the start, and I think it sucks a lot of the fun out of the game even for someone like me who prefers a challenge.  It was very obviously a tack-on with little thought put into it.

The reason Hard Mode sucks in Dragon's Dogma is that half the changes are actually things that make it easier, and the rest are more annoying than challenging, make the combat dull, or go too far and feel more like unfair random deaths and not a true test of skill.  In this post I will examine each of the changes made in detail, and at the end present alternate changes that would have made for a true challenge without making the combat dull, annoying, or unfair.

What Hard Mode Does


* Double XP/DP and increased gold drops


What. The. Hell.  Does this sound like a "Hard Mode" to you?  If someone is looking for extra challenge, why do you think they'd want that to include changes that make the game easier?  What were they thinking here?

I get that you might want to add some kind of incentive, some reason to play the mode (though I'd argue you don't really need one because the players who prefer a challenge don't need any extra incentive).  But if you must have an incentive, don't make it something that counters the very idea behind the mode!

And if this was done to counter-balance the elements that make the mode hard, than clearly you are doing it wrong.  Everything in the mode should be at least as hard as the normal mode, but doubling xp gain and giving extra gold does the opposite - by completing the same content as before, your character will now be significantly higher level and have enough cash to buy the best equipment.  If the developers felt the mode was too hard as it was, they should have toned back the other changes rather than add something like this that goes counter to the very idea behind a higher difficulty level!

Honestly as a solo player, I already find my character leveling up faster than I'd like (due to not splitting xp with my pawns), so having double xp on top of that means I have out-leveled all the content long before I get to it unless I go out of my way to avoid getting xp.  This change also causes other problems I'll cover later.

On a side note, Hard Mode also increases the power of some augments, like Bastion!

* Increased Stamina usage for moves


Well at least this is a step in the right direction.  Sadly at best its a minor annoyance, and at worst it just makes the gameplay more dull.  Stamina is used by all of a character's special abilities, so having it run out faster just means more time spent doing the basic attacks instead, which don't require stamina.  These basic attacks are often just as effective as the special stamina-draining ones anyway, but the stamina-draining special attacks add a lot of variety to the combat.  Restricting your moveset may make things tougher, but it also makes them dull in the process!

And honestly it doesn't really add much challenge anyway.  Not only because the basic attacks are often sufficient on their own, but because no matter how much stamina a special attack uses you can always perform it as long as you have a little bit of stamina left.  You can also pause the game at any time, including during the animation of any move, and consume a mushroom to restore a tiny bit of stamina.  This means as long as you have a mushroom left, you can use high-stamina moves as much as you want, you just have to pause the game more often.

In short, carry around a lot of mushrooms and this is just an annoyance, not a challenge increase.

* Decreased knockback/stagger ability of player attacks


Again, on paper this sounds like a good idea, like the stamina thing does at first glance.  And certainly, there's no question this makes the mode harder...but it also, again, makes the mode less fun, and on top of that is poorly balanced across vocations.  Some vocations depend greatly on knockback, like Warriors, but others don't really need it that much, like ranged characters.

Mostly I just don't like how this detracts from a lot of what I find appealing about the combat system in Dragon's Dogma and the physicality it has, which is one of its strengths over many other games in its genre.  Learning to exploit moments of weakness in the enemy patterns in order to knock them down and get extra hits in, or stagger them at the right time to prevent an attack, is a lot of the thrill of becoming skilled with the game and learning each enemy in-depth.

For example, when facing a Chimera as a Fighter, you may eventually figure out that there's a brief moment right after it rears up on its hind legs, just before it does a leap forward, where a Burst Strike will cause it to fall on its side leaving it vulnerable to attack.  Learning to recognize and utilize this tell and others like it can take time and practice but is a lot of the satisfaction of mastering the game.

Without things like this, there is little incentive to directly engage an enemy and the ebb and flow of combat, the back and forth of avoiding attacks and then taking advantage of openings like these, is lost.  Instead you are left depending on staying in safe spots or out of range, or if melee is your only option, just taking potshots the entire fight in the brief openings you get.  Just not that engaging, in my opinion, and a loss of one of the game's strengths.

* Player character takes significantly more damage from attacks


Finally!  A good, solid, tried-and-true way to make a game more challenging - punish mistakes by increasing the damage the player takes when they mess up, so they can afford fewer mistakes before they die.  Now this is a change I could get behind... except that the way it was implemented doesn't suit this game at all!

One would think it would just take the final damage you receive from attack (after armor modifiers and such) and multiply it.  So if normally you would take 50 damage from an attack when all is said and done, make it doubled, to 100, or quadrupled, to 200, or whatever seems to ramp up the challenge enough to intensify combat.  That's obviously not how it works though.  I'm not sure what formula was actually used, but I suspect they just added a flat, high amount of damage to every hit you receive.

I feel this way because I noticed that things like rats, bats, snakes, and spiders, all of which are so inconsequential that pawns won't even bother killing them, will still kill you in 1-3 hits early on.  Yet, larger monsters like wolves and saurians do, percentage-wise, barely more damage, also killing you in 1-3 hits!  In normal mode these tougher enemies do significantly more damage than the fodder enemies.  Therefore it can't be just multiplying the resulting damage, it must be doing something else, and whatever it is doesn't make much sense.  Bats and rats should not end up being more threatening than a hobgoblin due to being harder to avoid yet doing nearly the same damage!

Its also just very clear that this game was not meant for such a damage system.  This isn't Dark Souls, as a comparison.  In Dark Souls enemies are always in the same place, heavily telegraph their moves, and, for lack of a better way to describe it, the combat is just much more structured and orderly.  Its still very difficult, for sure, but also...more predictable, less chaos factor.  Dying in 1-3 hits works fine, because every time you get hit its your fault.  Its difficult, but fair, just like in Volgarr the Viking (shameless plug!).

Dragon's Dogma is NOT built this way.  For example, even if you know when they will appear, there's no way to attack bats before they swoop down on you, and even if you react quickly to swat them out of the air when they swarm, there's times where you'll randomly get bit by one anyway and there's really nothing you can do about it.  The enemies in general are much more random in their AI and have a lot less telegraphing in their moves.  They swarm a lot more often and attack from multiple angles, and there's usually a lot more of them per fight.  Plus many characters don't even have any defensive moves beyond just moving or jumping out of the way, whereas in Dark Souls you pretty much always have options like block, dodge, or parry.

My point is, overall the combat in DD is just far more chaotic than similar games, and its much, much harder to completely avoid getting hit, but it works in normal mode because things that are random and nearly impossible to avoid do such tiny chip damage that it doesn't really matter in the long run, its still mostly about avoiding and countering the "big hits".

Suddenly dying in 1-3 of the weakest attacks from the weakest enemies in this kind of chaotic, free-form combat system doesn't feel "fair" at all, its not so much a challenge as it is just stupid random death through no real fault of your own.  Plus, it really makes it kinda pointless to even bother with armor and such for a large portion of the game because you'll die in the same number of hits regardless.

Look, I'm cool with dying instantly from a powerful spear stab or leaping attack from a Saurian, for example, even when decked out in great armor, but dying from a rat nibbling on my toe twice that I didn't even notice was there?  That's just dumb.

* Makes Pawns stronger with no downsides for them


In Hard Mode pawns do not take extra damage, do not have reduced knockback/stagger capability, and do not run out of stamina any faster like the player's character does.  They do still gain the double XP though, and of course the bonus gold you get makes it easier for you to outfit your pawn, meaning they quickly become far more powerful than they would be in Normal mode, and compatively far more powerful than the enemies you are fighting.

SERIOUSLY??

Okay, granted, I play solo anyway, but I tried Hard Mode once with a pawn thinking it might make the mode worthwhile.  But now I have a pawn that is leveling twice as fast as they ought to but with no reduction in their power.  So there's your hero, ordering around a pawn that is several times more powerful and sturdy.  That just makes you feel like a weakling that's dependent on these AI characters to do all the heavy lifting for you, and encourages a "stay back and let the pawns handle it" style of play.  Very unsatisfying.  Plus, hire a high-level pawn (if you are into that system) and there goes all the challenge Hard Mode could have offered you, as they'll be just as effective as in Normal mode.  So. Lame.  Ugh!

* Screws up the combat music system


Okay, I know I'll probably sound a bit petty on this one, but it matters to me, and was actually kind of the clincher for why I don't like Hard Mode.

I really like the music in Dragon's Dogma, especially the exciting combat music that kicks in when the game decides that you are in a very dangerous fight and are very likely to die.  Really pumps me up.  On the other hand, the combat music that plays when the game thinks you have an easy fight on your hands and probably shouldn't even bother is very boring and slow-paced, like its trying to put me to sleep (its not as bad in Bitterblack Isle, fortunately, but I actually prefer the mainland's 'intense combat' theme).

How does the game figure out what music to play?  It compares the level of yourself and your pawns to the level, number, and type of enemies you are fighting.  But it doesn't take Hard Mode into account.

Now recall, Hard Mode has you level at double the normal rate.  This means that past the very beginning of the game you are always much higher level than you normally would be when facing any particular enemy.  But as explained above, it also makes you take massive amounts of damage from even the weakest enemies.

Thus, typically every fight is one where you could die at any moment, and are outmatched by your enemies due to the factors Hard Mode adds, but technically you are much higher level than the enemies, so by the game's calculation you are in an easy fight picking on things much lower level than you.  Therefore the music is playing the dull, slow, "this fight should be easy" song for pretty much EVERY fight!  Really kills a lot of the joy of the game for me, but maybe not something that would bother other people.

* Grants bonus armor set if you complete it


This is the one thing that this mode got right.  Much better than bonus xp/gold while playing the mode, which makes the opposite of sense, this gives a nice "trophy" for beating the mode.  I still don't think such incentive is even necessary for most players that would want a Hard Mode, but its a cool extra.

It doesn't even need to have good stats (after all you've already supposedly done the hardest thing you need to do, what would be the point of powerful armor at that point?), just looking cool and distinctive and being at least viable to use is a great reward, and since you don't get it until you complete the mode, it doesn't make the mode any easier like some of the other changes.

* Nothing Else (as far as I know)


By this I mean, it doesn't change enemy behavior, give enemies new attacks, increase enemy numbers, increase enemy health/defense, or anything else that might make the game harder.

To be fair, I'm glad it doesn't increase enemy health/defense.  Many a Hard Mode I've seen in other games has done this and been ruined by it, because although enemies living longer does make them harder, it also makes the fights often drag on for too long and become tedious more than challenging.  A slight boost doesn't hurt, but punishing the player for mistakes (taking more damage when they screw up) and making the fight more difficult in other ways is a far better path than increasing enemy health and making fights drag on forever.  So at least there's that...


What I Wish Hard Mode Did


Can't really complain about how something was designed if you can't suggest a better way to do it, right?

* Increase damage player (and pawns!) takes in a sensible way - multiply the damage that you receive AFTER armor and such is calculated by some multiplier, like x4 or x8.  That way bats and similar stuff that will often get nearly-unavoidable hits on you still aren't likely to kill you, but a powerful hit from a strong enemy (which you should be reasonably expected to avoid as a skilled player) could kill you instantly.

* Keep the bonus armor set reward for completing it - that was a good idea.

* Have the music system take Hard Mode into account - just bump up what the "threat value" of an enemy is in hard mode so tough fights still play the exciting music!

* Eliminate instant healing at any time - this is the major reason why I only died once in my solo playthrough - unless an attack is an instant kill or you have no curatives left, the only thing you need to do to keep alive is get good at hitting that pause button right after you take a big hit.  You can then consume as many items as you want while the game is paused with no risk whatsoever, even while being juggled by attacks or held in a monster's grip!

Even in Normal mode, I really wish the game was more like Dark Souls or Monster Hunter in this regard, requiring you to retreat and find a safe moment to heal.  I understand it might upset people to have this in Normal mode after the game came out, and I don't mind being able to pause the game at any time and manage your inventory (I'm not asking for it to be like DS/MH in that regard where you can't truly pause at all), but it would be nice if when you did pause you wouldn't be allowed to eat any curatives while your character was in the middle of other animations (kinda like it how it doesn't let you change your equipment in those situations) and when you did use a curative, it would immediately un-pause and force you to do a brief animation of eating it to get the health (just like when you try to equip/put away your lantern) making you vulnerable to attack.

That would really ramp up the challenge of the game but without reducing the thrill of the combat like the stamina and knockback nerfs do, and since its similar to the equipment change and lantern-lighting mechanics already in the game, wouldn't take much effort to add (besides having to make the special eating animation).

* Change the enemies themselves to be more aggressive in their AI, use moves they didn't have before, etc.  I understand this of course would be a ton of work to do, so I can't say I'm surprised it wasn't included in the patch that added Hard Mode.  But it would be pretty awesome (Devil May Cry did this kind of thing for its harder difficulty, and Monster Hunter does this for some monsters when you get to High/G Rank, and both of these are also Capcom games)!

* Do NOT include the other changes like double xp, increased gold, decreased knockback/stagger ability, and increased stamina used by moves, as those are either counter to the idea of hard mode or serve more to make the combat dull than to make it feel more challenging.


And that's why, while I may continue to come up with restrictive challenges to do in this game, I likely won't be using Hard Mode.  I hope they do a better job with the mode in the sequel (and really hope there is a sequel!).

5 comments:

  1. This ended up being a very good read, I'm not agree in a few points anyway.

    Rhythm and stamina; the stamina managment is terrible anyway, hard mode only make it worst by a little bit. You can survive with core attacks? not with a Ranger or a Magick Archer. The game is meant to abuse stamina items, boring as hell, I know, but it's likely designed that way.

    This is balanced in terms of time efficience for killing and farming, carrying too much stuff will make you slow. Thinking on it the objective of the game is to get the best stuff, not beating the game, same goes for Diablo, Monster Hunter, Phantasy Star Online...etc, so, you're supposed to farm bosses efficiently, being a medium or heavy character makes you incompetent at farming, so, you've failed at being proficient at the game. Think about this as a work.

    That's how the game counter balances the items you carry.

    About healings from menu, yeah, I don't like it either (I dislike even more the fact that you must use like 30 curatives for every impact you get) but the game, chaotic as it is, won't allow a in-action healing animation, they need to redesign everything since now your only chance in most situations is to abuse the menu.

    About the knockback; completely agree, they're killing feedback for the game, imagine a perfectly timed combo in some EVO tournament, only to getting your rival not flinching at all and trading hits. That's pretty much killing the interaction between you and monsters; you manage to counter with a good hit = nothing happens.

    About damage and the esque bullet hell mechanic. Yes, dogs move very fast around you and their jumping attack have no telling at all, same can be said from many enemies, getting hit is gonna happen regardless (and no, unlike you've said not only from minor attacks, Garms have some no-telling bites too) maybe they wanted to make defense a factor? (or ranged combat if possible) anyway, yeah, hard mode feels unfair, very often.

    About experience gained. It feels just like risk reward to me, and less about "challenge" like speedrunning Dark Souls or Resident Evil it will be riskier but more rewarding, specially on games with character builds building a new "toon" in a few hours feel particularly rewarding. That's my opinion, hard mode is not meant to carefully struggle through the game, like you do in your (excellent) videos, seems more like an elite farmer playground, with better risk/reward relationship, much like trying to get to that epic sword underleveled on every action RPG, being efficient at speedrunning will indeed make things actualy EASIER for you, once you take the risk, IE, looking for the ice bow at BBI before playing the main game or going for the Gravelord Sword (Dark Souls) from the start.

    Cheers!


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  2. Totally agree +4000

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  3. This was a great read! And there's only ONE point I disagree with (2, technically, but only one counting for HARD mode - I'll list both).

    1) Risk vs Reward! You're telling me that you'd like to play on a harder mode and NOT get a reward for it until AFTER you win? And even then, you don't need the reward to be GOOD?
    My counter: I'm playing a harder mode. It should be harder, granted - a test of MY SKILL (or lack thereof) .. But I should get rewarded for EVERY feat of strength or skill I show. Each. And. Every. One. I don't see how you could do this without extra money and/or experience. But maybe this is just me.
    Keep in mind that this game was meant to be VERY different from Dark Souls (I don't know Monster Hunter at all, must admit).
    In Dark Souls, you can do almost anything at any time, with the proper skill and practice. In this game, the same cannot be said. A level one trying to do pretty much ANYTHING in BBI Hard Mode WILL BE KILLED. << Just an example showing that this isn't Dark Souls.
    You NEED your gear. Or your money. And you NEED your EXPERIENCE. Or, at least, some kind of reward useful while moving forward.

    2) Normal mode shouldn't get nerfed just because a hard mode was patched in.
    Hard mode shouldn't allow for chugging items while in a paused menu, I agree... But don't make it harder for easy-mode nubs who don't WANT the added challenge :P

    Again, great read. I appreciate your style completely. It's not MY style, mind you, and belongs in games like Dark Souls more than in this kind of a game ... But, you're clearly better than I am, I must admit.

    You're looking for an unrewarding challenge, with the "win" being the only real "reward" - that is not what games like this, or Diablo 3, are about. And RNG plays a MAJOR (if not the SINGLE.. BIGGEST) part in many of these kinds of games.

    Best of luck in your future gaming travels!

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  4. I created my own difficulty using Hard Mode by not allowing any consumable usage whatsoever. The biggest gripe I have with games such as Dragon's Dogma or Skyrim, is the ability to pause and use consumables. I refuse to use them at all: no mushrooms, no vim, no healing, nothing at all. They make the game far too easy. I keep the pawns (the most unique aspect of Dragon's Dogma!) and never manually save. This forces me to run back to Inns or change areas to get a save in. I do all this on Hard Mode and love it. I wish the enemies scaled on NG+ to further increase followup playthroughs. Oh well.

    Still, one of the best RPGs I've ever laid hands on. Still playing it to this day.

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    1. I have also stopped using consumables in any form for several years ago, including on the last couple of challenge runs on my YouTube channel. So I totally agree with you on the consumables (and manual saves).

      I still don't use pawns at all though. They may be unique but so is DD's amazing combat system, unrivaled by any other game in the genre IMHO. I also still don't use Hard mode for the reasons above, I just add other restrictions to increase difficulty in a way that feels more fun to me and without being counter-balanced by Hard Mode's increased XP/DP/GP. For example in my more recent runs I've tried things like not using vendors at all (meaning no upgrading equipment outside a lucky Dragon Forge and can only use what I find) and playing in Speed Run mode from the start of a fresh character (meaning literally can't save at all, death ends the run entirely, and have to complete the game in a single sitting).

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