LOTRO: Game Difficulty and Market Forces

Are video games becoming easier? It’s a perennial subject that is frequently discussed by those who play them. Often the question of whether they have actually become easier is not the focus of the debate, as it seems to be broadly recognised that it is the case. Instead, discussion of this matter tend to drift into the rectitude of this change. Debate’s of this nature are usually awash with subjective opinions and personal preferences which are then put forward as objective facts. It’s not just a question of video games becoming easier, it’s the fact that making them easier is “wrong” and those who want them as such are “not proper gamers” etc. The hours that have been lost to this pointless, tedious debate are uncountable. However, I digress. Let us return to the matter of video games becoming easier, because although fans discuss this a lot and have plenty to say, you don’t often hear from the developers on this subject.

Senior World Designer Matt Elliott for the MMORPG, The Lord of the Rings Online, made a comment recently on the game’s official forums, addressing this subject from an insider’s perpsective. On a thread titled Why is LOTRO Normal Difficulty So Easy he responded “short answer, the market changed. What players of MMOs (and gaming in general) expected for average effort to defeat mobs in combat changed and as a result, by not meeting that expectation, players left. LOTRO launched in a very transitional time for the genre and in gaming. Gaming just a couple of years prior was considered a ‘hardcore’ hobby — only the nerdiest of the nerdiest would dare to tackle endgame content. During that time in gaming culture, the tolerance for a more generally challenging or time consuming experience was higher. As gaming became more mainstream, the tolerance for that kind of difficulty or time-to-defeat dropped significantly.”

The comment has been met by a variety of responses on the forum. Again, no one is really debating whether such a change has taken place, most replies simply explore the reasons for such a change and whether it has been well received or not. However, for me I find a public declaration about the nature of market forces and their impact upon game design was quite reassuring. As it is a welcome reminder that video games as well as being popular entertainment and sometimes even art, are also commercial prodcuts. They exist to meet a customer need and make money. This is something that can be conspicuously overlooked by the most ardent fans. Their emotional connection to the games that they play are framed more as a parasocial relationship with the developers, rather than that of a customer. I’ve made this point many times over the years, yet so many gamers see video games in a different light to other products that they buy.

Difficult games have their fans and there is certainly a market for them. One only has to consider Dark Souls and the sub-genre that it has spawned to see the commercial success. However, there is a distinct difference between appealing to a sepcific section of the market and the wider market per se. It is there where casual, easier games exist and thrive. MMOs in particular are a niche game genre and are not likely to gain traction with a larger audience anytime soon. It is one of the reasons why the announcement of Guild Wars 3 is so interesting. Existing players of Guild Wars 2 cannot sustain the development and marketing costs of its sequel alone. All too often this is the sort of erroneous assumption that many gamers make. That they are the sole intended market. Guild Wars 3 will need to appeal to a broader playerbase and will therefore have to make design concessions to do so. The overall status quo for this franchise will change and not everyone will like that.

With regard to Matt Elliott and LOTRO, I’m sure his wise words will fall on deaf ears in some quarters of the fan community. There will always be those who resist change. However, I can see why people may object in principle. You like a product the way it is and it is subsequently changed without your consent or consultation. Hence I would argue that you are not compelled to embrace change willingly or to extol its merits if you do not wish to. But you must acknowledge its inneveitable nature and recognise that it will happen. As for LOTRO, its finacial future is not one of growth but of maintaining the existing staus quo and maintaining its core playerbase. Hence I do not see that game becoming any easier or harder. Furthermore, the recent addition of users being able to increase the difficulty of PVE content via scaling buffs effectievly addreses the issue. Hence the difficulty debate is mainly one of nostalgia for this game

Roger Edwards
Writer & editor of Contains Moderate Peril. A website about gaming, genre movies & cult TV. Co-host of the Burton & Scrooge podcast.
http://containsmoderateperil.com
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