In judging the entries from Intel’s Game Demo Contest, I couldn’t help but notice how hard the games were. In fact, several of them (each different genres, styles, etc) would kill me off within the first minute of play - either because I got shot up too easily, or drove my vehicle off the side of the track to sudden doom, etc.

I kept saying, Well that sucks! And then scoring the entry accordingly…

Wondering why these amateur/indie developers felt compelled to make their games so hard, I happened across the blog of Soren Johnson (of Civ fame) where he enumerates the greatest mistakes of game design. The first one being:

Hard-core game conventions: One of the most common pitfalls for a game designer is to fear that the game is not hard enough. This fear often leads to hard-core game conventions … that only put roadblocks in the way of the mainstream gamer who is just looking to have a good time. …

Why is that? Could it be that the line between hardcore gamer and amateur/indie developer is still so blurry that they are stuck in the “creating games for myself” syndrome? Or, do they assume that by making the game hard it means it is good/fun in some way? Or, is it some kind of Dungeon Master superiority complex of wanting to “dominate” the player?

To juxtapose, Wired did a massive cover feature on Halo 3 titled “How Microsoft Labs Invented a New Science of Play”. The article outlines how Bungie and Microsoft Game Studios extensively play test the game to iron out the design kinks, remove frustrating points in play, etc. It is about testing for fun/flow, not testing for software bugs…

So, here we have the next installment in one of the best game franchise sof all time with a battery of PhDs banging on it to, in essence, make it easier - or rather, less frustrating - to the player.

Can’t argue with 4 million pre-orders!