What makes games frustrating?

And what makes us keep playing?

What have you been up to this week? I've spent most of it staring at a near-vertical assortment of pipes and beams and wishing I was dead. I've also been inventing guttural new expletives that threaten to bring Social Services to the door. God only knows what the neighbours have made of it.

Late to the party I know but yes, I've been playing Trials HD. I have spent significantly more time failing at the game than making progress. And yet, this has been one of the most enjoyable gaming experiences I've had in the last five years.

For the purpose of this article it's really not important that I'm stuck in a game - we've all been there. What matters is that, following a six hour marathon trapped in the same desperate cycle of failure, I can only bring myself to turn the console off for five minutes before rebooting for just one more go.

When I fall asleep, I do so with mental attempts to solve in-game problems playing out behind my closed eyes. So strongly has the Tetris-effect taken hold that after a prolonged session, I can no longer view a column of text without it rocking to and fro while my brain calculates the necessary movements to traverse it.

Clearly this calls for a moment of introspection. There are, after all, no shortage of games featuring revolutions in story-telling, impressive visuals and protracted narratives. There's also no time in which to play more than a small percentage of them. So what compels me to spend so much time in abject misery for what appears to be a deficit of pay-off?

The transformation of my gaming habits began with Geometry Wars: Retro Evolved, back in 2005. It was ironic becauses since the days of 16-bit hardware, I had happily believed that if I threw myself behind the juggernaut of hardware progression and queued up giddily on day one, gaming nirvana would be assured. RPG vistas would become ever grander, racing environments would get more and more realistic and total immersion would be achieved.

Another trick in the wall.

But it was the side-project confined to the in-game arcade machine of a triple-A launch title that woke something within me which had lain dormant for 15 years. The psychedelic wizardry owed a great deal to advances in hardware of course. But it was the increasingly complex simplicity of the game that reminded me why I started playing games in the first place - that flood of endorphins when you arrive in the zone and nothing else exists.

I've long since reached the point with Geometry Wars where I can break through the brick wall preventing me from progressing. It now takes me half an hour of queuing up to get the hit that slams home. But every day, without fail, I've got to have that fix, to experience that feeling of being switched on and alive while playing a game.

So it's not simply a case of pointing to subjective terms like "difficulty" or "challenge" - although clearly they're an important component of the appeal of these games. The art of frustration gaming taps into a far deeper issue which exists right down at the level of the synapse.

As much as anything, games like Trials HD and Geometry Wars celebrate gaming as an enormous, unashamed waste of time. They poke two fingers up at multi-million dollar development extravaganzas. They shout from the rooftops that we don't need moral lessons, rich-window dressing or epic storylines to justify our hobby. They're a guilty indulgence, a box of chocolates to be scoffed all by yourself.

When your parents berated you for spending too many hours in front of the screen and not enough time in the sunshine, these games were exactly what they had in mind. Which is why to lose yourself in mindless gaming addiction is to feel like a child again.

There's something pleasing about committing so much time to a worthless endeavour. It's an act of satisfaction that's relevant to you and you alone. In the origins of gaming this simplicity was a necessity, given the limitations of the hardware, but it fulfilled a primal craving that will never disappear, no matter how much superficial gloss we paint on template genres.

I once considered this genre of gaming to belong to a darker age - one I thought was thankfully forgotten. I've now taken to collecting examples of it like most people stash porn.

The revival of this approach to game development has been a call to arms for indie developers. Accessible and affordable, they provide the perfect vehicle for a fledgling studio to make its mark on the industry. In this regard, gaming is simply coming full-circle.

2

Blue balls - frustrating.

However, there's a fine line between success and failure here. Precisely where that line is drawn ultimately comes down to personal opinion. But here are my recommendations for the rules great frustration gaming:

Rule 1 - Keep it simple. The objective needs to be clear and unambiguous with the end, or at least some progress, clearly in sight. If you're going to surprise the player with a fiery death immediately after overcoming an obstacle, make sure there's a clue in there he or she really should have noticed.

Rule 2 - Don't cheat the player. Hypnosis doesn't work when the watch swings into the side of your face. If the controls aren't tighter than a screw, re-work them.

Rule 3 - Provide timely checkpoints.

Rule 4 - Make me laugh at myself. Voluntary submission to self-flagellation requires a certain amount of brevity thrown into the mix. I don't mind feeling stupid, as long as I can feel I'll get smarter with just one more go.

1

A helpful tutorial makes all the difference.

For me, these factors make the difference between a game that frustrates and challenges in equal measure and one that gets switched off, discarded and resented. Once that line has been crossed, only perfection will suffice. Anything less becomes a curse on the player. Only third-party peripheral makers get a kick out of bad frustration gaming.

If you want an example of what happens when things go right check out the World's Hardest Game, a title which has rapidly become the brightest gem in my sordid collection. Reckon the mainstream transformation of gaming has led to a dumbing-down of difficulty? Long for the days when you sat hunched over a PC, sweating and close to tears, for hours on end? Armor Games would like to know if you're sure about that. Really, really sure.

Released in 2008, it's by no means a new game, but it meets the requirements for pure frustration gaming better than many I've played. World's Hardest Game wears its aneurism-inducing credentials like a badge of honour. The objective is simple - guide a red square past the blue circles to a green area, while the developer taunts you between levels.

Success is measured simply in terms of how many deaths you accrue through the game's 30 levels. Looking at the leaderboards, I find myself feeling real compassion for those who have finished the game without incurring a single death. Those who like their games to test their patience as much as their reflexes should really give it a go.

And then, just one more go.

Comments (42) Latest comment 2 years ago

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  • onyxbox #1 2 years ago

    Bad, laggy & overpriced motion controls, that's what ;)
  • onyxbox #2 2 years ago

    Seriously tho' Geometry Wars is a masterpiece and the perfect example of why it may seem frustrating at times but for the most part it's "fair". When you lose a life or the game ends you always know it's because you messed up and its this feeling that leads to the "just one more go"

    Demons Souls was a little like this too... It had the fancy graphics and a huge 3D world but it stuck to the values outlined in this article. It was difficult, frustrating at times but all the clues were there and it was fair. Doesn't quite take you to the places Geo Wars does but I think you know what I mean.
  • BuddyChrist #3 2 years ago

    Games that make you work for the good bits. And piss easy games with the illusion of choice (hello fable 3)
  • t8yman #4 2 years ago

    I'd like to add pinball fx2 to the list. enfuriating, yet entirely fair, and bloody addictive.
  • Lexx87 #5 2 years ago

    He is completely right though. Getting platinum on Inferno 2 was the most pointless but gratifying experience in gaming i've probably ever had.
  • HistoryTeller #6 2 years ago

    Nice read, Bedford. You dont have children, do you? Ah, thought so :)
  • Bernkastel #7 2 years ago

    What makes games frustrating?

    Bad game design.
  • Zerobob #8 2 years ago

    BuddyChrist:
    "Games that make you work for the good bits. And piss easy games with the illusion of choice (hello fable 3) "


    Exactly. Its the sense of achievement that keeps me playing. As much as people love to slate COD:MW2 the online progression was sheer genius as it was more addictive than crack. You just had to keep playing to get the next rank, more perks, more deathstreaks, more accolades, and most importantly better weapons. The great thing about the weapons is that the reward can be reinvested in the game, to keep the game different and further reward you for your skill by making it easier to kill other players. And because the equipment loadout is so flexible people can use the weapon rewards in different ways, so you never really feel like everybody has simply unlocked the best gun and that's it.

    As much as I love Red Dead Redemption, I feel it failed in this respect; guns could just be bought/picked up easily with barely any unlock structure to them, and other rewards are gained right at the end of the game hence you never have chance to enjoy the rewards....and some of the ambient challenges didn't even have a direct reward! Not to mention you are likely to complete the main story before you finish all ambient challenges and never get chance to use the reward!

    I wanted to love Fable, but I just couldn't. As rich as the environments are, and as fun as elements of it are, it always felt as shallow as a puddle, like I was simply going through the motions of the game, jumping through the hoops set out in front of me. I would question how the game would be different if I played it again, concluding it would be barely any different at all. This isn't good, and neither are the loading times between every last bloody little area. This really made me hate the game.
    Edited by Zerobob at 08/11/10 @ 09:31
  • old_man #9 2 years ago

    endless loading, screen after screen of options and or developer credits; please stop, I just want to play the dam game.
    Playstation move demo's frustrated me, so much waiting for so little.
  • Toothball #10 2 years ago

    I never did get past that wall between me and progress in Geometry Wars. It still makes me a little sad to think about it.
  • Craig0702 #11 2 years ago

    I just knew Trials HD would feature in here! My addiction is back, I was up until 2am last night playing it /o\
  • oupe #12 2 years ago

    Ninja Gaiden Black needs to be added to this list.
  • TOOTR #13 2 years ago

    I think the point here is when you are not frustrated with the game per se but with yourself.

    You scream at a Trials section or a geom wars death and blame the game (loudly too! :) ) for a second but you know with a little more concentration you can likely beat it.

    As someone else said - the game controls and mechanics are fine-tuned enough that they seem 'fair'. So you are angry with yourself.

    And the genius of both games in being able to press a button and start again INSTANTLY means the anger is quickly pushed to the back of your mind though it fuels the firm concentration as your off again.

    Getting into the zone sets in and a huge self-congratulatory pay off kicks in when you nail that level/beat that score.

    Geom Wars 2, Trials HD and in a more cerebral but no less addictive way Defense Grid have all had this 'one more go' frustration/fairness/addiction/payoff this gen.

    I understand and love many game genres but to me, these three are gaming in a very pure form. And the extra social stickiness of Xbox Live and high score leaderboards with your mates have fully driven this home.
    I have sunk more time into them then many of the supposed AAA titles.

    I'm enjoying these weekend articles on Eurogamer very much but like the 'What makes Games Scary?' and yesterdays BBC Micro Retro article - they don't seem to be long enough to be fully satisfying. More please!
  • TOOTR #14 2 years ago

    @oef! Absolutely Ninja Gaiden Black should be included. The best game on the original xbox by a mile :)

    @toothball - peer pressure (my mates high score crowing) and determination made me proceed on geom wars and there is a lot of depth to the seeming simple gameplay when you go deeper. Check out some youtube tutorials for some of the game modes to get a feel for it.

    In fact one of the best things about Trials was being able to download some of the quickest times and watch the pro's.
    Akin to the 4 minute mile not being beaten for hundreds of years but once someone did it the banks burst and it was being beaten regularly.

    You. Must. Believe!

    I wish I could see my mates 800 million score on pacifism played back. I still can't believe he did it.

    /is in denial
  • TelexStar #15 2 years ago

    Good read.

    Challenge 6 in Vanquish is proving to be the sponge that's sucking all manor of previously-unknown expletives out of my mouth.
  • Stuz359 #16 2 years ago

    I hate it when games take whether or not I fail out of my hands.
  • Kanjin #17 2 years ago

    'Hypnosis doesn't work when the watch swings into the side of your face'

    hehe =D
  • kangarootoo #18 2 years ago

    I can't thelp thinking that behind all the analysis, the author is also suffering under an addictive personality :) If a game frustrates me these days, it tends to get switched off pretty quickly. It wasn't always that way, but I think I have a greater degree of self control than I used to.

    The rules also make good sense, but there are plenty of popular games of yesteryear that break them shamelessly (with perhaps the exception of rule 1 - if you don't know what you are aiming for, why bother). Rick Dangerous springs to mind and there are plenty more examples.
  • sirtacos #19 2 years ago

    Just played a few levels of The Hardest Game in the World thanks to this article. Yep, it's bastard hard, but very addictive - precisely because of the reasons mentioned in this very piece. Nicely done.
  • spekkeh #20 2 years ago

    I like this article. Your rules are nicely succinct and ring true.

    However, after some contemplation, I reckon you have them backwards. You end your last rule with:
    as long as I can feel I'll get smarter with just one more go.

    To me, this seems to be the central guideline that all other rules (which primarily revolve around the discoverable predictability of a game) exist to support. I think it's the main demarcation between good and bad frustration games.

    You could even say that this applies to all games; games are fun because you learn something, overcome an obstacle, and get a corresponding boost in self-efficacy. Which in turn makes you feel good about yourself. This rings true for frustration games, but also complex social interaction games like World of Warcraft (and, on the flipside, explains the addicting escapism for socially weaker people).
  • henro_ben #21 2 years ago

    I can't deal with these kind of games these days, I managed to play Trials for a few evenings but soon got stuck, frustrated & turned it off, never to return to it.

    I get enough frustrating problems, and satisfying solutions, in my day to day work life. I don't need to add another load of make believe frustration from a game in the evenings as well.

    I play games for entertainment nowadays not for a challenge, although I'm sure there's many that get both from these kinds of games... just not me anymore!
  • butler` #22 2 years ago

    Onyx referred to Demons Souls. I just didn't have any fun with it. Fair, you say? No it isn't.

    @Biker_Bob
    I personally believe that while the game might be trial and error, the levels aren't, as you say.

    Once you've got the rules of the game in your head, and systems in place to handle them, the game suddenly clicks into place. Most of that trial and error takes place on the first level. Is that were you gave up, by any chance?

  • photoboy #23 2 years ago

    It is indeed a fine line, personally I gave up on Trials towards the end. The time I spent doing the same tiny section over and over was much better spent playing other games and I've not gone back since.

    That said, I was up until 4am just recently playing Kururin Squash on the GameCube, trying to collect every coin in the last level while avoiding any collisions. It was tortuous but I eventually did it, and it was well worth it! :)

    Oh I forgot to mention Pacifist mode in Geometry Wars 2. I don't know why but that mode above all others can have me playing for hours and hours!
    Edited by photoboy at 08/11/10 @ 11:02
  • Fab4 #24 2 years ago

    Shitty network code...something most games review sites ignore because they are too focused on how pretty it looks, or what the maps are like, or how many Frames per Second its running at.


    Sound familiar?
    Edited by Fab4 at 08/11/10 @ 11:01
  • Sunyavadin #25 2 years ago

    Say what you like about the game, I do appreciate how Bulletwitch represents this in its approach to "handling" gamerscore whores.

    The final achievement in the game, 1gs for completing the difficulty unlocked by completing the difficulty unlocked by completing the hard difficulty.

    It's like they're grinning and saying "1000/1000 - IS IT REALLY WORTH IT TO YOU?"
  • kinky_mong #26 2 years ago

    I thought I'd given up on these type of games for the sake of my blood pressure and neighbours after how swear inducing they are, but Super Meat Boy has dragged me right back to them. Love it for it's teeth gnashing difficulty.
  • lucky_jim #27 2 years ago

    Good article. XBLA, with games like Super Meat Boy and Trials, and XBLIG (Hypership Out of Control, SY!NSO among others) have really helped me rediscover that buzz this generation, as has the App Store.

    When I think back to my early days gaming on the Spectrum and in arcades, there were two distinct things I particularly enjoyed: the arcadey buzz that the article talks about, and the sense of exploratory wonder. The latter has been well catered for since then with various RPGs and games like Soul Reaver, Tomb Raider and Fable. The arcade buzz, however, was pretty neglected as the industry moved towards using games as storytelling devices (rather than just games of skill in the traditional sense) and it's taken download services to really bring it back.
    Edited by lucky_jim at 08/11/10 @ 12:04
  • NorfolkNClue #28 2 years ago

    I feel like I've hit a wall with Trials. Jsut can't get the golds on the extreme tracks. The muscle memory that got me to that stage is not enough to get those golds. Unless I'm just crap at it. Which may, or may not be, true.
  • Edawan #29 2 years ago

    "If the controls aren't tighter than a screw, re-work them."
    So much this !

    Super Crate Box is my current crack.
  • excelexcel #30 2 years ago

    Oh my god, Super Meat Boy is the epitome of this for me. Theres been so many mind numbingly frustrating hours wasted on that fantastic gem, but I keep coming back for more! I must have spent a combined total of 7 hours on one warp zone called 'the guy' and when I beat it, it was amazing!
  • Er-El #31 2 years ago

    Why can't other sites have good editorials like this?
  • gjgjg #32 2 years ago

    PES11 when my players back away from the ball because the pass was intended for someone else, even though it will be intercepted by the other team.

  • Zebula77 #33 2 years ago

    Pretty simple, really:
    Games that force to play huge sections over again - frustrating
    Games that kill you in unfair ways (ie bad controls, AI that "cheats";) - frustrating
    Games that kill you without any kind of warning or heads-up - frustrating

    The right kind of frustrating is when you die because you weren't good enough/fast enough/made a mistake.

    I had to write a review on the very awful loony boxing game Facebreaker. That game had horribly unresponsive controls and CPU AI that would spam unblockable/unavoidable attacks. Seriously the worst, most unfairly difficult and frustrating current gen game I've played. Really sucked that actually had to play through it for the review. :p
  • Stop-gap #34 2 years ago

    A frustration I could really do without in games is restart points cunningly situated before cut scenes/conversations which cannot be skipped, but instead require you to sit and mash the "next dialogue" button because all you want is to get on with it.
    I didn't fail the conversation, I didn't forget it, it isn't telling me anything new... it just saps patience :p
  • White_Waffle #35 2 years ago

    What makes me angry is a taunting Game Over screen and long loading times before i can try again. A level design which makes me go through the section very easily and run into one difficult spike over and over again. It's not frustrating to die, it's all this time i have to wait until i reach that particular point again without challenge along the way.

    And some games are just not my thing, but i wouldn't attribute that to frustration.
  • Eraser #36 2 years ago

    A game is not frustrating when you feel that failure is your own fault and you can determine with a certain precision what you did wrong. If I fail a game because of factors that I have no influence on, like randomness, then that builds up to frustration.

    If, after the 30th retry of Trials HD you still fail, you have a pretty good idea of what you did wrong and why it went wrong, so next try, you can work on not making that happen again. This is what challenge should be. Not some random occurrence that gets you killed.
  • Zerobob #37 2 years ago

    White_Waffle:
    "What makes me angry is a taunting Game Over screen and long loading times before i can try again."


    Sega Rally - "Game over yeahhhhh"

    Best 'Game over' screen ever. It practically celebrates you losing!
  • GamesConnoisseur #38 2 years ago

    There is a BAD frustrations: angry at the stupid developers for bugs/AI, poor use of the control pad, limited by the hardware and the world for allowing this game to exist!

    There is a GOOD frustrations: wishing the developers would be a bit less crafty and forcing you to work harder, loving the challenges and thankful for the great control, AI, games mechanics and for the world to allow the game to exist and at same time hoping no one would see your shortcomings at not being totally able with the game!

    Two mind sets and the Trials HD still a perfect example of the lovingly frustrations as I think the checkpointing was so important as very immediate with the retries and rechannels your determinations quickly instead of letting it builds up with the 'downtime' of repeatingly getting your way back to the challenging bits.

    I hate that, which is why game like SAW fails, you had to work through several encounters and puzzles just to get back on horse after falling off a beam! No fucking thank you!
  • DrStrangelove #39 2 years ago

    Oh yes...

    Currently I'm playing Super Ghouls & Ghosts (available on Virtual Console for 800 points). It's cruel, but you can actually do it if you try hard. A legendary nice touch of the game is that to complete it, you have to beat it twice. Once you eventually beat the final boss, you're told you forgot some magic necklace or something like that, so you have to start again from the very beginning. That was really a creative way to make it longer and harder (and it didn't involve spam mails and questionable websites).

    The most malicious, overly frustrating yet weirdly addictive game I know is R-Type 3 for SNES (also available on VC). It is a truly excellent 2D space shooter, but so brutal it makes you cry and scream like a baby. I think I'll give it another go in a few minutes.
  • Bander #40 2 years ago

    So many developers lose sight of rule 1, particularly the large budget titles. If the progress the player is making isn't clear, because the makers have aspirations of making something that's more than a game (like putting the story first, throwing in unnecessary unlockables or concentrating on the social or user-creative aspects), the feeling of satisfaction you should get from overcoming challenges gets diluted.

    This has been responsible for my not bothering to return to many games after having played them a couple of times, despite not having encountered anything particularly difficult or frustrating within those sessions that made me consider giving up on the spot. I just don't find things like collecting items (vehicles, weapons, outfits, coins, random floating sparkly crap, whatever) and grinding stats compelling enough. A good plot with twists and turns can help to make me want to push forward, but it takes many games a long time to really deliver here, and so I still prefer to turn to books and film for this where it's usually very clear how far away the conclusion is.
  • ShiroBen #41 2 years ago

    Super Meat Boy is frustrating. Not the gameplay, but the save bug. Attempting The Kid's warpzone for an hour? Challenging, infuriating, but ultimately satisfying. Coming back to the game the next day to find my previous day's progress lost? Truly frustrating, to the point where I now regret having bought the game.
  • Lord_Gremlin #42 2 years ago

    For me the only source of frustration is bugs/broken things in game, where you fail/can't progress not because you lack tactics, reaction or haven't got used to controls yet, but purely because certain game part/mechanics is flat out broken. All such games are garbage. Truly frustrating games are garbage.
    Good tough games, like Demon's Souls are not frustrating at all.