Fear of Failure
Partying like it's 1999.
It says something about modern games that BioShock Infinite has been able to make headlines by adding a special "1999 Mode" where your in-game decisions will actually matter. If you've yet to hear about it, you can read our full run-down here, but in summary, it's a special difficulty mode where you'll be forced to make and live with your in-game choices. Where normally you'll be able to jack-of-all-trades your way through most situations, here - supposedly - everything will be a trade-off.
In short, it's being set up as a mode that's not afraid to let you fail - and that's practically unheard of these days. Sure, there are a few hold-outs like Dark Souls and indie games like Super Meat Boy/The Binding of Isaac that are willing to kick you in the face, but in your average AAA game? Forget it. These days, the worst we face is replaying a single fight a few times, or being irritated by a short walk back from a checkpoint. On the surface that might seem like a good thing, and in many cases it unquestionably is. Nobody enjoys failing miserably, especially when it only comes after hours of fighting impossible odds. We play games to win. Failure is a deeply bitter thing to swallow. But then, so is lemon pepper, and any cook can tell you how much a quick sprinkle can jazz up an otherwise bland meal.
If victory is assured, victory is meaningless. If you're never pushed, you never have an incentive to dig deep into a game's mechanics and make them work for you, whether it's figuring out a trick to confuse the AI or learning to love your stealth options instead of relying on brute force.

Just to be clear, leave our Easy Mode options alone. Just in case...
That said, BioShock Infinite is unlikely to be failure's best ambassador. Its return to old ways are specifically being pitched as a super-hard mode, and there are reasons that the things it's bringing back were dialed-down and allowed to die out. The biggest is that unless you know exactly what's coming later in the game, any decisions you make are inherently gambles, not tactics.
If later enemies can ignore your stealth build, if the pistol isn't good enough against the final boss, you're screwed in a way that's really not your fault and therefore not much fun. It's incredibly unlikely that Irrational will pull an Alpha Protocol here, but once bitten, twice glad to at least have the option to roll again. A handful of key, but non-game dooming choices in the main campaign should be enough to satisfy the itch to experiment, without ever landing you in more trouble than you can get out of. For a game like BioShock Infinite, that's how it should be.
But what of its sister/step-sister X-COM games?
The original UFO: Enemy Unknown - coincidentally set, though not released in 1999 - was practically Failure: The Game, giving you the impossible task of defending a whole planet from an alien force you were desperately unprepared to handle. The sheer scale of the challenge, from building bases to intercepting UFOs to developing a life-long fear of Chryssalids, all meant you spent at least the first two-thirds of the game balanced on a knife-edge. Failure was inevitable. Even if X-COM prevailed, you'd lose many good men in the fight. That you'd spent so long developing them, kitting them out, and even naming them after friends all made that fact so much harsher. Victory wasn't assured. It was a fantasy.
And then, suddenly, one single moment forever burns the X-COM experience into the warmest part of your brain - the first time you feel the balance of power start to shift. In an instant, your reverse-engineered weapons become a match for anything the aliens can throw at you. With psychic powers, your soldiers become powerful enough to turn theirs into mere puppets. Your bases… no, your empire stretches out from one single, solitary outpost into a world-wide alien-busting network that makes the Men In Black look like investment bankers on a lunch-break.

Achievement Unlocked: Completed Game While Watching TV.
It's one of gaming's hardest earned victories, paid for in blood and sweat, and made perfect when you finally get to go on the offensive and make those little grey bastards eat their own anal probes for breakfast. Metaphorically speaking, of course.
All the failures are in service of that moment - they're there to make it meaningful. Will the new games dare to offer anything similar? There's no excuse for Firaxis' strategy reboot not to, even if it does dull the pain a little in the name of a wider audience. The FPS? It's unlikely, and not without cause. "Fine! This time I'll try starting with two bases!" is a very different thing to "You mean I have to replay this whole thing?" - especially with it due to focus more on story than emergence.
Not all interesting failure has to come from the threat of a Game Over. Narrative driven games have a whole bag of tricks to play with - not least, bluffing. In Heavy Rain for example, you're led to believe that the characters could die at any time and that everything you do has consequences. In practice, it's very difficult to kill any of them for most of the story, or even screw anything big up.
Likewise, whatever your feelings about Mass Effect 2's suicide mission itself, there's no arguing that the shadow it casts over your first run through the game makes your big decisions feel more meaningful. Most games have been unwilling to go this far, preferring to spend their effort on alternate moral paths instead. but few of the ones that did have ended up regretting it.

Without challenge, what are games but glorified theme park rides?
The key to making failure work is simple, yet incredibly easy to screw up - if you don't feel responsible, it's not your fault. Very rarely will anyone take the time to feel bad about failing an escort mission instead of complaining about bad AI. X-COM handled this by making absolutely everything in the world your responsibility, as (we assume) will its sequel.
Why should we want these opportunities to screw up? Put simply, the more games we get that embrace adversity, the more we'll assume that our decisions and successes will matter, and thus the more heroic our acts of heroism will be.
Raw challenge can play a part in that, as with BioShock Infinite and the original X-COM, but as Mass Effect 2 and Heavy Rain and many other games and moments prove, making you want to smash your controller is far from essential to the effect. Tension, hard decisions and the satisfaction of beating the odds are things we can all enjoy though, and much too important to either be demoted to mere unlockables, or left to be forgotten back in 1999.
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Comments (67) Latest comment 3 weeks ago
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Bioshock made me care but didn't make me worry because the only thing I could screw up were fights and I can't worry about those because they're just tests of skill which I'll either pass or fail and since fail meant respawning it was really just pass elegantly or pass messily.
Games which make me think but not care enough to don't make me worry which is where most puzzle games fall down for me. I think perhaps that is why I like Tower Defense games, they're puzzle games but they have a more immediate failure mechanic built in since the beasties are coming to get you! That makes me care enough to worry about my tower placements and makes be relieved when it all turns out okay.
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This is basically a result of the mass appeal strategy the indsutry has taken this gen.
This probably, will continue even more in next gen by alienating the niche fanbase and trying to hook even my grandmother.
That's why we get more games that are like movies with choiches, it's not a bad thing now and then but turning the whole industry in this direction is failure.
They want to chase after the movie and music indsutry in mass appeal but the thing is I don't see games ever becoming as widespread like the above mentioned.
Simply because at the end you just make a movie if you go down that road too far.
You either make games or movies.
I do welcome their attitude towards a more challenging and punishing gameplay.
I think I probably will pick this up seems to be shaping up nicely.
Too many games go along the route of teh "awsome button" and "roll your face ond the keyboard" combat design.
It is rather sad that nowadays having actual gameplay is something that needs to be paraded in a you know... a game???
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Now I know why there was no way to get ahead in X-COM, I started way to late playing it. Figuring it should at least give me a little chance to get up and going.
I do like those games your talking about, then the reward feels much more like a reward instead of just something handed to you.
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The first time I managed to build a hover tank and shooting it into a group of aliens watching them all drop like flies after they'd killed so many of my poor guys made me feel like Alexander the Great lol
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Although, once I realized what the thesis was, I knew Dark Souls would not be too far behind as a citation to prove why failure is not always perceived as a de-motivational tool.
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I, however, love a good challenge; games which are too handholding or easy quickly become boring. Unfortunately though, many games at higher difficulties tend to just throw greater numbers of enemies at you who have higher health and can cause more damage, which IMO is simply a way of artificially increasing the difficulty and not really providing much more of an actual challenge.
Games like Dark Souls should be praised for actually making you feel like you are struggling to survive but without feeling cheap.
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its like with movies, the best ones are the ones that makes you think, makes you care, makes you really really wonder what the purpose really was.
However, these are seldom massmarket approved. People rather see Mission Impossible 523 or something like that where action is assured, and no thinking is required.
For me, and a few others around the world, thinking, imagining and wondering is more important - for us, these game modes are.
Dont get me wrong, i like the "fastfood" approach aswell to games.... in many cases.
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I could counter that without fun, entertainment and pretty eye candy, what are games but glorified, tedious work?
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The article hits the nail on the head; if a game is tuned tightly, then overcoming the challenge is incredibly rewarding.
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BTW, great year for games (PC especially) with dark soul and this 1999 mode!
Always wait for your next article at here, RPS and PCG!
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For all the (rightful) derision the CoD series gets, I actually think they do something rather groundbreaking in the narrative department: protagonists die, but the game continues. Most CoD gamers may be playing it to live out power fantasies, the game actually does the opposite, it's sort of flipping you the bird, 'you died, the world doesn't care, here's another character that you won't be able to save'.
Getting back to the article, I agree that failures are meaningful, and there are way too few of them in games nowadays, but they don't need to be there in order to set up a great victory. Great stories don't need to end happily. I don't play a story game to win. Or it could end happily, but then that should be the reason you'd want to play the game well. That's my main gripe with 1999 mode in Bioshock as it appears in the media: I'm all for meaningful consequences to your choices, but a heightened challenge in a story game is not meaningful to me. It should be the story that changes, not the speed with which you overcome a setpiece.
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Challenge and the associated failure are fairly important game mechanics to me, without them there's no feeling that you're truly a hero, that you're truly doing something special. Doesn't go well with set piece moments and linear stories though and shines a spotlight on the game mechanics instead of the set dressing which especially in today's FPS games is the weakest part. Not too much real, fair and fun challenge that can be added to a game where enemies with line of sight hit you based on a random generator and your only influences on that are killing them quickly and breaking line of sight until your health regenerates, especially since killing quickly is greatly improved by memorizing their pre-determined positions.
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Reports suggest that Kid Icarus for the 3DS will have a similar push-difficulty-for-loot mechanism. After I heard that I got excited about the game for the first time.
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I'll be playing it through on a 'normal' difficulty because I want to enjoy the experience, not worry about being frustrated.
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Personally i think we need more games where choice matters. As pointed in the article it is not about game over but rather you make a descion and you have to see it thourgh. Whether it was the right one or not is part of the fun as stated its a gamble.
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And it's not like people don't want a challenge that includes repeated failure. Why do you think they play online?
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If you want to give me some delicious challenge, keep it in the game, not in the UI or the talent calculators. While i'm sure some people love working out the intricate math behind a game, I'd rather not break my immersion in the name of false challenge. It feels less like a source of fiero and more like busy-work.
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Achievement: something that has been accomplished, esp by hard work, ability, or heroism
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I've anticipated this title for so long that I'd like to 100% it. I rarely replay single-players games though.
Naturally I value having fun and enjoying the experience far higher than I do attaining achievements so if i can't get them all then fine.
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There have also been many games that I have beaten, or played for a while, got bored of and never returned to. Probably because they were repetitive and didn't demand much of my attention while I played them.
The games industry seems to really hate used game sales. I would like to point out that I've kept all the games that beat me, because I'm not finished with them. I tend to sell the games that don't present a challenge.
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is eating not fun ?
movies are fun but not video games fun ! movies are different than games.
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Moving onto old school 1999 gameplay, these games arnt that hard as long as you have an idea how these games work. For example dont pumup all your points into an exotic weapon that has not ammo pick ups. Choose atleast 1 common mainstay weapon to act as a back up.
Unfortunatly most of the kids have been spoilt with modern games and dont understand whats so fun about old school game design. Or how to play them properlly
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I strongly disagree on this statement. I'm not saying it is wrong, but it's only one valid approach and heavily depends on what one wants to gain from gaming.
I'm not follow this cathartic approach where everything is about challenge and victory, my reward is the journey itself. Feeling relieved after beating a boss enemy, this type of feeling is not what I'm looking for. The fun of gaming for me isn't based on achievements of any kind also, like being fast or very good at it.
I personally follow the entertainment approach (like I watch movies). I want to be immersed into a game, essentially looking for "the "flow"* and balance. Boss enemies, sections with a steep difficulty level or an endless fail-die-repeat-all cycle (the beloved Dark Souls) potentially distract me from what I'm looking for. The best a game can do for me is when it stops me from analyzing and thinking about it.
While playing Dark Souls I became very distracted by the die-and-repeat routine. I asked myself why spending time on something which felt like a kind of sadomasochistic relation between me and the game designers. To clarify the issue, my frustrations didn't take place "within" the game, I more and more fell out of it and thought about why the designers exposed me to this. I guess for happy and successful Dark Souls players these "frustrations" only increase the immersion.
In comparison to books & movies, who sits trough a movie in order to feel relieved or who wants to be "good" at watching movies? Is there someone who feels satisfied with being able to read through a book very fast?
*This is why I like Mirror's Edge so much. This game is practically about creating a momentum and move through a level without interruption, the game also has a visual flow indicator. Games utilize a lot of indicators (visibility, etc.) but this is the only one I know that indicates "flow".
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Good good days.... In fact i am going to play it later today now...yay
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I want to storm against the reapers, hopefully with my rachni allies and battle hardened loyal team to prove to the council that humans are to be respected because they are the choices that I have made and I don't want a simple speech from a NPC. I'd like to see my decisions culminate in something epic rather than Good Job.
Don't forget Final Fantasy Tactics and Tactics Ogre. If you weren't quick to revive a troop on the battlefield that you spent hours leveling up he was gone for good.
And from the prior article on the 1999 difficulty setting
I'm all for choice applying to certain things in computer games and each having a negative impact, but not on gameplay. I hate to bring up the tired issue of the Bosses from Deus Ex but since I focused mainly on a stealth/tranquilizer build I effectively sabotaged myself against them, due to my lack of powerful weapons. So hopefully there will be a work around for each playstyle rather than oops you upgraded your pistol to fire silently have a armored grunt who's able to zero in on you.
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But I do have to add that Mass Effect 2's suicide mission would've felt more meaningful if BioWare hadn't been really obvious about the fact you can save everyone by expending only a tiny bit more effort, or if they'd actually had the balls to ensure someone died no matter what.
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Edit- But that said, I completely agree with the author here. Nicely articulated and strongly argued.
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Tbf, my friend (who's utterly useless at games) managed to get Ethan killed about 3 hours in.
To Heavy Rain's credit, it does then pretend you've completed the game anyway with a quick bit of plot, apparently. He spent the next few weeks feeling really proud about completing the game, but a little disappointed that it was so short.
*shakes head sadly*
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But crucially it never used cheap tactics to kill you, every time you died it was because you fucked up and that is what is critical to do when you make a hard game. Hard should never be unfair, every time you fail it has to be because of something you did not because the game decided fuck you your going to die a la COD2+ veteran mode. My blame for this difficulty problem in games is regenerating health yes it takes away the frustration of finding health packs but it makes it almost impossible to kill the player without resorting to cheap tactics to kill them, nade spam, the inevitable 1-2 shot kill sniper section, you get the idea we've all played games that use these kind of tactics.
Why can't they make easy mode have regenerative health, normal you can only regenerate a certain amount of health otherwise you need a health pack and hard mode only health packs which are far fewer than in normal mode?
So long as 1999 mode in bioshock doesn't go down the COD route for difficulty then I will definitely play it in that mode because I want to play a game that's a challenge, I want to be tested and I want to fail but there's almost no games that actually have a fair hard mode in them.
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Also I don't want Mass Effect 3 to be the Cleveland show to Mass Effect 1 & 2's Simpsons.
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While the idea that everyone should be able to complete every game fully is somewhat silly, it should be a more realistic aim for a developer to have for their game than looking to have a percentage of the people buying their game hitting a brick wall only a few hours into the game.
There is still room in games for failure or for your choices having consequences, depending on the type of game, while working within the fairly reasonable constraint of not trying to block significant amounts of your game from some players.
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In this scenario, shouldn't it be developers responsibility that the enemies scale based on players skill level and inventory?
I remember one original Xbox racing title fondly in which you had an opportunity to race against AI player in a pink slip race. If you lost, you lost your hard earned and upgraded car and there was no way to prevent it by tampering with save files! Unfortunately I cannot recall the name of the game, but I suppose that was the one and only racing game which made me care how I drove and that I really knew the cources where these races were held.
I haven't bought an Xbox game in two years as my gaming focus has shifted towards pc, but I just yesterday got aware of Dark Souls and ordered it immediately. It just sounds so good after all the button smashers. Propably finally a game which makes me care how I play and if I fail it's entirely my own fault.
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Your fault console nubs.
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I'll need to quiz him in more detail next time I see him, tbh, I was too busy being flabberghasted at the fact he missed out on 'the room' to go into detail
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Big mistake. Why not encourage gamers to try and challenge themselves. If people choose to ignore a difficulty selection that is clearly labelled as hardcore, that's their fault. Stop manufacturing things for the lowest common denoiminator. Even though this 1999 mode is a good thing, it's still hidden away in such a way not to accidentally upset the casual softcore.
Doom's difficulty selection was clear enough. If someone wants to try nightmare and get their ass handed to them, it doesn't take a genius to retstart the game and select a lower difficulty.