Author Topic: Challenge vs. Experience  (Read 1904 times)

People play video games for different reasons, but I've also noticed that games themselves tend to sit somewhere on a certain spectrum; the reason they're enjoyable in the first place, assuming the game is enjoyable.  Most games are about challenging the player in some way, and the enjoyment of the game comes from succeeding at these challenges.

Less commonly, a game may be about providing the player with a unique interactive experience, one which is not necessarily difficult or even challenging, but which is enjoyable more for many of the reasons movies are enjoyable.  These may be story elements, audiovisual aesthetics, or interactive touches that don't really provide any difficulty but are fun to see or play with.  Together, I call these the "experience", separate from the challenge.

Almost all games have both, and most games tend to have a balance between the two.  A game without challenge is potentially boring, but so is game without something to immerse you in.  Even the easiest of games usually have some kind of challenge, the challenge just happens to be difficult to fail.  Likewise, most games that are about the gameplay and resulting challenge have at least something in the way of changing audiovisuals to keep the player interested.

Take Half-Life 2 for example.  At it's core, it's a shooter, and challenge is a considerable part of it.  Shooting enemies and trying not to die is a pretty big part of the game.  At the same time, it wouldn't be Half-Life 2 without its story, characters, visuals, or even minor diversions like playing with the physics.  That last part, in fact, inspired the entire game of Garry's Mod.

Blockland's focus of challenge vs. experience tends to vary.  When you're building, most of the enjoyment comes from the challenge, but the experience also plays a considerable part in watching your creation come together.  Servers running minigames or gamemodes are almost all about the challenge of defeating other players, but exploring the build and finding secrets, goofing off by yourself or with other players to do something else, or even just enjoying the build for its detail and/or atmosphere all play into the experience.  If you enjoy exploring large, detailed builds just for the hell of it, it's for the experience.  If that build has traps to avoid and secrets to find, challenge plays into it as well.  Roleplay is almost entirely the experience, unless you have some pretend goal and consider roleplaying to get to that goal a challenge.

Whew, that was quite a yarn.  Talk about these concepts, I guess.

Yeah, I agree. Experience and Challenge are rly importnt in the game industry.
I think that's what makes the game in the first place: Great interactivity and engaging experience. That's what seperates it from other mediums.

Dark Souls has this stuff down in my opinion, I mean, as long as you have the basics of the game.

Dark Souls tried way too hard to appeal to the hardcore.

Dark Souls tried way too hard to appeal to the hardcore.
^^^

challenge is good but its not fun if its what makes the game. thats what difficulty levels are for

Dark Souls tried way too hard to appeal to the hardcore.
But the map is lush and you never quite encounter a loading screen. The characters are nice and insane and the overall appeal of the game is nice. I play it for long periods of time without getting bored.

But the map is lush and you never quite encounter a loading screen. The characters are nice and insane and the overall appeal of the game is nice. I play it for long periods of time without getting bored.
it looks cool and the mechanics are alright and all that, but you kind of lose sight of that once you realize you have to play 20 hours a day to actually get anywhere

But the map is lush and you never quite encounter a loading screen. The characters are nice and insane and the overall appeal of the game is nice. I play it for long periods of time without getting bored.

Dark Souls is only a couple steps away from perma death games.

Also, most people never got to see the lush map because they quit the game after getting knocked off that castle wall 40 times. Then they had to figure out what souls are, and what humanity does. And that REAL people(other players) can come and kill you while you become human for a short period to gain extra stats.

it looks cool and the mechanics are alright and all that, but you kind of lose sight of that once you realize you have to play 20 hours a day to actually get anywhere
That is a major downside, you are incredibly right there.

Dark Souls is only a couple steps away from perma death games.

Also, most people never got to see the lush map because they quit the game after getting knocked off that castle wall 40 times. Then they had to figure out what souls are, and what humanity does. And that REAL people(other players) can come and kill you while you become human for a short period to gain extra stats.
Well, i guess it's a matter of who's playing and what they like in a game at this point. Though you bring up good points as well.