Che is so difficult? Why Russian developers love hardcore so much
Recently, journalists were taken to the event in honor of Atomic Heart and showed them a fragment of gameplay. People say different things, but everything converges in one thing – the game is in some places a difficult. According to Makarenkov, even two enemies pose a serious threat, and there are always not enough cartridges.
I have long wanted to write about “Russian hard”, but due to the fact that Mars was in the third position, and the left heel stood out of the wrong leg, the blog never came out. Now there is a great occasion to raise the issue of the Masochism of the domestic game industry.
We will agree right away. This is not a blog in the usual sense. I will not spread here with a thought in the tree and, as is customary in adult boys, rush to readers with historical certificates. This text is written only with one purpose – to start a dialogue. Therefore, I will just share a couple of thoughts, I will throw examples and hope for a response.
Russian games – complex. No, not so … they are complex!
IN "Wangers" You can’t drive three meters, so as not to roll over. The game does not forgive the game, does not explain the rules, and those who cannot understand the features of local physics say: "Adjue".
“You can run it right now, and it will break you as easily as a couple of decades ago. After all, there is nothing more miserable and helpless than a person who launched the “Wangers” for the first time ”
Buldazh
In the "Wangers" there are a thousand ways to get into troubles. For example, a player can in an instant lose everything that he has accumulated. Come to another location and immediately get into slavery, because he did not take care of taking a pass. Everyone who played, they say that the "vanners" are wildly complex. And if you cannot immediately adapt to her, then your things are bad.
IN "Sea" Everything is trying to kill you at all – from bandits and plague, to the interface. Even if you compare the game with hardcore survivals, it will still be more difficult, since the timer always works against you, people are in abrasions and no one will ever tell you what to do and where to go.
"Death to spies" a hundred times more difficult than any hitman, because again, no one tells you anything. For example, you need to take the form of an officer to get into the building. And where these officers are found – well, go look for yourself. Add to this a traditionally uncomfortable interface and enemies that are scorched through the entire map.
IN Snowrunner, which I am now chasing a friend, as much sadism as no Miyazaki dreamed. Moreover, by irony of fate, it manifests itself mainly on Russian maps – on the Amur and the Kola Peninsula. The roads there, in principle, are absent as a class. If there is some goat trail, which is one only leads to your goal, then there will certainly be imprisoned in the middle of the road or pile a huge cobblestone. Good luck go around them. Around everywhere ice, which sometimes behaves completely unpredictably and breaks in mood. There are a bunch of stones around, which generally came from where. And when this seemed little to developers, they added blue snow – this is a substance in which everything tightly getsle by, even “zix” and “Tatar”, the most powerful and passable cars in the game. Like blue snow consists of industrial glue.
TUZ 420 Tatarin
Otherwise, what is the mockery of this cannot be called. And on the Northern Shield there is a quest, which can be fulfilled only in one way – having flashed with a trailer from the cliff. I’m not joking now.
About complexity “IL-2 Supplier " In general, legends go. Yes, even in quests periodically, fierce hard arises from the nifig. Everyone, I think, watched the video of the SG "Pilot brothers" and remember the moment about the riddle with the refrigerator.
So what is the problem? Why are our compatriots so pulling on hardcore? Do we really have little hardcore in our life? I have three theories on this subject.
The first is psychological. Life in our country has never been sugar (well, only if you are not a boy/Major girl). Therefore, a strong survival instinct sits in us in one way or another. How to live to a salary, how to save on food, how to knock out benefits, how not to go crazy from the news, how to make you do not rake the military registration and enlistment office … these exciting quests are forced to fulfill people in Russia (hello, "mor") every day. Therefore, it is not surprising that overcoming the difficulties, which has become part of our life, has penetrated the games.
It is also worth adding a quest "how to deceive/how not to be deceived". They are always trying to scour you literally at every life turn. And this is also a consequence of difficult conditions – if you want to live, know how to spin.
The second theory is purely technical. Very often, Russian developers do not have enough experience and knowledge in the game design, so our interface is almost always crooked, and the game itself is often not balanced, as a result of which the difficulty flies into the stratosphere.
Well, the third theory is the simplest, but having the right to life. Royal Cheese – You are just a cancer that does not know how to play. Russian projects are the same as everyone else – they are not easier and not more complicated. Go – drink water.
What do you think about this topic?
The best comments
In fact, just these projects https://non-uk-casinos.co.uk/review/winstler-casino/ are on our servant due to immersion in culture. I am sure that in every country there are enough such "hardcore nuggets" of the game design. 
On the move, I can recall a number of Asian games, in which, if the player is not prepared, he goes nuts and leaves, the Germans with the first Gothic created that Dark Souls of their time, well, or the Swedes with their contour cards – also entertainment for a crocodile. 
And the causes of complexity are most often in the complexity of the systems developed and the small experience of the developers themselves (well, as a result of the difficulty with teaching the player actually the game). But with the experience of the development, this passes this: in the same Swedes, I generally easily jumped in CK 3 without experience in their previous games, ELEX of the Germans came out, even a crookedly, but quite easy for newcomers to the project, and the same icebreakers in the New Sea are trying to fix many jambs of the old (I can be wrong, did not play). 
P.S. If you completely vulgarize, then even from Software has come a long way from the super narrowly -fired King’s Field to the super successful Elder Ring – experience, knowledge of the audience and general simplification of development with technological progress decide.
- Pirates/Corsair – ordinary games 
- Space rangers – ordinary game 
- Operation Silent Storm – a standard representative of tactical games without excesses 
- Infinite summer – if you are blind, then yes the game is difficult and then it is corrected 
-Pathfinder-transferring the rules of the table to the game, so if it seems difficult for someone, then the problem is in the rules 
- Ex Machina – generally rarely strains 
- King’s Bounty – on the normal passes without problems 
And where do such conclusions come from? Because it is difficult to perceive Vananers, because suddenly there is a detailed aviation/car and he suddenly like all detailed aircraft/car symbols are difficult to understand? About the pestilence, since it does not apply to hardcore games, it is rather the author’s problems.
The topic is literally sucked out of the finger due to the banal logical mistake of hasty generalization.
In the vastness of our vast, rather, it is simply particularly that there are no long -living professional studios. And among turkeys in all countries, hardcore also happens because of a needle, sometimes multiplied by the stubbornness of the authors. There as the same zombie, 10 years have passed, and the main enemies are an interface, with management.
All three theories have rational grain:
1) The outfits of the “Wangers” wanted to make an alien and hostile world – and made it.
2) In the "death of spies" nothing particularly complicated (so that there is much more complicated "Hitman"). But in some places, scripts work strange. In the same last mission, the embassy is difficult not so much to hide the body in the toilet (the sign “does not work” is not hanging there in vain), how much to do this and hang a sign before a crowd of Englishmen bursts into the toilet (“the British shit”, yes). Probably, it was conceived somehow differently, but it works just like that.
3) Each mention of the refrigerator in the "pilots" incredibly flattes my pride. The simplest puzzle. If you do not poke the levers at random, but, say, do it horizontally (see what happened), then vertically – and fall! All the levers remained as they were – except for the lever at the intersection – the algorithm for switching one lever is ready!
I think all three theories are true for different games.
But I’ll tell you about the third: many people just stop studying with age. There were some difficult games at school, but now it’s even difficult to start a new game for many. And the main buzz of games is a parsing mechanic. Curly and plot, of course, also catch, but this is not only in games. Fortunately, not all people are like. Therefore, all middle -aged gamers shake my hand.
Unfortunately, to the normal conclusion without commenting on the developers of specific projects, we will not come to anything, t.To. Only the main game designer can say where it is so conceived and for what, and where is the error.
Regarding personal thoughts – I think that for starters it is worth dividing the difficulty into the author’s conceived by the author, caused by technical errors, and caused by low experience. From the above examples, as far as I understand, the vanners and mor are purposeful to strive to cause the player discomfort. The pilots brothers were apparently simply not tested or did not take into account the children’s audience, because the developers believed that the puzzle with a completely acceptable complexity. The death of spies, possibly technical mistakes and small experience, when you want to push everything more and so that in life, and the consumer does not value this, he needs convenience. In Snowraner, probably the issue of gamemerase of specific location places.
Periodically on this topic they write and think. It seems that even in the liki there was something. 
The first version of the explanation I would formulate a little differently: the experience of games in the 90s of many of us (and even more so those who later became the developer) was difficult, and this has already led to the habit of associating a game with a test that must be overcome. 
What is an example of broken pirates (as in the “ninja turtles” the defense worked and the Schroedder became immortal). And on the PC in the "Legend of the Kiranty" I still remember the loss of a saw from under the table in the house of Brandon, without which it is impossible to go further. And many adventhurs themselves then allowed the situation that the player could make a mistake after which the game will be at the dead end. 
And the Kazual Games are often superficial 
  without an interesting plot, cool technologies and outstanding advantages. There is nothing wrong with passing leisure in the suite … However, there was an image that a serious game with a good plot and other chips is also difficult: its rules must be studied and achieved in it. So it was in Hitman, in Gothic (which was already very mentioned here in the comments) and other projects. 
It turns out that there is a stereotype and it may even be cool to break this stereotype and do not hardcore, but a cool game. It seems to me that the “Road to Hong-Ka-Do” was in this kind. A fairly low entry threshold and quite interesting gameplay.
The first is psychological. Life in our country has never been sugar (well, only if you are not a boy/Major girl).
- By this logic, you need to make a blog about complex Indian, Latin American or African games.
Sorry for the offtopic, but reminded:
When I will finish earthly life 
I’ll try again 
But I’ll take the level more difficult 
Cambodia seventy -sixth 
It’s just that it’s also a convenient way to push all the shoals of the game.
This is not an interface of a curve, but hardcore.
Yes, the enemies should be wanch into the heel through the entire card, this is hardcore.
You need to constantly run/go back and forth, no this is not a way to drag out the game, hardcore
Our programmer did not crap, it was conceived, and do not forget it all for hardcore
I think that universal theories are not needed here, everything must be considered as part of a particular project. And the "Russian Gamdev" does not stand out here. Let’s go: 
Our answer to the Diable "Prince: Legends of the Forest Country". Very uneven depending on the choice of character. For one immediately a powerful partner, interesting and understandable quests, for the other – a hostile attitude from the local and spin as you want. Gameplay played played and passed quite calmly. 
Resident Evil on the first PS. Ten -year -old boys and our parents went to 30 from the first zombar, because: 1) for shooting it was necessary to take up arms in the inventory; 2) squeeze a separate button to enter the aiming mode; 3) shoot. And the game itself is never simple. 
Truckers. Aria in the columns, you rolled in the diamond. Everything is simple and understandable, largely thanks to the teaching elementary video. 
Fallout. A gun, a little of equipment, a huge (as it seemed) list of skills, all wasteland. Education? Let’s walk, you have 150 game days, time has gone.
You can recall the turgor, where they came up with the awesome concept, but the gameplay could not be screwed. Dead Rising from the same caps, with the same continuous ruthless timer and no less ruthless bosses. Perimeter with a normal complexity curve and working surface alignment mechanics.
I looked at the result of the survey and it became so sorry for the Japanese. All these Souls, Rhythm Igra and Dunmaku. How do they live there at all?!
Remembering such old games as allods, tetris, a series of princes, space raiders, etc. Hardcore in Russian Gamdev in the blood. Even against the backdrop of mobile tanning garbage.
Not that I agreed with the author’s point of view, I’ll just add another one to the list of complex Russian games – Majesty 2. There was a broken complexity curve in it and the game did not hide it, the first couple of missions were the complexity of the “newcomers”, and then, starting from the battle with the dragon, the complexity became a “veteran”, and in the end it was replaced by a “master”. Since I love to stick more for the development of heroes, and not to quickly solve strategic problems, I had to sharply change my approach. Complex missions came across, but solved, however, the ending remained unfinished.
And the Japanese like a continuous hardcore? I, besides sauces, do not know anything so wildly. Moreover, if all their games were difficult, the sauces would not shoot like that. They would be perceived as another difficult game
And I just came here to note that the author has an excellent syllable: it is readable, in addition, a lexical diversity is a reflect of the eyes.
The topic is not sucked out of a finger, you just can’t count the difficulty itself in the dials. That Russian is difficult, then the Germans are death.
The author shares his opinion, I generally share it. He played from the first “pilots” and “allods”, now I will pass Snowrunner. According to my hardcorometer, on average, domestic games are really more complicated than American / European / popular Japanese. Although the simple ones are also enough.
The first is psychological. Life in our country has never been sugar (well, only if you are not a boy/Major girl).
- By this logic, you need to make a blog about complex Indian, Latin American or African games. But in general it’s good where we are not, everything is free there, everything is in high and there is no need to die at all.
- The most likely reason. Some from the named games “hard to call complex” they are just gameplay curves like the same mor. + Some of the outfits are trying to stretch the timing of the game due to the difficulty of stretching the timing, but if the game is a curve, then the player will most likely abandon it.
P.S: In general, among thousands of games (from indie to a profile), there is a full full of incidents or games with normal gradations of complexity.
Maybe, but I did not play Indian and African, so I can’t say anything here.
I must admit that in general, the third crusaders among the Swedes are the most casual product in all respects.