Making difficulty curves in games

(davetech.co.uk)

45 points | by hakkikonu 3 days ago

5 comments

  • orbital-decay 14 minutes ago
    >Dynamically adjust the difficulty depending on how well the player is doing. <- This is actually magic sauce and could be the topic of a whole talk.

    Please never do this. This deceptively looks smart to a game designer, but actual players read this like a book and then it feels cheap and massively unrewarding for them.

  • nkrisc 1 hour ago
    This will depend on the game of course, but the best is when you can adjust the difficulty of mechanics individually.

    City builders do this a lot where you often have lots of difficulty settings you can adjust to tailor the game to your preferred playstyle.

    I’ll also say this: if you’re making a game and you add in a mechanic or mini-game that is not typical of the genre, make it optional or provide a way to skip it. Few things things in gaming piss me off more than a memory or Simon Says puzzle in an MMO or similar. If I wanted to play puzzle games, I’d be playing a puzzle game, not your game.

  • ComputerPerson 2 hours ago
    Difficulty settings, though. He mentions them only briefly (in this incredible article).

    Normal varies so much.

    As a "cozy" gamer, I want the standard setting to be something I can play without having to switch my context to to the internet for help or a guide. This was one of many triumps of Baldur's Gate 3: the difficulty settings make sense in how they translate to gameplay, and the default is fun.

    • teamonkey 2 hours ago
      What is ‘normal’ is unfortunately subjective and can mean a lot of different things to different people. Also often what is listed as ’hard’ is often normal, because most people will see ‘normal’ and decide they’re better than that and have a miserable old time.
      • orbital-decay 9 minutes ago
        There's nothing wrong with opinionated design. The dev has set the bar this high and chosen this thing to represent difficulty levels, either you like it or you don't. Catering to everyone is impossible.
      • ComputerPerson 2 hours ago
        This reminds me of UX. Seems like it could be a subdomain.

        I think I disagree with your basic point, though what you say about normal vs. hard is funny. I'm fortunate enough to work with a UI/UX pro, and these things have right answers; they're incredibly obvious after they've been explained to you.

  • reactordev 2 hours ago
    Experience curves are just as important.

    However, this article reminded me of this meme

    https://imgur.com/gallery/eve-online-learning-curve-jj16ThL

  • hartator 1 hour ago
    I never liked this kind of games - skills are locked depending where you are at the stories.

    Multiplayer FPS, strategy games, and sport games are still very enjoyable without these mechanisms.