Difficulty Sliders
February 23rd, 2009I really liked this GameSetWatch piece on managing difficulty, because (with the exception of #6), each of these suggestions provides flexibility, rather than simply ease, which is, I think, the proper goal of designing most games. I hated it in Company of Heroes that when I couldn’t beat one of the final levels, I couldn’t just skip it. But I didn’t want the game to be too easy, either… I just wanted the ability to make some minor tweaks.
This seems to be optimal to me. If I don’t like easy games, give me the chance to make the game as tough as I can; otherwise, let me change things as I see fit. The fundamental GSW insight here is that no individual is going to be able to 1) design a single theoretical difficulty model for all players, nor 2) optimize difficulty in the game to this theoretical level. Therefore, trying to do so is a fool’s game.
Posted in Commentary, Geoff |