Difficulty Sliders

February 23rd, 2009

I 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 |



      

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