Making difficulty curves in games

(davetech.co.uk)

48 points | by hakkikonu 3 days ago

7 comments

  • orbital-decay 34 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.

    • ragequittah 18 minutes ago
      Agreed. Something like Dark Souls where an enemy is an enemy and it'll smash you if you're underleveled is so much more satisfying than something like Oblivion where enemy health inexplicably goes up based on your level. It also gives you the satisfaction of going back to earlier areas that were scary and laughing off the puny enemies.
      • ryandrake 15 minutes ago
        Totally different when it comes to multiplayer matchmaking, though. There I wish games were even more aggressive and exact at matching you to players around your skill level. Nothing worse than casually sitting down after work for a quick multiplayer PVP game of any sort and getting totally annihilated by a streamer who plays 20 hours per day.
  • nkrisc 2 hours 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.

  • stillpointlab 19 minutes ago
    I've been watching a lot of let's play content on YouTube for incremental games (it's like an ASMR thing) and after watching a lot of these games it is clear that pacing a video game is a challenge. Sometimes the player finds a sneaky way to increase their progress that busts the game, other times they miss the correct path and get stuck in a painful grind. It is also very obvious when the game dev has targeted a play-time metric and forces the game into that metric. Incremental games really expose this dynamic since they are generally pure upgrade mechanic attached to some kind of dopamine generator (flashy lights, rhythmic sounds, etc.)
  • 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 29 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.

  • rnjesus 12 minutes ago
    maybe i’m in the minority of gamers overall.. i much prefer when there’s no difficulty setting (like dark souls, for example) but rather an enormous amount of tools the game gives you to solve a problem.

    i know there are problems with this approach, but games without a difficulty setting “feel” more like a game to me for whatever reason

  • 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.