Difference between revisions of "Challenging Gameplay"
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=== Examples === | === Examples === | ||
[[Go]] can be played on boards of different sizes: 9x9, 13x13, and 19x19 are the most common. Players can choose the difficulty of a game by choosing the size of the board, as the complexity and thereby the difficulty (and length) of a game grows with the size of the board. However, this does not necessarily balance the game against one's opponent (it may since the sizes require somewhat different skills) so one can also use ''handicap stones'' to give one player an initial score advantage and thereby provide [[Challenging Gameplay]] to both. | [[Go]] can be played on boards of different sizes: 9x9, 13x13, and 19x19 are the most common. Players can choose the difficulty of a game by choosing the size of the board, as the complexity and thereby the difficulty (and length) of a game grows with the size of the board. However, this does not necessarily balance the game against one's opponent (it may since the sizes require somewhat different skills) so one can also use ''handicap stones'' to give one player an initial score advantage and thereby provide [[Challenging Gameplay]] to both. | ||
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Adventures that can be bought for many types of tabletop roleplaying games such as [[Dungeons & Dragons]] are categorized after which levels the players' characters should have. Although a game master may use any adventure for any group of characters straying from the suggested levels are likely to make the challenges too easy or too hard. | Adventures that can be bought for many types of tabletop roleplaying games such as [[Dungeons & Dragons]] are categorized after which levels the players' characters should have. Although a game master may use any adventure for any group of characters straying from the suggested levels are likely to make the challenges too easy or too hard. | ||
− | + | [[Zelda: The Ocarina of Time]] starts with easy quests that require mastery of very few actions and pose few threats. As players complete the quests, they move on to more challenging quests, and the game can thereby increase the level of difficulty as players show that they have mastered the current level of difficulty. | |
+ | The [[Left 4 Dead Series]] allows players to choose different difficulty settings to adjust their gameplay experience in the campaign modes. In [[Left 4 Dead 2]] this can be further be modified by choosing the realism mode, which makes the game more difficult by not highlighting important items in the game world. | ||
+ | Some games are well known for being difficult. The 2004 version of the video game [[Ninja Gaiden]] has been described as difficult by many reviews<ref name="Ninja Gaiden, 2004"/> due to its combat system while [[Slaves to Armok II: Dwarf Fortress]] provides an extremely detailed game system that challenges players' management skills<ref name="Dwarf Fortress"/>. | ||
== Using the pattern == | == Using the pattern == | ||
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[[Unwinnable Games]] | [[Unwinnable Games]] | ||
[[Drop-In/Drop-Out]] | [[Drop-In/Drop-Out]] | ||
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[[Time Limits]] | [[Time Limits]] | ||
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<ref name="Bjork & Holopainen 2004">Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.</ref> | <ref name="Bjork & Holopainen 2004">Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.</ref> | ||
<ref name="Csíkszentmihályi, 1996">Csíkszentmihályi, Mihály (1996). Creativity: Flow and the Psychology of Discovery and Invention. New York: Harper Perennial. ISBN 0-06-092820-4</ref> | <ref name="Csíkszentmihályi, 1996">Csíkszentmihályi, Mihály (1996). Creativity: Flow and the Psychology of Discovery and Invention. New York: Harper Perennial. ISBN 0-06-092820-4</ref> | ||
+ | <ref name="Dwarf Fortress">http://en.wikipedia.org/wiki/Dwarf_Fortress</ref> | ||
+ | <ref name="Ninja Gaiden, 2004">http://en.wikipedia.org/wiki/Ninja_Gaiden_(2004_video_game)</ref> | ||
</references> | </references> |
Revision as of 16:10, 21 December 2009
That the level of difficulty experienced by the player is the one intended by the game design.
Some games are intended to challenge players while others aim at entertaining players in other ways. The typical reason why games are made to have Challenging Gameplay is the idea that the value of succeeding with some task is in proportion to the difficulty of finishing it. The positive psychology concept of Flow[1] can be related to this. It states that people that encounter and, most of the time, overcome challenges in areas where they are skilled experience these events as positive. Designers of games can try to create such challenges by controlling the skills needed for specific gameplay tasks as well as setting the conditions for success or failure.
Contents
Examples
Go can be played on boards of different sizes: 9x9, 13x13, and 19x19 are the most common. Players can choose the difficulty of a game by choosing the size of the board, as the complexity and thereby the difficulty (and length) of a game grows with the size of the board. However, this does not necessarily balance the game against one's opponent (it may since the sizes require somewhat different skills) so one can also use handicap stones to give one player an initial score advantage and thereby provide Challenging Gameplay to both.
Adventures that can be bought for many types of tabletop roleplaying games such as Dungeons & Dragons are categorized after which levels the players' characters should have. Although a game master may use any adventure for any group of characters straying from the suggested levels are likely to make the challenges too easy or too hard.
Zelda: The Ocarina of Time starts with easy quests that require mastery of very few actions and pose few threats. As players complete the quests, they move on to more challenging quests, and the game can thereby increase the level of difficulty as players show that they have mastered the current level of difficulty.
The Left 4 Dead Series allows players to choose different difficulty settings to adjust their gameplay experience in the campaign modes. In Left 4 Dead 2 this can be further be modified by choosing the realism mode, which makes the game more difficult by not highlighting important items in the game world.
Some games are well known for being difficult. The 2004 version of the video game Ninja Gaiden has been described as difficult by many reviews[2] due to its combat system while Slaves to Armok II: Dwarf Fortress provides an extremely detailed game system that challenges players' management skills[3].
Using the pattern
That what is easy for one person might be hard for another of course makes it hard to ensure that all players have the same level of difficulty when gaming. Game designs can approach this is a variety of ways: allowing different difficulty settings, having handicap systems, or simply have the game become progressively more difficult and assuming that players will quickly play through the ones that are to easy for them.
Another challenge with keeping Challenging Gameplay lies in that gamers typically learn how to manipulate systems in games simply by playing the games. This means that games often need to be designed so that more experienced gamers have, or can have, harder challenges. This is problematic in multiplayer games and especially so when gamers compete against each other since difference in relevant skills easily make the game too difficult for some gamers and too easy for others.
Real-Time Games
Unwinnable Games
Drop-In/Drop-Out
Time Limits
Although the difficulty of a game is individual to each player, games can be designed so that players can progress according to their own learning curve. Setting the Right Level of Difficulty in games can either be done by making challenges easier, by making challenges more difficult, or by controlling which challenges players have to meet.
Challenges can be made easier, either by providing information about how to solve the challenge or by making the actions of overcoming the challenge easier to perform, for example, by the presence of Achilles' Heels. Information can be given by Clues, Traces, Extra-Game Information, or by letting players discover it themselves through Experimenting. Making challenges easier usually requires some form of Tradeoff for players and can be done through Selectable Sets of Goals or Supporting Goals. Having to choose one goal from a Selectable Set of Goals where the different goals have Varied Gameplay allows the player to choose the goal with the perceived Right Level of Difficulty but makes the other goals impossible to complete. The Right Level of Difficulty in a game can also be created by Varied Gameplay to require players to use different competences. Supporting Goals, for example trying to find Easter Eggs, do not have to make other goals impossible but take extra time to perform and may deplete Resources for the player.
Making challenges more difficult can be done by introducing opposition or by making the required player actions more difficult to perform. Opposition can take the form of Enemies or Preventing Goals of Agents or other players in Multiplayer Games. General ways of making challenges more difficult are by making the game have the Right Level of Complexity to have a certain difficulty and give players Limited Planning Abilities, introducing Time Limits for the challenges, distracting the players through Disruption of Focused Attention events, or forcing players to choose how to perform Attention Swapping. Temporary Ability Losses or Decreased Abilities (for example lowering Skills) can be used to make an otherwise easy challenge have the Right Level of Difficulty. A more specific way to make challenges more difficult in games requiring Maneuvering is through the introduction of more Obstacles or simply increasing the speed in Rhythm-Based Actions.
Control of what challenges players meet depends on whether games are Single-Player Games or Multiplayer Games. Levels are the most common way of controlling difficulty in Single-Player Games, simply by having the Levels vary in difficulty and letting players gain access to them when they show that they have mastered the previous Levels. Games that are played alone can have their overall difficulty easily modified by the player through difficulty levels. In games with strong Narrative Structures, having the Right Level of Difficulty not only means adjusting to player skills but also the development of the plot, for example, allowing Higher-Level Closures as Gameplay Progresses.
In Multiplayer Games, the Right Level of Difficulty must be designed with consideration to Player Balance. This can be done through Handicaps before gameplay begins to make all players have equal possibilities in the game or through Balancing Effects during gameplay, for example, Player-Decided Distribution of Rewards & Penalties. Having one of the players take the role of a Game Master allows the Right Level of Difficulty to be granted at all times, as long as the Game Master can gauge the merit players' plans and adjust the difficulty accordingly.
As Reconfigurable Game Worlds and Ephemeral Goals are constructed during, or immediately before, gameplay their use can make pre-designed ways of achieving the Right Level of Difficulty less effective. Game Masters can be used to mitigate this problem, as they can adjust the difficulty level on the fly.
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Providing the Right Level of Difficulty in games allows players to feel Tension as there is a risk that they may fail, while giving the Empowerment, since they have a Perceived Chance to Succeed and Illusion of Influence. If the Right Level of Difficulty is continuously provided for players, it gives them a Smooth Learning Curve and increases the likelihood that players progress to having Game Mastery. If this Right Level of Difficulty is due to Competition, the learning is enforced by a Red Queen Dilemma.
Challenging Gameplay can make games difficult to win or complete but the opposite does not need to hold. Games can have Casual Gameplay but still be hard due to Randomness.
Even if a game design manages to constantly provide Challenging Gameplay this does not guarantee that it will continue to be interesting for any given gamer. If players
Further Player Improvement Potential
Relations
Can Instantiate
Smooth Learning Curves, Empowerment, Illusion of Influence, Game Mastery, Perceived Chance to Succeed, Sensory-Motoric Immersion, Limited Planning Ability, Tension
Can Modulate
Multiplayer Games, Red Queen Dilemmas, Player Balance, Single-Player Games, Maneuvering, Higher-Level Closures as Gameplay Progresses, Rhythm-Based Actions
Can Be Instantiated By
Time Limits, Achilles' Heels, Selectable Sets of Goals, Balancing Effects, Game Masters, Right Level of Complexity, Handicaps, Varied Gameplay
Can Be Modulated By
Attention Swapping, Reconfigurable Game World, Decreased Abilities, Supporting Goals, Enemies, Tradeoffs, Levels, Ability Losses, Easter Eggs, Narrative Structures, Disruption of Focused Attention, Clues, Extra-Game Information, Obstacles, Skills, Limited Planning Ability, Traces, Experimenting
Potentially Conflicting With
Reconfigurable Game World, Ephemeral Goals, Casual Gameplay
History
One half of splitting the Right Level of Difficulty pattern from the original collection in the book Patterns in Game Design[4]. The other half is Casual Gameplay.
References
- ↑ Csíkszentmihályi, Mihály (1996). Creativity: Flow and the Psychology of Discovery and Invention. New York: Harper Perennial. ISBN 0-06-092820-4
- ↑ http://en.wikipedia.org/wiki/Ninja_Gaiden_(2004_video_game)
- ↑ http://en.wikipedia.org/wiki/Dwarf_Fortress
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.