Difference between revisions of "Difficulty Levels"

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[[Category:Staffan's current workpage]]
 
[[Category:Staffan's current workpage]]
 
''Controls in a game for letting player choose how difficult the gameplay should be.''
 
''Controls in a game for letting player choose how difficult the gameplay should be.''
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To be enjoyable, a game being played needs to have a difficulty fitting the challenge its players wishes to have. Many games try to solve this by steadily become more difficult as gameplay progresses under the assumption that players are getting more skilled - which can be described as keeping the players in the ''Flow'' channel<ref name="Csikszentmihalyi"/>.
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This is hard to design in games since players learn as they play games and replaying them makes it impossible to rely on solutions such as having levels that become more and more difficult.
  
 
This pattern is a still a stub.
 
This pattern is a still a stub.
  
 
=== Examples ===
 
=== Examples ===
[[Doom series]]
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The [[Doom series]] lets players choose between five different levels of difficulty: ''I'm Too Young To Die'', ''Hey, Not Too Rough'', ''Hurt Me Plenty'', ''Ultra-Violence'', and ''Nightmare''. These differ by the number of monsters encountered (or their strength), ammunition available for weapons, the speed of monsters and damage taken from their attacks, and how often they respawn.
  
 
[[Hearts of Iron series]]
 
[[Hearts of Iron series]]
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== Using the pattern ==
 
== Using the pattern ==
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[[Ammunition]]
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[[Damage]]
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[[Respawning]]
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[[Achievements]]
 
[[Achievements]]
 
[[Challenging Gameplay]]
 
[[Challenging Gameplay]]
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== References ==
 
== References ==
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<references>
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<ref name="Csikszentmihalyi">Csíkszentmihályi, Mihály (1996). Creativity: Flow and the Psychology of Discovery and Invention. New York: Harper Perennial. ISBN 0-06-092820-4.</ref>
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</references>

Revision as of 07:51, 1 May 2011

Controls in a game for letting player choose how difficult the gameplay should be.

To be enjoyable, a game being played needs to have a difficulty fitting the challenge its players wishes to have. Many games try to solve this by steadily become more difficult as gameplay progresses under the assumption that players are getting more skilled - which can be described as keeping the players in the Flow channel[1].

This is hard to design in games since players learn as they play games and replaying them makes it impossible to rely on solutions such as having levels that become more and more difficult.

This pattern is a still a stub.

Examples

The Doom series lets players choose between five different levels of difficulty: I'm Too Young To Die, Hey, Not Too Rough, Hurt Me Plenty, Ultra-Violence, and Nightmare. These differ by the number of monsters encountered (or their strength), ammunition available for weapons, the speed of monsters and damage taken from their attacks, and how often they respawn.

Hearts of Iron series

Left 4 Dead series Space Alert Pandemic

Using the pattern

Ammunition Damage Respawning

Achievements Challenging Gameplay Casual Gameplay Agents Characters AI Players Enemies Freedom of Choice Optional Rules Handicap Achievements Goal Achievements Asymmetric Starting Conditions Abstract Player Constructs


Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Difficulty Settings are a form of Handicap System.

Relations

Can Instantiate

Handicap Systems

with ...

Can Modulate

Can Be Instantiated By

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

New pattern created in this wiki.

References

  1. Csíkszentmihályi, Mihály (1996). Creativity: Flow and the Psychology of Discovery and Invention. New York: Harper Perennial. ISBN 0-06-092820-4.