Picking the best difficulty system for your game

Posted on 2 CommentsPosted in 2018 Workgroup Topic Proposals

Challenging players appropriately varies enormously depending on the type of game you’re making.

With the rise of games that are deliberately hard enough to force player engagement with all of the game systems (Dark Souls, The Legend of Zelda: Breath of the Wild, Cuphead), challenge as a selling point for a game has never been more popular. However, games become ever-more mass market, and in most cases we want all types of players to be able to enjoy our games, hence adding features like “tourist mode”, specific difficulty sliders for different types of content and other ways for players to choose how hard the game is for them.

Discussion points:

  • What disadvantages are there to having selectable difficulty modes?
  • What does increasing difficulty mean for games with combat?
  • What about for games without combat?
  • Is it reasonable for every game to use Shadow of the Tomb Raider’s method of having sliders for combat, exploration and puzzle?
  • When should you make skill checks harder vs punishing failure more harshly as you increase difficulty?
  • Is Adaptive Difficulty a silver bullet? What are the pros and cons?
  • How important is it for the latest game in a franchise to feel just as difficult as the previous games at a selected difficulty level?
  • If cost were no object, what would be the perfect difficulty system for YOUR game?