Difficulty design in video games can be hard to get right. Getting the difficulty to be right for newcomers and expert players can be a never-ending job. For today’s post, I want to focus on when the progression models of a game don’t work to keep the player engaged.
We’re getting deep on today’s Critical Thought, as we’re talking about asymmetrical design and what it means to balance it. When every option is different, it becomes a lot more complicated to balance. I talked about the 50/50 rule that designers like to use, and why it’s not practical.
For this week’s Dissecting Design, we’re talking persistence systems in game design. Using Gemcraft 2 as an example, I talked about how persistence can add to a game’s design and replayability. While it’s not a perfect solution, it can go a long way towards keeping people playing a game.
This week’s cast was an amazing discussion with Michel Sabbagh on the topic of immersion in games and the evolution of emergent game design.