Today’s Critical Thought looks at difficulty scaling in game design. I talked about how you can make meaningful difficulty settings, and why very easy and very hard modes aren’t as simple to design.

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We return to difficulty levels for today’s Critical Thought. Recently playing Nier Automata, I ran into more examples of imbalanced difficulty design. I talked about the debate of having difficulty levels in games and some pros and cons of both. There are cases where difficulty levels can enhance a game and provide a variety of experiences, but those seem few and far between.

I also talked about games that test the player to see what difficulty they want and my thoughts on the concept.

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