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			<title><![CDATA[Difficulty: The Designer Perspective]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Difficulty: The Designer Perspective" href="http://kotaku.com/en-garde/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">engarde</span></a></div -->					<div><a title="Click here to read Difficulty: The Designer Perspective" href="http://kotaku.com/5009451/difficulty-the-designer-perspective" class="pp_image">
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				 We meditated on the question of difficulty in games <a href="http://kotaku.com/389321/the-difficulty-of-games-difficulty">last weekend</a>, and Ernest Adams is now over at Gamasutra mulling the same problem (sort of). What's the best, most satisfying way to implement difficulty &mdash; or more precisely, difficulty settings?  He looks at suggestions found in <i>Interactive Storytelling</i> by Andrew Glassner and has some of his own (and why dynamic difficulty adjustment may not be the answer):				<a href="http://kotaku.com/5009451/difficulty-the-designer-perspective" title="Click here to read more about Difficulty: The Designer Perspective">More&nbsp;&raquo;</a>
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			<category><![CDATA[en garde]]></category>
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			<category><![CDATA[Difficulty]]></category>
			<category><![CDATA[Game Design]]></category>
			<pubDate><![CDATA[Sat, 17 May 2008 13:30:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Maggie Greene]]></dc:creator>
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			<title><![CDATA[The Difficulty of (Games') Difficulty]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read The Difficulty of (Games') Difficulty" href="http://kotaku.com/en-garde/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">engarde</span></a></div -->					<div><a title="Click here to read The Difficulty of (Games') Difficulty" href="http://kotaku.com/389321/the-difficulty-of-games-difficulty" class="pp_image">
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				<a href="http://kotaku.com/assets/resources/2008/05/okamigodhand.jpg"></a> Kieron Gillen has a nice meditation on difficulty and games over at the <i>Escapist</i>: where do you find it these days?  Gillen opines that real difficulty, something "balanced expertly on the precipice between hard and unfair" (like his example of <i>God Hand</i>), is increasingly pushed towards the edges.  As the rules of the economic game have changed, many titles are forced to balance challenge with "completability," with the balance being skewed towards easy (or 'easier):				<a href="http://kotaku.com/389321/the-difficulty-of-games-difficulty" title="Click here to read more about The Difficulty of (Games') Difficulty">More&nbsp;&raquo;</a>
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			<category><![CDATA[difficult]]></category>
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			<category><![CDATA[God Hand]]></category>
			<pubDate><![CDATA[Sun, 11 May 2008 15:30:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Maggie Greene]]></dc:creator>
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