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en garde

en garde

Difficulty: The Designer Perspective

We meditated on the question of difficulty in games last weekend, and Ernest Adams is now over at Gamasutra mulling the same problem (sort of). What's the best, most satisfying way to implement difficulty — or more precisely, difficulty settings? He looks at suggestions found in Interactive Storytelling by Andrew Glassner and has some of his own (and why dynamic difficulty adjustment may not be the answer): More »

en garde

The Difficulty of (Games') Difficulty

Kieron Gillen has a nice meditation on difficulty and games over at the Escapist: 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 God Hand), 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): More »