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Level Up.pdf

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338 LEVEL 12 The Nuts and Bolts of Mechanics<br />

NO DROPPING ROCKS ON THE<br />

PLAYER ’ S HEAD 3<br />

Instant death hazards just suck. They are<br />

cheap and mean - spirited. If the player is going<br />

to die because of a hazard, let them die<br />

because they didn ’ t pay attention or get the<br />

timing right. Make them realize it was their fault<br />

they died, not because the designer decided<br />

they needed to die. Death is never a good way<br />

to educate the player. It just makes the player<br />

frustrated and sad.<br />

The secret to balancing great video game<br />

design is knowing this:<br />

Diffi culty = promotes pain and loss.<br />

Challenge = promotes skill and improvement.<br />

A difficult game does whatever it can to punish the player. A challenging<br />

game confronts the player with obstacles that can be overcome with skill<br />

and knowledge. I believe a challenging game is much more rewarding than<br />

a difficult one.<br />

Some gamers absolutely love difficult games. The list of ridiculously difficult<br />

games could fill this entire chapter: Demon ’ s Souls, the Ninja Gaiden<br />

series, Contra, Ikaruga, Shinobi, Devil May Cry 3, the Ghosts ‘ n Goblins<br />

series, Defender, Battletoads. I admit, it is quite an accomplishment to<br />

finish a difficult game, but those that do are in the minority. If you want<br />

players to play your game to completion, then your game needs to be<br />

challenging, not difficult.<br />

When I first started designing video games, I would refer to the balance<br />

between challenge and difficulty as the “fun curve. ” There is a point in the<br />

game where things have ceased to be challenging and drop straight into<br />

difficult and frustrating. The goal was to never “ go over the fun curve. ” Years<br />

later, I learned there was an actual psychological theory about the fun curve<br />

called “fl ow. ” We’ ll get to flow in a moment.<br />

My key to keep players from “ going over the fun curve ” is to create<br />

ramping gameplay. A designer must build one gameplay system upon the<br />

last, teaching the player a new move and how to master it against<br />

mechanics and enemies. These gameplay elements are combined and<br />

gently intensify as the game progresses. But I ’ m getting ahead of myself. If<br />

3 I mean that figuratively as well as literally.

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