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Making difficulty curves in games(davetech.co.uk)
18 points by hakkikonu 4 days ago | 4 comments
ComputerPerson 34 minutes ago | parent | next [-]

Difficulty settings, though. He mentions them only briefly (in this incredible article).

Normal varies so much.

As a "cozy" gamer, I want the standard setting to be something I can play without having to switch my context to to the internet for help or a guide. This was one of many triumps of Baldur's Gate 3: the difficulty settings make sense in how they translate to gameplay, and the default is fun.

teamonkey 10 minutes ago | parent [-]

What is ‘normal’ is unfortunately subjective and can mean a lot of different things to different people. Also often what is listed as ’hard’ is often normal, because most people will see ‘normal’ and decide they’re better than that and have a miserable old time.

ComputerPerson 7 minutes ago | parent [-]

This reminds me of UX. Seems like it could be a subdomain.

I think I disagree with your basic point, though what you say about normal vs. hard is funny. I'm fortunate enough to work with a UI/UX pro, and these things have right answers; they're incredibly obvious after they've been explained to you.

reactordev 31 minutes ago | parent | prev [-]

Experience curves are just as important.

However, this article reminded me of this meme

https://imgur.com/gallery/eve-online-learning-curve-jj16ThL