Matching challenge to ability.
WHAT THE GOAL IS
Challenge that is demanding but achievable, adjusting as the player improves.
WHAT TOO EASY PRODUCES
Boredom, and no sense of achievement.
WHAT TOO HARD PRODUCES
Frustration, and abandonment.
WHAT MAKES IT DIFFICULT
Players vary enormously in skill and experience.
WHAT APPROACHES EXIST
Difficulty settings chosen by the player Gradual progression Dynamic adjustment based on performance Optional challenges alongside a manageable path
WHAT DYNAMIC ADJUSTMENT RISKS
Players noticing, and feeling their achievement was given.
WHAT TO BE CAREFUL WITH
Making it obvious Adjusting in ways that punish good play
WHAT DIFFICULTY SHOULD COME FROM
Decisions and execution.
WHAT IT SHOULD NOT COME FROM
Unclear information Unfair surprises with no warning Randomness determining outcomes the player cannot influence
WHAT FAILURE SHOULD DO
Teach something, and cost little time.
WHY
Long punishment for failure discourages the experimentation that produces learning.
WHAT TO MEASURE
Where players fail repeatedly, and where they stop entirely.
WHAT TO TEST WITH
People who have never played it.