Most
non-sports games have some sort of difficulty progression, but often it
is unstructured, unplanned or ill-defined and this results in
difficulty spikes, early frustration (too much challenge), or possibly
early game abandonment (players get bored from not enough new
challenge). A developer challenge for properly structured difficulty
progression is to be far enough into development to completely
understand the elements that affect difficulty the most (e.g. weapons,
single enemy offensive/defensive behaviors, group behaviors, enemy
class strengths, and enemy class quantity and group distribution), and
yet still early enough to give your team time to refine the tuning of
the content (levels, missions or courses) to fit the desired difficulty
progression and especially to verify that progression with external
subjects (focus testers, etc.).
An example of a
Curved Difficulty Progression
The
best structured games start out extremely easy to allow all players to
quickly experience the reward of game progress (by completing the
level, winning the race, or defeating the opponent). A game can have a
linear progression where each successive level, stage, or mission is
designed to take an even step in difficulty and the magnitude of that
step stays consistent over time. However, the problem with a linear
difficulty progression is that it may frustrate casual gamers too soon
(say by level 3 or 4) and since most designers should want to make mass
market games these days that is a demographic we cannot afford to
alienate (we do want those renters to buy, right?).
A
curved difficulty progression can often be the best, since it allows
for casual gamers to get a reasonable distance into the game, and hard
core players will breeze past the first few levels, but the levels then
start to increase progressively in difficulty (each step is greater
than the last) to continually test their skill and their ability to
adapt to the new mix of challenges. As systems designers, we have to
figure out how to plan and structure our game difficulty and at a high
level a first step is to estimate how often the player will die (see Fig 7),
wreck their vehicle, or fail a challenge. From there all categories
that affect the estimated failure rate should be added to the
difficulty progression table and the table must be followed for the
levels, missions or courses as they are built. Finally, the difficulty
progression must be verified and tuned via focus testing.
The Challenge
Often the real development challenge is not in knowing how to structure
a great and engaging game progression, but in how to steer a large
portion of the development team to achieve it. It is one thing for the
lead designer to be able to tune or direct all the difficulty balancing
of the gameplay on a game with limited systems, but it is a much more
difficult and costly maneuver to attempt to steer multiple level
designers, effects artists, world builders, and AI programmers to
achieve a wider and more desirable gameplay progression on a more
complex game. Ideally, the progression is designed and planned early
enough to bring the producer and team leads on board into backing such
an approach, but on first generation engines often certain elements
remain unknown until deep into production (e.g. how different AI
behaviors affect difficulty). So, it is best to both plan the
progression in advance as much as possible (early production), and to
set a planned checkpoint later on to update the progression structure
with formerly unknown elements, and finally to set multiple review and
feedback loops in the content to make sure the progression structure is
supported, followed and satisfactory to focus testers.
I admit to not having yet personally achieved the perfect
gameplay progression execution on the games I have designed systems and
mechanics for, and I am not sure I can say for sure if I ever will. But
in my 15 years of design experience I have learned to identify the
progression patterns in top-quality games, and that experience has led
me to consciously plan the progression structure much more thoroughly
than I used to, and I have strived to work within my influence and
abilities to execute content to that structure as much as possible.
Each development experience has led to more process learning on my part
and, as an external Creative Manager, I now heavily encourage all the
design teams I am working with to structure the gameplay progression
early on and to build content that fits that structure from the start.
Realistically, the goal for us game designers should not be to build a
Nintendo-worthy gameplay experience (it has taken them 20 years to get
there), but to build the most enjoyable experience for the specific
game we are working on and ultimately to make our users excited enough
to play (and buy) our game. Then all will be right in the [game] world
and [hopefully] the peasants will rejoice. M’kay?