Hacker News new | past | comments | ask | show | jobs | submit

Making difficulty curves in games

http://www.davetech.co.uk/difficultycurves
>Dynamically adjust the difficulty depending on how well the player is doing. <- This is actually magic sauce and could be the topic of a whole talk.

Please never do this. This deceptively looks smart to a game designer, but actual players read this like a book and then it feels cheap and massively unrewarding for them.

loading story #49228146
loading story #49227258
loading story #49228076
loading story #49227856
loading story #49227473
loading story #49226599
loading story #49227255
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.

loading story #49226500
loading story #49227421
Experience curves are just as important.

However, this article reminded me of this meme

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

loading story #49228354
loading story #49227294
loading story #49226783
loading story #49227579
loading story #49228478
loading story #49227402