Wednesday, April 11, 2018

Tips to Game Developers (part 3)


Developers put their games through various beta tests, but sometimes they only do so internally with the people that designed the game and know it best. When a game has unmeasured challenges with uneven difficulty spikes, it can cause enough frustration for a gamer to give up and move on to something else. Gamers are extremely determined and welcome challenge, but challenges that feel “cheap” or unconsidered will build dislike for the game. Gamers know when developers have artificially tried to make their games hard, too—one chance at a boss fight with failure putting you back at the beginning of a level is often a big deterrent. Though rogue-likes are a genre that does that and those types of challenges are expected in the genre, if you haven’t stated your game is a rogue-like, then harshly punishing players for failure on the first try doesn’t win respect for your game. I don’t mind trying a boss fight over and over until I can figure out how to win, but that’s if I can start over right at the boss if I fail. If I have to start all over from the beginning, that’s not only frustrating, it’s my time. Making the game difficult artificially is like those teachers who refuse to give A’s in their class because they seem to believe it makes them a good teacher if no one is acing the class. Just because your game is insanely difficult doesn’t mean it’s a good game.

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