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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