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<< Game Design: Gauging Difficulty
CPC pike at admob >>
2012-07-08 17:34
Game Design: Difficulty and Frustration
With this post I may introduce a new series for developers who start out making games and may face different new situations.

Before I start: I am NOT a learned Game Designer, I just design my own games and talk about my experiences, so it is up to you, to value my information as you wish.

If you make a game (same does count for nearly every piece of software) you really have to care to not get your users frustrated.

In a game that's a blade with too sides, because it is not good to make a game too easy (lack of challenge) nor is it good to make it too hard (lack of reward).

So, because of every player is different, the level of needed (or expected) difficulty will differ also.

The goal should be to give every player the chance of finding a part of your game just fitting their own level of skill and much more important make it easy for them too improve and retry.

Especially the later is a point that even the very big studios just does not right. Imagine a game which has a decent amount of difficulty, which is challenging, provides fun and rewards.
But everytime you fail, you have to wait several seconds, staring onto intros or wait for just no reason at all. THAT is frsutration, even in the best game, because waiting is never challenging, is never fun and will always lead to frustration.

So in your game, take special care to make it easy for your users to just retry their game as fast as possible and give them some reward when they won.

After they passed a level or something else, THAN is the best time to make a break - for whatever reason. Play some nice animation as reward. If your game is ad supported, you will never get a better chance to display an ad.
It is possible that a player has decided to have enough for now and try the next level later on. In that situation the player is more like open for new "activities" which can(!) be an interesting ad for example.

Always be aware, that a frustrated player (for whatever reason) is more likely to take the effort to give your game a bad rating (wherever), while a good rewarded player will use all of his enthusiasm to praise your game.

Think off a player who made the 10th try to beat the current level and fails because of some game fault or just too hard difficulty. He will likely want to throw his phone against the wall and kick the cat out of room.

Now, when his phone is broken and his cat is pissed or bleeding this player make you (or your game) responsible for that and is more likely to start a blaming campaign against your game.

You can find such players overall in the comments of different game reviews. Some of them are excessive but some of them are very true. So, that's bad publicity.

A big game studio marketing a well known brand will not be impressed about that, but as an indy developer you just rely on the quality of your game and what players think about it. You are just highly depended on a good reputation.
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