Game Difficulty Design: How to Make Games Hard but Fair
Flow theory, dynamic difficulty, assist modes, and the cost of failure: game difficulty design principles from an indie studio, with famous examples.
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9 articles
Flow theory, dynamic difficulty, assist modes, and the cost of failure: game difficulty design principles from an indie studio, with famous examples.
From komi in Go, first-move advantage in chess, and StarCraft's three races to rock-paper-scissors design and buffs and nerfs, game balance explained.
Faucets and sinks, inflation, EVE Online's economist, Diablo III's auction house, and dual currencies: game economy basics with real examples.
HUD types, Dead Space's on-body health bar, Red Dead Redemption 2's contextual HUD, Fitts's law, and mobile touch design: the basics of game UI/UX.
The basics of level design, from teaching order and wayfinding to pacing and playtesting, explained via Super Mario Bros. 1-1, Half-Life 2, and Portal.
The history and design of open-world games, from Elite and The Legend of Zelda to GTA III, The Elder Scrolls, Breath of the Wild, and Elden Ring.
Bartle's player types, self-determination theory, Skinner boxes, variable rewards, and Monster Hunter's loop: how games hold players, and the responsibility.
Tower defense history from Rampart and StarCraft custom maps to Plants vs. Zombies, Kingdom Rush, and Bloons TD, plus how paths, upgrades, and waves work.
From Super Mario Bros. World 1-1, Half-Life, and Mega Man X to Zelda's fairy companions and Undertale: how game tutorials teach well without boring.