Difference between revisions of "Difficulty"
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* NOT: Us (the developers) | * NOT: Us (the developers) | ||
<br /> | <br /> | ||
+ | :: '''Design Assumptions''' | ||
+ | * Gameplay is EASY | ||
+ | * Achievements are HARD | ||
+ | * Secrets are MEDIUM-HARD | ||
+ | * Alternate paths are MEDIUM-HARD | ||
+ | <br /> | ||
+ | :: '''Risk Areas''' | ||
+ | :::: ''Puzzles'' | ||
+ | Challenge: Player is unable to progress because Puzzle cannot be solved.<br /> | ||
+ | Solutions for Minimizing Risk | ||
+ | * Design | ||
+ | ** Keep Puzzles Simple | ||
+ | ** Progressive difficulty within puzzles types to train User | ||
+ | ** Make the Goal Obvious | ||
+ | ** Present in “puzzle box” format. One way in, one way out. | ||
+ | * Testing/Tuning | ||
+ | * Progressive Help Dialog from Cheshire Cat | ||
+ | |||
+ | :::: ''Combat'' |
Revision as of 23:09, 17 July 2018
Alice Asylum will have selectable difficulty settings, but we will balance the normal setting to what is listed below.
- Goals
- Limited frustration for Player
- Impossible to fail at completing the game
- Challenge reward for broad range of Player core-types
- Fails
- Perceived as too EASY or too HARD
- Perceived as too heavy handed (too much hand-holding)
- Perceived as too oblique (not enough hand-holding)
- Audience Assumptions
- Gender: 50/50 male-female
- Attraction: Wonderland, Alice, art, story, sequel, exploration, puzzles, combat
- NOT: Us (the developers)
- Design Assumptions
- Gameplay is EASY
- Achievements are HARD
- Secrets are MEDIUM-HARD
- Alternate paths are MEDIUM-HARD
- Risk Areas
- Puzzles
- Risk Areas
Challenge: Player is unable to progress because Puzzle cannot be solved.
Solutions for Minimizing Risk
- Design
- Keep Puzzles Simple
- Progressive difficulty within puzzles types to train User
- Make the Goal Obvious
- Present in “puzzle box” format. One way in, one way out.
- Testing/Tuning
- Progressive Help Dialog from Cheshire Cat
- Combat