Difficulty

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Revision as of 23:15, 17 July 2018 by Martin (talk | contribs)
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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

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

Challenge: Player is unable to overcome enemy NPCs and cannot progress.
Solutions for Minimizing Risk

  • Design of Combat situations (balancing)
  • Design of Combat controls (ease of use, intuitive)
  • Testing/Tuning
  • Cat Nip – Cheshire Cat clears combat areas
Exploration

Challenge: Player is lost, unable to find next goal, cannot progress.
Solutions for Minimizing Risk

  • State Goals clearly (update always, display clearly, repeat on-screen/diary)
  • Offer constant guide to primary objective
  • Panning camera towards correct direction, in-level highlighting (POI)
  • Cheshire Cat hints, guidance
Platform Action

Challenge: Player is physically unable to complete sequence of platform gameplay.
Solutions for Minimizing Risk

  • Design
  • Testing/Tuning
  • Cat Nip – Cheshire Cat shows user how to platform past a particular section