Experience Point 3/3: Difficulty Curves and Spikes

I decided to write this one in light of the recent Pokemon Go’s difficulty slope beginning at level 20.  Everybody has a fairly common conception of the ideal difficulty slope which, naturally, looks like y=e^x for 0<x<1 on a graph (pun totally intended).  But as we all know, difficulty curves don’t always actually happen that […]

Experience Point 2/3: Artificial Difficulty, What We All Know and Hate

This article is a bit shorter than usual for three reasons: Rather than actually making an argument (other than the obvious one: Don’t do artificial difficulty, kids!  Artificial difficulty is not cool!), I’m mostly providing a definition.  This is informative, not persuasive. This is practically an addendum to last week’s article, Difficulty Does Not Imply […]

Experience Point 1/3: Difficulty Does Not Imply Quality

There is one fallacy that I tend to hear once in a while. It goes something along the lines of “It’s not that bad; it’s actually pretty difficult.”  The problem that we have here is that this argument assumes that a game’s difficulty is always proportional to fun (including fear or rage-inducing, for horror or […]

Rando Post No. 6: Seriously Though; Game Making Isn’t For Everybody

Last week, I wrote about how children shouldn’t be discouraged from getting involved in making games when the popular opinion is that they shouldn’t, and how people shouldn’t actively discourage them.  However, some people would find this a rather naive argument.  So, here I consider their side. It’s alright for a kid to try it […]