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 […]