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Practical Game Design

You're reading from  Practical Game Design

Product type Book
Published in Apr 2018
Publisher Packt
ISBN-13 9781787121799
Pages 476 pages
Edition 1st Edition
Languages
Concepts
Authors (2):
Adam Kramarzewski Adam Kramarzewski
Profile icon Adam Kramarzewski
Ennio De Nucci Ennio De Nucci
Profile icon Ennio De Nucci
View More author details
Toc

Table of Contents (22) Chapters close

Title Page
Copyright and Credits
Packt Upsell
Contributors
Preface
1. Introducing the Game Production Process 2. Game Concept 3. Scoping a Game Project 4. Design Documentation 5. Adaptation of Mechanics 6. Invention of Mechanics 7. Prototyping 8. Games and Stories 9. Level Design 10. Characters 11. User Interface and User Experience 12. Accessibility 13. Balancing 14. The Final 10% 15. Games As a Service 1. Other Books You May Enjoy Index

Game difficulty


It's up to the game and level designers to create an experience that's optimal for as many players as possible, and if that seems like a simple task, trust us when we say it's not!

As we have already established in Chapter 12, Accessibility, our audience varies greatly in their level of gaming experience, real-world knowledge, physical and mental capacity, and even language proficiency. From pattern recognition and memory to spatial navigation, reflexes, and hand-eye coordination, there are many skills at play, and in some departments, the gap between players can be huge. Moreover, some players like to be challenged, and others have little time and patience for a serious struggle, preferring to breeze through levels and experience the story with relative ease.

There are many ways of addressing the difficulty gap. Some rely on pre-set attributes and redesigning the game content, while others are fully automatic and respond to player’s performance. No matter which solution you...

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