We can also use probability to specify the intelligence levels of AI characters or the global game settings. This can, in turn, affect the overall difficulty level of the game and keep it challenging and interesting for the players. As described in the book, The Art of Game Design, Jesse Schell, Morgan Kaufmann publications, players will only continue to play our game if we keep them in their flow channel:
The players feel anxious and get disappointed if we present tough challenges for them before they have the necessary skills. On the other hand, once they've mastered the skills, if we continue to keep the game at the same pace, they will get bored. The area in which the players are kept engaged for a long time is in between these two extremes of hard and easy, which the original author referred to as the flow channel. To keep the...