Three Rules For Difficulty In RPGs
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Observation Three: If a fight has any chance of beating the player, there is a percentage of users who will NEVER be able to beat it.
It took me a long, long time to realize this. Too long. But it is vitally important to understand the difficulty of doing game balance.
Everyone has bad days. Everyone has blind spots. Some people who reach your tough fight will have used up all their healing potions, or refuse to use the healing potions, or forget that they have healing potions, or never have realized that healing potions are potions you can drink that heal you. Because of this, whenever people reach a tough fight, there will be a few of them who just can't beat it. They just can't. You can adjust the percentage of people who lose, but it will never be zero.
(By the way, along these lines, if you put any puzzle or riddle in a game, there is a percentage of users who will never figure it out. This is why I've drastically reduced the number of puzzles in my games. Arguably, I have reduced it too much. It bears thinking about. However, this is my rationale for doing it.)
When someone loses to a fight more than three or four times, they will almost always be angry, and they will always blame you. Some of them will temporarily lower the difficulty, get past the fight, and move on. Some will gut it out and prevail. And some will ragequit and you will never sell a game to them again.
I try to appeal to a wide group of customers, but there is one customer I can never appeal to: The gamer who can't beat a fight and refuses to lower the difficulty. I get e-mails from this person all the time, expressions of hurt and betrayal and rage, accompanied with the promise that they will never buy another one of my games. A promise I believe, by the way. I hate getting these e-mails. Everyone does. It's like a punch in the stomach. But I suck it up, send a nice message back, and move on. It's like death and taxes. It's part of the biz.