I wrote this article about difficult scaling in video games back in 2016 and it never really got any engagement.

It was actually one of the things I enjoyed writing the most, but the stuff that gets more read tends to be stuff like development tips.

Anyway, if you are bored and looking for something to read about video games, this exists.

#gamedev #games #videogames

https://iaincollins.medium.com/the-difficulty-with-difficulty-d314c56f8458

Gaming: The difficulty with difficulty - Iain Collins - Medium

Difficulty modes in the 1980s console games allowed them to cater simultaneously for casual, less experienced, gamers while still providing appeal to a more hardcore audience — those who’d already…

Medium

@iaincollins

Thank you for this interesting take on scaling difficulty - I especially agree with your points on level scaling and asymmetrical balance.

Level scaling was a terrible attempt at a compromise to incorporate into a roleplaying game like TES series. I still remember the fear and thrill I felt in Dark Age of Camelot when I went over and over near a zone of "purp (difficulty) mobs" but could not take them, and the subsequent feeling of accomplishment when my character was finally strong enough to beat them. That feeling should not be taken away under any pretext of balance or compromise.

Asymmetrical balance seems like a holy grail to implement in today's crowd, we no longer have the playerbase that appreciated the approach the original starcraft / warcraft 2 took.

On the issue of difficulty, failure and pain in games, I highly recommend "The Art of Failure" by Jesper Juul, even though it might be a bit too philosophical for some people's tastes.

I hope to see more articles like this, Iain!

@sertac Hey thanks for sharing thoughts!

Great point about Starcraft/Warcraft asymmetry, how could I have failed to mention that?!

Appreciate the recommendation will definitely check that out!