April 2018
Beginner
476 pages
14h 4m
English
Certain games aspire to offer both extensive character progression systems and vast worlds with seemingly unrestricted exploration. This offering creates a balancing risk where players are likely to run into a whole array of encounters, from trivial to impossibly difficult.
To counter this risk, game developers often create systems that automatically adjust game difficulty based on a particular indicator, such as the critical vector of progression (which we introduced as a concept in Chapter 3, ). This could be a player’s experience level, the state of the main storyline, or even the elapsed time since the game began.
The aforementioned difficulty changes often focus on scaling the power ...
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