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Practical Game Design
book

Practical Game Design

by Adam Kramarzewski, Ennio De Nucci
April 2018
Beginner content levelBeginner
476 pages
14h 4m
English
Packt Publishing
Content preview from Practical Game Design

Progression-driven difficulty

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, Scoping a Game Project). 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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Publisher Resources

ISBN: 9781787121799Other