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Talbain

Joined: 14 Jan 2007
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Posted: Mon Jan 29, 2007 5:27 pm |
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Other than games that come from the arcade (shooters, platformers, beat-em-ups, fighters, etc.), I'd say most games have backwards difficulty curves. RPGs generally become easier as you get more party members, action/adventure as you get more items, life, etc., and FPS games as you get better guns. Any game that really "builds" the character as you go along can't really be said to have a forwards difficulty curve unless the function gained is novel; because everything before the point at which you gain the ability becomes much easier. _________________
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Talbain

Joined: 14 Jan 2007
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Posted: Mon Jan 29, 2007 7:00 pm |
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In what sense do you mean when does it work? Structure wise, there's never been a game where you can play it first with a backwards difficulty curve, and then with a forward one. So the simple answer would be to say that it works in any game it's applied to, because both have never been applied to a game. Well, that's not entirely accurate. It should be said that both have never been applied to a game in an effective manner, such that the curve steepening or falling changes the experience itself. _________________
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Talbain

Joined: 14 Jan 2007
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Posted: Mon Jan 29, 2007 8:51 pm |
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| Koji wrote: |
| And regarding what Mr Stegosaurus said, about a 'rollercoaster'-type difficulty design: Purposefully uneven difficulty progression is risky, because it causes the flow to stagnate, and frustrates the player when the difficulty is too high for his abilities. Nevertheless, valleys in the difficulty could be related to bonus stages or some other kind of relaxing moment, and might be a good practice with very intense games, like more arcadey stuff. |
Somehow I think that what keeps players coming though is that constant feeling of a hurdle. Stories are nice and all, but since the game narrative has yet to be developed to a point where it merits the game in itself, I would think that a narrative is something that gives purpose to the goal, more than the goal being its own purpose (though this is why you can have a game that has no story at all and still work, but no one's really created a story that could only be experienced as a game). _________________
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Talbain

Joined: 14 Jan 2007
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Posted: Tue Jan 30, 2007 6:41 pm |
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I dunno. Somehow the idea of opponents scaling leads to a lack of a sense of accomplishment, or want thereof. The MMO is basically an extreme example of this, where your opponents have the ability, in most cases, to scale themselves to a point that they're unreachable, creating a sort of gap between players. Removing the gap altogether, such that one doesn't really exist in the first place, would seem a bit more enamoring to me, except that the way it's done in Ridge Racer 4 is by having everything scale. I'd rather play against AI that plays smarter, not against AI that's continually "matched" against my abilities. _________________
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