The first problem you will encounter when researching difficulty curves
is how they are used exchangeably with (plain) difficulty.
For example:
Youtube title "20 Recent Games With The HARSHEST DIFFICULTY CURVES"
Article title "Best Games With High Difficulty Curves"
Youtube title "3 Difficulty Curve Mistakes I Made In Game Development "
where the authors really just meant "hard games".
Then, the graphs come:
▲ inc dec flat a^b wall
d │ . │. │ │ : │
│ .' │ '. │...... │ : │ :
│.:' │ ':. │ │..' │..:
t▶ ┼────── ┼────── ┼────── ┼────── ┼──────
> Difficulty(t)
> where t is a snapshot of the game, commonly abstracted away as time for simplicity.
And even tho it looks like information from afar,
all of this is meaningless.
The minute you present this to anyone with critical thinking skills,
they will get confused as hell:
https://www.youtube.com/watch?v=vWM_X1pC3oE&t=36752s
One problem is that we lack a definition for difficulty, it could be either:
1. required resources
2. required skill
---
The first definition is rarely spelled out explicitly as such,
but is the meaning derived from the idea that games should contain power-scaling.
This is what you will find articles in part describing implicitly,
Using the second definition sounds more potent right off the bat,
but then we are faced with another issue:
How do we measure skill?
So, instead, lets use something in a similar spirit, but that we can measure.
"Imposed challenge" happens to be easily quantifiable.
For example -with a bit of telemetry- we could record each attempt at every level
and a boolean outcome.
While at it,
we should also grab where on the level the players fail (think MarioMaker),
and on which levels they end their sessions.
This later, I will call the retention data.
Lets replot:
Dark Souls 3 Witcher 3
▲ ▲
│ Fail │
│ rate │
│^^^^^^^ │
│ │.......
┼───────▶ ┼───────▶
Bosses Quests
I mean, I can infer intel from that, that's good.
What if I look at my own game again?
Curve Stomper 2
▲
│ A C
│.'. ....'. .
Now, I would like to tackle the "time" component.
As stated before, its a simplification.
Our game could have levels, bosses, quests or other means of progressing.
We dont know, but generally they will be sequenced in some way,
therefor time suffices to what is some arbitrary game state we find significant.
For a concrete game, we *could* be better of specifying whatever is appropriate.
What we shouldn't do however, is whatever the fuck Tom Smith thinks he is doing
in Anatomy of Game Design page 263:
> Giving players more agency gives players the ability
> to adjust this curve on their own, which is a powerful way to make
> sure the difficulty curve adjusts to each player’s needs.
= Grant Theft Auto 3 Difficulty curve =
│ ooooooo ^^^^ oooo
│oooooo ^oooo^ ooooooo
│ ^ ....
│^^^ .... ^^^ ....^^ ... ^ .
│.... ....... ...
│
└───────────────────────────────
> This form of difficulty tracking is mostly intended for video games where
> there is a long sequence of single-player content for the player to consume
> in a linear fashion. GTA3 breaks this rule by not following a linear
> sequence.
He is perfectly correct on the first part.
However, he should have never drawn whatever eye cancer that is.
We could actually, there are a number of rating/ranking systems.
For example, we could employ ELO -because its simple-
or Glicko-2 -because its not.
Just a note on ELO in specific:
its used commonly and indiscriminately,
even tho PvE contradicts the assumptions it was forged under;
this is fine however, ratings will still converge to values that are meaningful to us.
The thing these systems require -besides magick constants to choose-
are success data.
Meaning our recorded telemetry is perfect input.
Huh, how lucky that I so happened to write my sections in this specific order!
But now we are forgetting about resources.
Our first attempt might have been naive,
but that doesnt mean we should write off resources.
Remember: it helps no one to be reductive.
To underline my concern, take my experience with Dark Souls 3.
I farmed to level up my character so I would have an easier time with bosses.
Put otherwise, I made up for my lack of skill with resources.
In—conclusion—resources—and—skill—should—be—considered—together.
After we find some kind of estimate to convert between resources and skill,
we can replot yet again:
Imposed challenge
▲
│ '
│ . .....
│ . : === :
│ . ; o o :
│ . --- ; /_\ :
test
**test**
"test"
OY OY, GOT UR POSTING LOICENCE?...
CAN'T PRE WITHOUT, I'M AFRAID..........
I would prefer if the setup was just "<pre>$le_post</pre>"
rather than having one million variations.
I'll fuck around with the templates and see if I can get that to happen.
As for why it broke?
It's Perl, anon, it doesn't break,
you shrimply lack the IQ to understand it,
like Rick and Morty,
it's YOUR fault, chvddy.
If you go to > More options... / Preview post You'll see the final,
make sure to set the Formatting: HTML,
I set HTML as the default but it seems like the preview may not respect that.
Double Decade-old Japaneese Perlwarez does not have refunds.
I will enable the feature for delete your own posts,
considering above includes what would amount to self-deletions.
Y'know how on reddit people can delete useful information many years after its last interaction? (lol it's reddit it's basically useless either way)
Yeah that's really gay and stupid,
I'm not sure Kareha has such a feature for individual post deletion timeouts like that apart from thread autolocking.
> verify:spisution
> verify:sawnen
Final report on 3chen.org update:
all new posts are surrounded by pre, without effecting HTML
Ampersand notation for less than & greater than for something that resembles HTML (or set aa/waka format)
All the listed HTML attributes, pre does nothing per it being inbuilt now, and I'll remove it from the list of available ones.
If and when you click More options... you have to manually select a format just in case it still doesn't work.
Captcha fixed, nice, and it's even a word "waw", wow...
---
Anon: Games have 2 difficulties, mechanical and tactical, for example Quake Live / Xonotic and Dungeon Crawl / Heroes of Might & Magic.
I had more shit to say yesterday, for few post long rant, but that evaporated from my central nervous system due to captcha being fucked.
--
for example, the most based website to ever be created by mankind.
t e s t
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soikk: kill yourself
Hi
>text board
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this is fun
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based
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ba
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The main notable thing about textboards is that no one ever uses them.
There was a single instance with probably 2 retards pretending to be 2 dozen, over 2 decades ago.
Now they are primarily a means to wash dirty server money.
A wise man once said that Tower or Babel is... Bad.
>>1
It's good that way.
I don't have to do anything as per nothing ever happening.
>>2
Imagery as per "Chen" (Chen/橙 <-translates to-> Some Touhou (Touhou/東方 <-translates to-> Threat To Society) character who happens to share the degradation of "chan.")
The icon, I just ripped it from Danbooru.
I can change between the default themes, but it should be saved in the cookies for your choice.
The Pseud0ch & VIPPER themes are just disgusting, and after a second look, I'll probably set the theme from Futaba to Toothpaste, per the green association with Chen.
Xolatile Theme >>>>>> All other themes.