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
│.'. ....'. .
│ 'B 'D
┼────────────▶
Not very smooth, lets review it:
A:
The difficulty spikes.
Apparently, my players are twice as likely to get caught here
by the CIA than elsewhere.
Consulting my retention data, I can tell that people are rage quitting.
I should lower the difficulty.
B:
The difficulty drops.
I think the few people that died here, did it intentionally even? Huh.
Again, my retention data shows that people are getting bored
and closing the game.
I must add stimuli.
C:
The difficulty spikes.
I will have to lower the difficulty, yadda, yadda.
Wait, no, people are not quitting!
They appear to like the challenge.
Thinking about it, it plays well with the story pacing.
I won't be touching this one.
D:
The difficulty drops.
Again, my retention is high.
Now, it could be that they are still high on C,
or perhaps they really need room to breath.
A common pacing issue is having constant high stakes that tire people out.
I think I will experiment with inserting more, somewhat easy sections,
to see whether that improves the over all retention.
I will also swap D with a normal difficulty level to see how that influences stuff.
Ok, but where does all this leave us?
I am looking at flat lines, and I'm trying to make them the right amount of scribbly.
What happened to the nice cool bell-curve subsections?
I mean, if I were to implement the increasing graph I was shown at the start,
that would mean that the start of my game is boringly easy
and the end is buttfuckingly-hard.
Yet, some insist that even if players dont enjoy it, its a good thing:
https://www.moddb.com/tutorials/reflections-on-difficulty-pacing-in-puzzledorf