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Game Level Quote by Ernest Adams

“If the available power grows at exactly the same rate as the absolute difficulty goes up, the relative difficulty will be a flat line, as illustrated in Figure 11.4 (next page). In that case, a level 5 knight would find it exactly as hard to kill a level 5 troll in the middle of the game as a…” quote by Ernest Adams
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““If the available power grows at exactly the same rate as the absolute difficulty goes up, the relative difficulty will be a flat line, as illustrated in Figure 11.4 (next page). In that case, a level 5 knight would find it exactly as hard to kill a level 5 troll in the middle of the game as a level 1 knight would find it to kill a level 1 troll at the beginning of the game. But relative difficulty should not be a flat line because when you factor in the player’s increasing in-game experience, the perceived difficulty actually goes down—the game gets easier. Aim to increase the absolute difficulty of the challenges somewhat faster than you increase the available power to meet them. The gap between absolute and relative difficulty widens only slowly.””

Ernest Adams

About This Quote

Source Book: Game Design Theory, Ernest Adams, 2008

Game difficulty should rise faster than player power so challenges stay engaging, not flat.

In simple terms: Make challenges harder than player growth.

Key Takeaway

Design games where difficulty scales with skill.

Themes

game design difficulty scaling player experience challenge

Mood

analytical strategic

Type

educational technical

When to use this quote

  • video game development
  • level design
  • player retention

Key Concepts

balance progression curves

Questions to Reflect On

  • How to balance challenge and fun?
  • What metrics indicate optimal difficulty?
A Different Perspective

Too rapid difficulty spikes can frustrate players.

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