Strength Quote by Ernest Adams
““Relative Difficulty and Power Provided You cannot determine how the player perceives the difficulty of a challenge through absolute difficulty alone. You must also take into account two more factors. The first is the amount of power that the game gives to the player to meet the challenge. Power provided measures, by means appropriate to the situation, the player’s strength: the health and powers of his avatar, the size and makeup of his army, the performance characteristics of his racing car, or whatever factors apply. In the simple example described in the previous section, power provided would refer to the amount of damage the avatar can do when hitting the enemy and the avatar’s resistance to damage: the number of health points that he has to lose before dying.””
About This Quote
Source Book: Fundamentals of Game Design, Ernest Adams, 2002
Understanding difficulty requires considering both the challenge itself and the player's power to meet it; difficulty is relative to player capability.
In simple terms: Difficulty depends on player strength, not just challenge size.
Balance challenge with player abilities.
Themes
Mood
Type
When to use this quote
- designing levels
- adjusting enemy health
- tuning vehicle performance
- creating fair competition
Key Concepts
Questions to Reflect On
- How do you measure player power accurately?
- What mechanisms can dynamically adjust difficulty?
If player power is too high, challenge feels trivial.