Adversity Quote by Ernest Adams
““The perceived difficulty of a challenge—the difficulty that the player actually senses, and the type we are most concerned with—consists of the relative difficulty minus the player’s experience at meeting such challenges. Remembering that relative difficulty is absolute difficulty minus power provided, we can put all these factors together into a single equation such that perceived difficulty = absolute difficulty - (power provided + in-game experience)””
About This Quote
Perceived difficulty equals the challenge’s absolute difficulty minus both the player’s power and experience, showing that difficulty is relative to capability.
In simple terms: Difficulty feels less when you have power and experience.
Boost power and experience to reduce perceived difficulty.
Themes
Mood
Type
When to use this quote
- video game design
- skill training
- personal challenges
Key Concepts
Questions to Reflect On
- How can you design challenges that remain engaging without excessive power?
- What role does intrinsic motivation play in perceived difficulty?
Overemphasis on power can ignore other factors like motivation.