Something about the gaming industry has always confused me; why must we choose our difficulty level before even experiencing the game? As a player, we can generally gauge how well we will do at a certain game, so the FPS veteran will pick a higher difficulty level than the Farmville fanatic. It’s something we’ve put up with for many years now and whilst some games, COD/Witcher 2 for example, have sequences that judge your difficulty level this is but a small step in moving towards the perfectly judged difficulty.
When a new player is faced with a difficulty selection screen, it generally provokes confusion. Attempt a higher difficulty level, or be insulted by the ridiculous ease of a lower level? It’s just another barrier stopping them from experiencing what the game has to offer. More time needs to be spent on the creation of a gameplay experience that moulds to the player. The idea of level scaling may seem like it is moulding to the player, but in practise, it creates a system that can be incredibly unrewarding. Instead, we should focus on difficulty “checkpoints”. Should a player reach point A with X amount of deaths, they will note the enemies becoming slightly stronger/more resourceful. Continue this and the difficulty rises slightly until the player hits a checkpoint with a higher death count/more damage taken. Obvious, this needs work – a lot of work – but I feel this kind of malleable difficulty is something that needs to be looked into with much more depths, especially the kind of game that pushes the player at a breakneck speed through a linear story. More complex factors, other than death, could easily be used; measuring the time taken between checkpoints, accuracy of the player and overall play style, a truly unique experience could be created in an incredibly linear space.
When a new player is faced with a difficulty selection screen, it generally provokes confusion. Attempt a higher difficulty level, or be insulted by the ridiculous ease of a lower level?


