Starting the game at a higher than normal difficulty introduces the concept of "Darwinian Difficulty", which can be summarized by the motto "adapt or die."Exploring the lack of a difficulty curve via diamond-hard games Ninja Gaiden Black and Demon's Souls.
Developing the game using Darwinian Difficulty gives the designers a greater understanding of the skill level of the players, allowing them more freedom with their design.I wish he had developed that idea more. I dislike "hard" games, but that's an interesting point. He talks too much about how the mechanics of Darwinian Difficulty and leaves this point undeveloped. I'm curious to know more about this idea, as somebody who doesn't really know what goes on in game design.
One common pitfall of action titles is offering an elaborately-designed combat system that goes completely underutilized. Players will often rely on simpler actions (button mashing, for example.) This leads to two results: the player will find the game boring because it's not challenging, and they'll eventually face a fight where they don't know what to do, because they didn't explore the game's mechanics.Does anyone have a recommendation for a game with Kafkaesque difficulty?
You "play" Catherine in two kinds of situations. The first is whenever Vincent gets a chance to walk around the Stray Sheep and talk to people, retire to the bathroom to look at the dirty cell phone pics Catherine sends of herself, drink alcohol, and respond to texts. The second is when Vincent falls asleep at night, which plunges him into an odd nightmareland in which he has been transformed into some sort of half-man, half-sheep hybrid and is forced to climb up an increasingly challenging set of spatial puzzles based on the manipulation of blocks. The whole thing feels like Haruki Murakami's Q-Bert: A Novel.posted by SpiffyRob at 10:53 AM on November 3, 2011 [6 favorites]
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posted by DU at 7:25 AM on November 3, 2011 [6 favorites]