Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
en:patterns:balance_challenge_and_available_options [2016/01/05 17:34]
127.0.0.1 external edit
en:patterns:balance_challenge_and_available_options [2021/05/30 11:44] (current)
Line 1: Line 1:
 ======Balance challenge and available options====== ======Balance challenge and available options======
-This is a broad pattern that relates to the abilities of the specific player [[en:​patterns:​target_group|target group]]. It is more related to {{tag>general game design}} considerations than a specific design pattern per se. {{tagpage>​challenge|Challenge}} should best be balanced against the abilities of the players so that the game maintains the interest of the players. ​This is more of an issue in single player games than in multiplayer games. ​+This is a broad pattern that relates to the abilities of the specific player [[en:​patterns:​target_group|target group]]. It is more related to general game design considerations than a specific design pattern per se. {{tagpage>​challenge|Challenge}} should best be balanced against the abilities of the players so that the game maintains the interest of the players. ​In single player games this is more pronounced than in multiplayer games. Challenge ​single player games is often determined by hiding information from the players (information that relates to how the system works). Hiding information can result ​in players having difficulty to understand what they have to do, or what the current state of the game is. In multiplayer games challenge is additionally based on the competition with the other players.
  
 +
 +{{tag>​general game design}}
 Nevertheless,​ multiplayer games where players compete indirectly (for example by solving [[en:​patterns:​puzzle|puzzles]]),​ a balanced challenge remains of importance. Balance could be affected by mechanisms such as  Nevertheless,​ multiplayer games where players compete indirectly (for example by solving [[en:​patterns:​puzzle|puzzles]]),​ a balanced challenge remains of importance. Balance could be affected by mechanisms such as 
   * offering help (e.g. in exchange for [[en:​patterns:​score|points]] or a [[en:​patterns:​temporal_structure|temporal]] penalty)   * offering help (e.g. in exchange for [[en:​patterns:​score|points]] or a [[en:​patterns:​temporal_structure|temporal]] penalty)