The Difficulty of Difficulty

This is going to be a difficult topic.

I’m going to discuss difficulty.

How games get it right and how they get it wrong.

There are two real types of difficulty out there: natural difficulty and artificial difficulty. Natural difficulty arises from the nature of the game itself. Artificial difficulty involves arbitrarily limiting the player in some way.

Super Mario Bros. is a classic example of natural difficulty. By the end of the first level, you have seen most of the abilities available in the entire game. The rest of the game challenges you with level design rather than by removing options. The game never stops you and forces you to be small or lose your Fire Flower. Also, every level can be entirely beaten with no power ups.

Even still, the stages get noticeably more difficult the further you go along. The first few levels are relatively benign. There are few pits and small number of enemies. Later the pits get larger and more frequent and on screen dangers become more numerous. This culminates in the penultimate level where to get the flag you must navigate a perilous series of jumps.

To use a modern example, Yakuza 4 often uses artificial difficulty to ramp up challenges. By the time you hit level 20 with a character, he is a one man wrecking crew. The various moves and finishes you have available makes most random encounters laughably pathetic. So in order to make certain fights more challenging they make most of your abilities useless or detrimental to the fight.

This winds up being a blemish on an otherwise excellent game. And also highlights the difficulty of difficulty.

A player must feel as if they are progressing if they are going to get engaged in your game. A lot of games through this through level based missions. The progression is literal. You can track your progress by the levels you have passed. In more open games progress can be harder to track. Since the majority of the map is open to you from the very start of the game, Yakuza indicates your progress by your characters abilities.

So when the game renders your abilities useless, it’s almost as if they’ve decided to move you backwards in the game. It’s a betrayal of expectations that destroys a player’s immersion.


OMPJ: JW Ambush

Here is another One Minute Paint Job.

About an ambiguous statement someone made.

JW Ambush

One Minute Paint Job: JW Ambush


One Minute Paint Jobs

I’m going to have something to say on over-extending yourself in the near future, but in the mean time:

One Minute Paint Jobs.

I was a bit tired, one of my friends said she was unsuited for babysitting so I drew it.

One Minute Paint Job: Bad Baby Sitter

One Minute Paint Job: Bad Baby Sitter


Prototyping some Custom Workflow Activities

I’ve finally had a legitimate reason to mess around with Microsoft CRM 4.0′s Custom Workflow Activities.

CRM’s packaged Workflow Activities let you do a good number of things right off. Create and modify entities, send emails, reassign entities, etc. However, as always, there are times when you want to do more than what the packaged set lets you do. Thanks to CRM’s plugin architecture and the SDK everything is possible. The plugin architecture also allows you to access the SDK within the context of the user who accessed or triggered the plugin.

Combined with the CRM Email Router, I was able to knock together a quick proof of concept that creates a new entity based on an email received. Eventually, it will be fleshed out to parse the email and fill in the created entity with relevant data.


It’s Always Something

I wish I could be further along than I currently am.

I’ve gotten the aiming reticules to show up and hit the proper area, roughly. Sometimes, they’ll embed into the object, rather than coast along the side, but it’s good enough for right now. This also caused me to implement a rough level format, which then cascaded into redoing the entire gravity system. The level is hard-coded into the game at the moment, but that will obviously have to change later.

I’ve been having a couple of problems along the home front, not to mention the Cisco QoS test I need to study for and schedule to take. All of my chores are making it a bit difficult to get to making this game. I’ll pull through however.


Brand New Day

Instead of trying to further modify my own personal posting platform, I just downloaded and configured WordPress. I’ll be adding pages and such as time goes on.

I’m continuing with the Ludum Dare. I have my guy, I have some simple gravity, and I have some targets that show up when the appropriate stick is waggled. I need to implement some mouse logic as well so the game doesn’t require a controller, but at least I know I need to do that.


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