Comment on The Purpose of Difficulty | GMTK Mini
chonglibloodsport@lemmy.world 9 hours agoOf course. But that’s often a sign of bad game design. Difficulty should follow a smooth curve. Enormous difficulty spikes are what you expect from old games in the 80s.
But there’s also an element to mastery that gamers seem to completely neglect: downtime. I finished my math degree a couple of years ago and throughout that entire process I got stuck on math assignments thousands of times. Bashing my head against a wall trying to solve the problem right now rarely worked. I had much better success putting the pencil down and coming back to the problem later, after a period of downtime.
Since graduating I’ve been revisiting a lot of old NES games that I never finished growing up because they were too difficult. Since I’m busy with work I don’t have a ton of time to play every day. This forced downtime actually has the benefit of getting me to think and reflect on my approach, just as I would expect it to!