331 lines
22 KiB
Markdown
331 lines
22 KiB
Markdown
# Difficulty Curve: [Game Title]
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> **Status**: Draft | In Review | Approved
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> **Author**: [game-designer / systems-designer]
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> **Last Updated**: [Date]
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> **Links To**: `design/gdd/game-concept.md`
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> **Relevant GDDs**: [e.g., `design/gdd/combat.md`, `design/gdd/progression.md`]
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---
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## Difficulty Philosophy
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[One paragraph establishing this game's relationship with difficulty. This is
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not a mechanical description — it is a design value statement that all tuning
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decisions must serve.
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The four common difficulty philosophies are:
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1. **Masochistic challenge as the core fantasy**: Difficulty is the product.
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Overcoming it is the emotional reward. Reducing difficulty removes the
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point. (Dark Souls, Celeste at max assist off)
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2. **Accessible entry, optional depth**: The base experience is completable by
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most players; depth and challenge are opt-in for those who want them.
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(Hades, Hollow Knight with accessibility modes)
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3. **Difficulty serves narrative pacing**: Challenge rises and falls to match
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story beats. The player must feel capable during story resolution and
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threatened during story crisis. (The Last of Us, God of War)
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4. **Relaxed engagement**: Challenge is present but never the focus. Failure
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is gentle and infrequent. The experience prioritizes comfort and expression
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over obstacle. (Stardew Valley, Animal Crossing)
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State the philosophy explicitly, then add one sentence on what the player is
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permitted to feel: are they allowed to feel frustrated? For how long before the
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design must intervene? What is the acceptable cost of failure?]
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---
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## Difficulty Axes
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> **Guidance**: Most games have multiple independent dimensions of challenge.
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> Identifying them explicitly prevents the mistake of tuning only one axis
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> (usually execution difficulty) while leaving others unexamined. A game can
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> feel "easy" on execution but overwhelming on decision complexity — players
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> experience this as confusing, not engaging.
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>
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> For each axis, answer: can the player control or reduce this axis through
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> choices, builds, or settings? If not, it is a forced challenge dimension —
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> be very intentional about how it is used.
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| Axis | Description | Primary Systems | Player Control? |
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|------|-------------|----------------|-----------------|
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| **Execution difficulty** | [The precision and timing demands of core actions. e.g., "Dodging enemy attacks requires correct timing within a 200ms window."] | [e.g., Combat, movement] | [Yes — practice reduces this / No — fixed mechanical threshold] |
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| **Knowledge difficulty** | [The cost of not knowing information. e.g., "Enemy weaknesses are not telegraphed; players who have not discovered them take significantly more damage."] | [e.g., Enemy design, UI, lore] | [Yes — through in-game discovery / No — requires external knowledge] |
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| **Resource pressure** | [How scarce are the resources needed to progress? e.g., "Health consumables are limited; efficient play is required to sustain long dungeon runs."] | [e.g., Economy, loot, crafting] | [Yes — through build optimization / Partially] |
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| **Time pressure** | [Does the player have time to think, or does the game demand rapid decisions? e.g., "Enemy spawn timers and attack windows require real-time response."] | [e.g., Combat pacing, timers] | [Yes — through difficulty settings / No — core to genre] |
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| **Decision complexity** | [How many meaningful choices must the player evaluate simultaneously? e.g., "Build decisions interact across 4 systems; suboptimal combinations create compounding disadvantage."] | [e.g., Progression, inventory, skills] | [Yes — through UI and tutorialization / No — inherent to strategy depth] |
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| **[Add axis]** | [Description] | [Systems] | [Player control] |
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---
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## Difficulty Curve Overview
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> **Guidance**: This table describes the intended challenge arc across the whole
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> game. Difficulty levels use a 1-10 scale where 1 = no meaningful challenge,
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> 10 = maximum challenge the game can produce. The scale is relative to THIS game's
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> design intent — a 6/10 in a soulslike is not the same as a 6/10 in a cozy sim.
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>
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> "Primary challenge type" refers to the difficulty axis (from the table above)
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> that is doing the most work in this phase. New systems introduced should list
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> only systems introduced for the FIRST TIME — the cognitive load of learning
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> a new system is itself a form of difficulty.
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>
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> "Target player state" is the emotional state the designer intends. If the actual
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> playtested state diverges from the intended state, this column is what needs
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> to be achieved.
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| Phase | Duration | Difficulty Level (1-10) | Primary Challenge Type | New Systems Introduced | Target Player State |
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|-------|----------|------------------------|----------------------|----------------------|---------------------|
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| [Prologue / Tutorial] | [e.g., 0-15 min] | [2/10] | [Knowledge] | [Core movement, basic interaction] | [Safe, curious, building confidence] |
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| [Early game] | [e.g., 15 min - 2 hrs] | [3-5/10] | [Execution] | [Combat, inventory, first upgrade path] | [Learning, occasional failure, clear cause-effect] |
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| [Mid game - opening] | [e.g., 2-6 hrs] | [5-7/10] | [Decision complexity] | [Build choices, advanced enemies, crafting] | [Engaged, strategizing, feeling growth] |
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| [Mid game - depth] | [e.g., 6-15 hrs] | [6-8/10] | [Resource pressure] | [Elite enemies, optional hard content, endgame previews] | [Challenged, invested, approaching mastery] |
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| [Late game] | [e.g., 15-25 hrs] | [7-9/10] | [Execution + knowledge] | [Endgame systems, NG+ or equivalent] | [Mastery, confident in build identity, seeking peak challenge] |
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| [Optional / Endgame] | [e.g., 25+ hrs] | [8-10/10] | [All axes combined] | [Mastery challenges, achievement targets] | [Expert play, self-imposed goals, community comparison] |
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---
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## Onboarding Ramp
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> **Guidance**: The first hour deserves its own detailed breakdown because it
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> does the most difficult design work: it must teach every foundational skill
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> without feeling like a lesson, and it must create enough investment that the
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> player commits to the journey ahead. Research on player retention shows that
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> most players who leave a game do so in the first 30 minutes — not because
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> the game is bad, but because onboarding failed to connect them.
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>
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> The scaffolding principle (Vygotsky's Zone of Proximal Development, adapted
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> for game design): introduce each mechanic in isolation before combining it
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> with others. A player cannot learn two skills simultaneously under pressure.
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### What the Player Knows at Each Stage
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| Time | What the Player Knows | What They Do Not Know Yet |
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|------|-----------------------|--------------------------|
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| [0 min] | [Literally nothing — treat this row as your most important UX audit. What can a player infer from the title screen alone?] | [Everything] |
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| [5 min] | [Core movement verb, basic world reading] | [All progression systems, all secondary mechanics] |
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| [15 min] | [Core interaction loop, first goal] | [Build depth, advanced mechanics, danger severity] |
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| [30 min] | [Has made at least one strategic choice] | [Whether that choice was optimal] |
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| [60 min] | [Has a working model of the core loop] | [Late-game depth, optional systems] |
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### Mechanic Introduction Sequence
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> The order mechanics are introduced is a design decision with real consequences.
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> Introduce the most essential verb first. Introduce mechanics that modify other
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> mechanics AFTER the base mechanic is internalized. Never introduce two new
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> mechanics in the same encounter.
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| Mechanic | Introduced At | Introduction Method | Stakes at Introduction |
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|----------|--------------|--------------------|-----------------------|
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| [Core movement / primary verb] | [e.g., First 30 seconds] | [Tutorial prompt / environmental design / NPC instruction] | [None — safe space to experiment] |
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| [Primary interaction / action] | [e.g., First 2 minutes] | [Method] | [Low — reversible, forgiving window] |
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| [First resource mechanic] | [e.g., 5 min] | [Method] | [Low — abundant at introduction] |
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| [First strategic choice] | [e.g., 15 min] | [Method] | [Low — choice can be changed or revisited] |
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| [First real failure risk] | [e.g., 20-30 min] | [Method] | [Moderate — player should feel genuine threat but have fair tools to respond] |
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| [Add mechanic] | [Timing] | [Method] | [Stakes] |
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### The First Failure
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[Describe the intended design of the first moment the player can meaningfully
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fail. This is one of the most important beats in the game.
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A well-designed first failure teaches rather than punishes. The player should
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be able to immediately identify what they did wrong and what they would do
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differently. If the cause of failure is ambiguous, the player blames the game.
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Answer: What causes the first failure? What does the player learn from it?
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How quickly can they retry? What is the cost? Does the game provide any
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feedback that bridges cause and effect?]
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### When the Player First Feels Competent
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[Identify the specific moment — not a vague window, but a specific beat —
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where the player should shift from "learning" to "doing." This is the moment
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of first competence: the first time their prediction about the game comes true,
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or the first time they execute a plan and it works.
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This moment must happen within the first hour. If it does not, the player
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will not reach Phase 3 of the journey (First Mastery). Design this moment
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deliberately — do not leave it to chance.
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What is the moment? What systems create it? What does the player do to
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trigger it? How does the game communicate that they have succeeded?]
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---
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## Difficulty Spikes and Valleys
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> **Guidance**: A healthy difficulty curve follows a sawtooth pattern
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> (Csikszentmihalyi's flow model applied to macro-structure): tension builds
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> through a sequence, then releases at a milestone, then re-engages at a
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> slightly higher baseline. Flat difficulty creates boredom; uninterrupted
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> escalation creates fatigue.
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>
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> Spikes are intentional peaks that test accumulated skills. Valleys are
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> intentional troughs that give the player space to breathe, experiment, and
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> feel powerful before the next escalation. Both are designed, not emergent.
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>
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> "Recovery design" is critical: what happens immediately after a spike? The
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> player should exit a hard moment feeling accomplished, not depleted. Give
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> them a valley, a reward, or a narrative payoff.
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| Name | Location in Game | Type | Purpose | Recovery Design |
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|------|-----------------|------|---------|-----------------|
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| [e.g., "The First Boss"] | [e.g., End of Area 1, ~1 hr] | [Spike] | [Tests all skills introduced in Area 1. Acts as a gate confirming the player is ready for increased complexity.] | [Post-boss: safe area, upgrade opportunity, story beat that provides emotional relief before Area 2 escalation begins.] |
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| [e.g., "The Safe Zone"] | [e.g., Hub area between Areas 1 and 2, ~1.5 hrs] | [Valley] | [Player feels powerful from boss win. Space to experiment with build options before stakes rise.] | [N/A — this IS the recovery from the preceding spike.] |
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| [e.g., "The Knowledge Wall"] | [e.g., Area 3 first encounter, ~4 hrs] | [Spike — knowledge type] | [Forces players to engage with a mechanic they may have been avoiding. Survival requires understanding it.] | [Clear feedback on what killed them. Tutorial hint surfaces on third failure. Mechanic becomes standard after this point.] |
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| [e.g., "Pre-Climax Valley"] | [e.g., Just before final act, ~20 hrs] | [Valley] | [Emotional breathing room before the final escalation. Player reflects on how far they have come.] | [N/A — designed as relief before the finale's spike.] |
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| [Add spike/valley] | [Location] | [Type] | [Purpose] | [Recovery] |
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---
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## Balancing Levers
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> **Guidance**: Balancing levers are the specific values and parameters that
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> tune difficulty at each phase. Centralizing them here makes it possible to
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> tune the whole-game difficulty curve without hunting through individual GDDs.
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> For each lever, the GDD that owns it should be cross-referenced.
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>
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> "Current setting" is the design intent at the time of writing — implementation
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> values live in `assets/data/`. The tuning range is the safe operating range:
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> values outside this range reliably break the intended experience.
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| Lever | Phase(s) | Effect | Current Setting | Tuning Range | Notes |
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|-------|----------|--------|----------------|-------------|-------|
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| [Enemy health multiplier] | [All] | [Higher = longer fights = more resource pressure and execution time] | [1.0x] | [0.7x - 1.5x] | [Below 0.7x, fights end before player can read enemy patterns. Above 1.5x, attrition replaces skill.] |
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| [Enemy aggression timer] | [Mid game onward] | [Time between enemy attacks; lower = less time to react] | [e.g., 2.0s] | [1.2s - 3.0s] | [Below 1.2s, reaction window is sub-human. Above 3.0s, encounters feel passive.] |
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| [Resource drop rate] | [Early game] | [Lower = more resource pressure = punishes inefficiency harder] | [e.g., 1.5x baseline] | [0.8x - 2.0x] | [Onboarding generosity; reduces in mid-game as player skill assumed.] |
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| [New mechanic introduction density] | [First hour] | [How many new concepts per minute of play; too high = cognitive overload] | [e.g., 1 new mechanic per 8 min] | [1 per 5 min (max) to 1 per 15 min (slow)] | [Above 1 per 5 min in early game causes retention drop. Below 1 per 15 min causes boredom.] |
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| [Failure cost] | [All] | [Time lost on failure; higher = more punishing = more tension] | [e.g., 2 min setback] | [30s - 8 min] | [Must scale with encounter frequency. Frequent failures need fast recovery.] |
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| [Add lever] | [Phase] | [Effect] | [Setting] | [Range] | [Notes] |
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---
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## Player Skill Assumptions
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> **Guidance**: Every game implicitly assumes players develop a set of skills
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> over the course of play. Making these assumptions explicit allows the team to
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> verify that each skill is actually taught before it is tested, and that the
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> gap between "introduced" and "tested hard" is long enough for internalization.
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>
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> A skill introduced and tested in the same encounter is a surprise difficulty
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> spike. A skill assumed but never formally introduced is an undocumented knowledge
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> wall. Both are fixable — but only if they are documented.
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>
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> "Taught by" refers to the mechanism: tutorial prompt, environmental design,
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> safe practice opportunity, NPC instruction, or organic discovery.
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>
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> "Tested by" refers to the first encounter that REQUIRES this skill to survive
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> without taking significant damage or cost.
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| Skill | Introduced In | Expected Mastered By | Taught By | First Hard Test |
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|-------|--------------|---------------------|-----------|-----------------|
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| [Core movement / dodging] | [Tutorial area, 0-5 min] | [End of Area 1, ~1 hr] | [Safe practice zone with visible hazards] | [First Elite enemy, ~45 min] |
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| [Resource management] | [First shop encounter, ~10 min] | [Mid game, ~4 hrs] | [Resource scarcity in Area 2 forces planning] | [Boss that requires consumables to survive efficiently] |
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| [Build decision-making] | [First upgrade choice, ~20 min] | [End of mid game, ~10 hrs] | [Multiple playthroughs / community discussion / in-game build advisor] | [Endgame encounters that punish build incoherence] |
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| [Enemy pattern reading] | [Area 1 basic enemies] | [Area 3, ~4 hrs] | [Enemy telegraphs visible and consistent from introduction] | [Elite enemy with 3+ distinct attack patterns] |
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| [Add skill] | [When introduced] | [When mastered] | [Taught by] | [First hard test] |
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---
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## Accessibility Considerations
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> **Guidance**: Accessibility in difficulty design is not about making the game
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> easier — it is about ensuring players with different needs and skill profiles
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> can reach the intended emotional experience. Be explicit about what CAN be
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> adjusted and what CANNOT, and justify both.
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>
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> The principle from Self-Determination Theory: players need to feel competent.
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> Accessibility options that help players feel competent without removing the
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> feeling of agency are always worth including. Options that make competence
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> meaningless undermine the core experience.
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### What Can Be Adjusted
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| Adjustment | Method | Effect on Experience | Tradeoff |
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|-----------|--------|---------------------|----------|
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| [e.g., Enemy speed reduction] | [Difficulty setting / accessibility menu] | [Lowers execution difficulty without changing knowledge or decision requirements] | [Reduces the tension of combat timing; acceptable for narrative players] |
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| [e.g., Extended input windows] | [Accessibility menu] | [Allows players with motor impairments to achieve the same skill outcomes with more time] | [Minimal — skill expression preserved, threshold relaxed] |
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| [e.g., Hint frequency] | [Settings toggle] | [Surfaces contextual guidance more or less aggressively based on player preference] | [Higher hints reduce knowledge difficulty; players who want to discover organically may feel over-guided] |
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| [Add option] | [Method] | [Effect] | [Tradeoff] |
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### What Cannot Be Adjusted (and Why)
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| Fixed Element | Why It Cannot Change | Design Reasoning |
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|--------------|---------------------|-----------------|
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| [e.g., Permadeath in roguelike run] | [Removing it eliminates the resource pressure axis that all encounter balance is built around] | [The weight of each decision comes from permanence; without it, the core loop loses meaning] |
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| [e.g., Core narrative pacing] | [Difficulty valleys are timed to story beats; adjustable pacing would decouple challenge from narrative intention] | [Story and difficulty are designed as one arc, not two independent tracks] |
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| [Add fixed element] | [Why] | [Reasoning] |
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---
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## Cross-System Difficulty Interactions
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> **Guidance**: When two systems operate simultaneously, their combined
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> difficulty is often greater than the sum of their parts — or sometimes
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> less. These interactions are frequently unintended and only surface during
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> playtesting. Documenting anticipated interactions here creates a checklist
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> for QA and playtest sessions.
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>
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> "Is this intended?" Yes means the interaction is a designed feature.
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> No means it should be mitigated. Partial means the interaction is
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> acceptable in small doses but problematic if it becomes the dominant
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> experience.
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| System A | System B | Combined Effect | Intended? |
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|----------|----------|----------------|-----------|
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| [Combat difficulty] | [Resource scarcity] | [Resource-poor players face combat encounters with fewer options, compounding difficulty for players already struggling. Can create a death spiral where failing creates worse conditions.] | [Partial — intended as stakes, not as a trap. Pity mechanics required to prevent unrecoverable states.] |
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| [Build complexity] | [Time pressure] | [Players who are still learning their build take longer to make decisions under time pressure, increasing cognitive load beyond the intended challenge of either system alone.] | [No — reduce decision complexity demand in high time-pressure encounters.] |
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| [New mechanic introduction] | [Resource pressure] | [Introducing a new system while the player is already under resource pressure forces them to learn and optimize simultaneously.] | [No — new mechanics should be introduced in low-resource-pressure environments.] |
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| [Enemy density] | [Execution difficulty] | [High enemy counts with individually demanding enemies produce difficulty that scales exponentially, not linearly.] | [Partial — intended for optional challenge content only; not acceptable on the critical path.] |
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| [Add System A] | [Add System B] | [Combined effect description] | [Yes / No / Partial] |
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---
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## Validation Checklist
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> **Guidance**: These checkpoints structure playtesting sessions to verify
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> the difficulty curve is achieving its intent. Each item should be checked
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> with at least 3 playtester sessions before being marked complete. Note the
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> playtester profile that revealed issues — difficulty problems are almost
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> always player-profile-specific.
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### Onboarding (0-30 min)
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- [ ] Players with no prior genre experience complete the tutorial area without external help
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- [ ] Zero players cite confusion about what they are supposed to be doing in the first 5 minutes
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- [ ] At least one playtester spontaneously says "I want to see what's next" within 15 minutes
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- [ ] First failure moment produces a visible learning response (player verbalizes what went wrong)
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### Early Game (30 min - 2 hrs)
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- [ ] Average player reaches the first competence moment within 60 minutes
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- [ ] First major encounter (boss or equivalent) is passed within 3-5 attempts on average
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- [ ] No player cites a mechanic introduced "too suddenly without warning"
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- [ ] Players can describe their current goal without prompting
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### Mid Game (2-10 hrs)
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- [ ] Players discover at least one depth mechanic through organic play (without guide)
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- [ ] Playtest sessions report "I want to try a different build / strategy next run"
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- [ ] No single difficulty axis dominates player complaints — frustration is distributed
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- [ ] Players who fail a mid-game encounter correctly identify the cause without being told
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### Late Game (10+ hrs)
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- [ ] Players report the final challenge feels like a culmination of everything they have learned
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- [ ] Failure at late-game content does not feel unfair (even if it is hard)
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- [ ] Players who complete the main content express a reason to continue playing
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### Accessibility
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- [ ] All listed accessibility options function without breaking encounter intent
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- [ ] Players using accessibility settings report feeling competent, not patronized
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- [ ] Fixed difficulty elements are encountered and accepted without negative reception from accessibility playtesters
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---
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## Open Questions
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| Question | Owner | Deadline | Resolution |
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|----------|-------|----------|-----------|
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| [Is the onboarding ramp correctly calibrated for players without prior genre experience?] | [game-designer] | [Date] | [Unresolved — schedule genre-naive playtester sessions] |
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| [Does the first boss represent the correct difficulty spike or is it a wall?] | [game-designer, systems-designer] | [Date] | [Unresolved — requires 5+ playtester sessions to establish average attempt count] |
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| [Do any cross-system interactions produce unrecoverable states?] | [systems-designer] | [Date] | [Unresolved — requires targeted playtest with resource-constrained starting conditions] |
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| [Add question] | [Owner] | [Date] | [Resolution] |
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