![]() ![]() that makes it a lot easier to make an informed decision. I like when games point out exactly how the difficulty settings differ from each other. Sometimes you can use "Normal" to simply make players feel good about quickly exceeding it, but even in these cases (Diablo, Jamestown, etc) normal still represents the baseline and the first thing the average player is intended/expected to experience. The most important thing is to give your player a choice that informs them of the intent behind your design.ĮditPS: There are of course exceptions to everything in design. If however, your game includes difficulty adjustment variables for the sole purpose of increasing replayability and challenge, then it makes sense for "Normal" to be your baseline. If your "Easy" mode has elements designed to make the game easier than what you intend as the preferred experience, then it should probably be named as such. Normal makes a statement about what you as the developer see as the standard, and see as the intended experience. No matter what, you're wrong about the difficulty level. ![]() Therefore, what you call them should generally reflect the message you want to send to the player about the game experience to let them make an informed choice. Let's presume you've already considered why you have these difficulty settings. This is a very traditional, rather old school design. ![]() So lets assume you're committed to a design that includes 3 difficulty settings. ![]()
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