At Businessweek, an interview with Peter Molyneux, Jonathan Smith and Simon Byron on game designs they dislike:
- Peter Molyneux picks cutscenes (that old chestnut).
- Simon Byron says stealth.
- More interesting, Jonathan Smith points to games that are too balanced(!).
Jonathan Smith’s basic argument is that if the game is never too easy or too hard, as a player you feel “you might not be there at all”. This is a bit controversial in relation to current research (such as Robin Hunicke‘s) of auto-adjusting difficulty, where the game is supposed to match itself to the player.
Jonathan Smith’s point ties in with Noah Falstein’s article in Steve Rabin’s Introduction To Game Development, where he describes the ideal game difficulty as one that shifts between being hard and easy. As I recall, the basic argument is that as a player I should first try something very hard, and then a bit later get the experience that a challenge has become easy because of my newly acquired skills:
That sounds like an argument against perfect balance and against automatic difficulty adjustment, doesn’t it? But perhaps the better conclusion is not to avoid balancing and difficulty adjustment, but to balance and diffulty-adjust as to aim for something like the ebb and flow in the model above.
Good balancing is paramount, but balancing should not aim for a straight line.