How to Design Effective Difficulty in Video Games
Difficulty in video games isn’t what it used to be — player expectations have changed, and better design philosophies have emerged
Video game difficulty has often been a polarizing topic — whether we’re talking about the “live, die, repeat” cycle of roguelikes, the higher than normal skill floor of Soulslikes, or the idea of a game possessing a casual or “story” difficulty level. Regardless of your stance on video game difficulty, one thing is clear: the core design philosophy around difficulty has changed, and it’s important to recognize this when thinking about game design today.
Origins of difficulty
Video games were born from the arcades. This is important to recognize, because there are particular drivers that guide the direction of arcade game design. Also, because most early games existed in an arcade context, game design itself was highly influenced by arcade games for many years. One of the drivers that most impacted arcade game design was the need to get the maximum dollar value out of each consumer. The way this articulated in arcade games was generally in the form of increased difficulty — if the player continually died or lost, they might be motivated to spend more money to keep playing.