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November 7th, 2008, 15:30
So what is a "good" difficulty curve? Classic arcade games were always like this, they got harder and harder the longer you played them. Obvioulsy that was part of what made them addictive - why should that not work for RPG's too?
Obviously a game that gets progressively easier would meet with criticism as well - just note all the complaints about MW and Oblivion: "After level 10 you are a demi-god) - actually an outpacing of player progress in relation to the level scaling of encounters. It certainly gives a feeling of progress, but it is not fun. Should the actual challenge always stay the same, be it through level scaling or careful design of a sequence of areas with increasing difficulty in line with players progress?
Or should there be an up and down (similar to a level-end boss structure?)
What do you prefer:
1) ___

2) \

3) /

4) /\/\/\
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