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- Aug 29, 2014
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I've been thinking about something. So we can all agree that difficulty spikes in games are usually not a good idea. The sort of punish the player for not preemptively grinding beforehand and are generally unfair. But I've been thinking, what if a difficulty spike was intentionally added to a game for one reason or another.
Let me give you a couple examples. I was actually sort of thinking of trying this in one of my games too. Imagine there are two pathways. One which is kind of long, and another which is much shorter and has some cool rewards. However you are told that the enemies on the shorter path are far more dangerous. You can then make the choice to take the path with the difficulty spike, or play it safe with the longer route, maybe returning to the shorter one later.
Or how about this. Right from the start of the game you are presented with a long pathway that leads to the final dungeon of the game. However the difficulty of the monsters there are extremely dangerous. Then the game is about exploring around the world, all while gaining enough experience and skills to take on that route. You can go there anytime to test your newfound strength, however you will never survive unless you're strong enough first.
What other examples could come of presenting a clear difficulty spike to the player, and giving them choices like this. Could something like this be an interesting idea?
Let me give you a couple examples. I was actually sort of thinking of trying this in one of my games too. Imagine there are two pathways. One which is kind of long, and another which is much shorter and has some cool rewards. However you are told that the enemies on the shorter path are far more dangerous. You can then make the choice to take the path with the difficulty spike, or play it safe with the longer route, maybe returning to the shorter one later.
Or how about this. Right from the start of the game you are presented with a long pathway that leads to the final dungeon of the game. However the difficulty of the monsters there are extremely dangerous. Then the game is about exploring around the world, all while gaining enough experience and skills to take on that route. You can go there anytime to test your newfound strength, however you will never survive unless you're strong enough first.
What other examples could come of presenting a clear difficulty spike to the player, and giving them choices like this. Could something like this be an interesting idea?



