I know, that is a very bold statement to make like that. Wasn’t Neopets that web-thing that was popular with kids about ten or fifteen years ago? Only little kids just barely out of kindergarten have time for feeding their clip-art Tamagotchis. Well, I just recently got back into Neopets and I thought I would share my ideas.
There are some game websites that have become famous for their wide array of games. Some, like newgrounds.com, are spawning pools of creative content. Some, like kongregate.com, allow content creators new avenues of community involvement. But, there are others like rrrrthats5rs.com that do none of these things.
In Part-One, I discussed the three types of difficulty found in games. This post picks up where we left off and dives deeper into artificial difficulty.
One common element in the preceding three types of difficulty is the concept of player agency. In every single one, the player is free to “choose” the path they want to take (ok, the execution is a bit different, but it is still up to the player to win).
Games can be hard, and games can be fun. Sometimes these statements refer to the same game, sometimes they cannot refer to the same game. But, we can all agree that difficulty is a defining part of any game. In this two-part post, I will discuss what exactly makes difficulty, and how to identify it in games.
Pokemon is an interesting game, and I’ve covered part of it’s aspects in a a previous article, but today I want to look to the future.
Unstable Equilibrium or The Winning Win and the Losing Lose
In games, especially multi-player games, when you are winning you have the advantage. Maybe you have more gold, units, health, whatever, and you are ahead of the opposition, thus you have an easier time staying ahead.