I am reading a paper on personalized difficulty in games and I see this graph:
The graph shows clearly that the probability of playing tomorrow depends on how many levels (amount of progress) you beat today.
At GDC24 one of the talks showed this graph:
Kills in 10 matches of a FPS will influence the probability of playing again.
What can we learn from here?
- Theory of Flow is always valid
- It’s about the Player: the player of your game should feel good enough and progressing enough. It’s about them, not you!
- You need to deeply understand the elements of friction, goals and mechanics that shape up the difficulty of your game.
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