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Old 04-08-2010, 07:24 PM   #1
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Designing Games To Challenge Diverse Players

The surgery game Trauma Center was one of the earliest examples of how the Nintendo DS could change our industry. By turning the stylus into a scalpel, the designers let players immerse themselves into the role of a doctor as never before.

Unfortunately, the game simulated the pressures of actual surgery as well by presenting staggeringly difficult, time-pressured levels. Failure blocked the player’s progress, which proved to be a fatal flaw for the game because there were no difficulty levels at all -- no way for the player to decide what level of challenge was appropriate.

Considering the wide demographic of gamers today, from young children to seniors, this decision doomed the game to a tiny slice of the DS’s audience.

Challenge has always been a core component of game design. However, after video games left the arcades -– in which quick difficulty ramps were a necessity of doing business –- most designers realized that their games could appeal to more people if they tailored the challenge to meet the needs of the individual user.

Gamasutra - News - Analysis: Designing Games To Challenge Diverse Players
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