Every boss is easy for somebody

SLOP2875 · Week 11

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“Is the first boss too hard?”

has no answer.

“For whom?” does.

The claim

A game does not have a difficulty.

It has a different difficulty for every player who picks it up.

A balance decision is a decision about which of those players you are willing to lose.

The same game, six players

Only the reaction time changes. 51 runs each.

Reaction timePast boss 1Past boss 2Win
50 ms503938
100 ms472212
150 ms3852
200 ms1820
250 ms1100
300 ms1010

Read across a row

and you get one player’s way through the game.

Read down a column

and you get what a gate does to a crowd.

The first boss

lets through 50 of the fastest player’s 51 runs.

And 10 of the slowest one’s.

For the 200 ms player, two thirds of runs are over when the first boss’s clock runs out

Whether that is right

depends on who the game is for.

It is a number now, so it can be argued about.

Reading, weeks 11 and 12

Roohi and colleagues, Predicting Game Difficulty and Churn Without Players.

Which levels of a shipped game lose players, from simulated players and a model of a population.

This week’s table at the scale of a real studio’s game.

Thursday

Pass rates at both bosses for three players of your own.

One sentence saying which of the three the specimen is currently built for.

Week 11, in full

The page for this week has the numbers and where they came from.

The whole semester