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	<title>Comments on: Fake Difficulty</title>
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	<description>Hacker in progress</description>
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		<title>By: James</title>
		<link>http://jamesgecko.com/2009/08/fake-difficulty/comment-page-1/#comment-84</link>
		<dc:creator>James</dc:creator>
		<pubDate>Mon, 15 Feb 2010 09:59:58 +0000</pubDate>
		<guid isPermaLink="false">http://jamesgecko.com/?p=66#comment-84</guid>
		<description>&lt;p&gt;It&#039;s memorization based and there&#039;s not much indication what each action with accomplish. But the GROW games are also about exploration. This is clear from the outset; there&#039;s no bait and switch. Like Bejewled Blitz, There are few (no?) negative consequences for a bad choice, although there are plenty of good consequences for good choices.&lt;br&gt;&lt;br&gt;I dunno. It seems like the game is structured with many separate playthroughs and some lateral thinking in mind. It&#039;s hard to slap a difficulty judgement on a game which initially seems to have more in common with a lottery than a skill based challenge. You&#039;re &lt;em&gt;supposed&lt;/em&gt; to lose several times. My metric starts to break down.&lt;br&gt;&lt;br&gt;I mentioned this before, but this rant was inspired by a Megaman-like flash game where you had both a gun and a sword weapon, but only the gun worked when the character was climbing on a ladder. Coincidentally, the only spot where you would even think about using the sword was above a pit of insta-death. The creator of the game argued that little details like that were what gave it that &quot;old school difficulty.&quot; Because there was no indication that one of the weapons wouldn&#039;t work when on a ladder and there was no such note in the (extensive) instructions, I argued that this was not &quot;real&quot;, but &quot;fake&quot; difficulty. My post was addressing such situations, not games like GROW where seemingly random events happening are the very reason one plays them.&lt;/p&gt;
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		<content:encoded><![CDATA[<p>It&#39;s memorization based and there&#39;s not much indication what each action with accomplish. But the GROW games are also about exploration. This is clear from the outset; there&#39;s no bait and switch. Like Bejewled Blitz, There are few (no?) negative consequences for a bad choice, although there are plenty of good consequences for good choices.<br /><br />I dunno. It seems like the game is structured with many separate playthroughs and some lateral thinking in mind. It&#39;s hard to slap a difficulty judgement on a game which initially seems to have more in common with a lottery than a skill based challenge. You&#39;re <em>supposed</em> to lose several times. My metric starts to break down.<br /><br />I mentioned this before, but this rant was inspired by a Megaman-like flash game where you had both a gun and a sword weapon, but only the gun worked when the character was climbing on a ladder. Coincidentally, the only spot where you would even think about using the sword was above a pit of insta-death. The creator of the game argued that little details like that were what gave it that &#8220;old school difficulty.&#8221; Because there was no indication that one of the weapons wouldn&#39;t work when on a ladder and there was no such note in the (extensive) instructions, I argued that this was not &#8220;real&#8221;, but &#8220;fake&#8221; difficulty. My post was addressing such situations, not games like GROW where seemingly random events happening are the very reason one plays them.</p>]]></content:encoded>
	</item>
	<item>
		<title>By: Brett</title>
		<link>http://jamesgecko.com/2009/08/fake-difficulty/comment-page-1/#comment-85</link>
		<dc:creator>Brett</dc:creator>
		<pubDate>Mon, 15 Feb 2010 06:54:37 +0000</pubDate>
		<guid isPermaLink="false">http://jamesgecko.com/?p=66#comment-85</guid>
		<description>&lt;p&gt;Hey James,&lt;br&gt;Check this out... what type of difficulty would you call this?&lt;br&gt;&lt;a href=&quot;http://www.eyezmaze.com/eyezblog_en/blog/2009/12/transform.html#monster&quot; rel=&quot;nofollow&quot;&gt;http://www.eyezmaze.com/eyezblog_en/blog/2009/1...&lt;/a&gt;&lt;/p&gt;
</description>
		<content:encoded><![CDATA[<p>Hey James,<br />Check this out&#8230; what type of difficulty would you call this?<br /><a href="http://www.eyezmaze.com/eyezblog_en/blog/2009/12/transform.html#monster" rel="nofollow"></a><a href="http://www.eyezmaze.com/eyezblog_en/blog/2009/1.." rel="nofollow">http://www.eyezmaze.com/eyezblog_en/blog/2009/1..</a>.</p>]]></content:encoded>
	</item>
	<item>
		<title>By: James</title>
		<link>http://jamesgecko.com/2009/08/fake-difficulty/comment-page-1/#comment-64</link>
		<dc:creator>James</dc:creator>
		<pubDate>Mon, 15 Feb 2010 04:59:58 +0000</pubDate>
		<guid isPermaLink="false">http://jamesgecko.com/?p=66#comment-64</guid>
		<description>&lt;p&gt;It&#039;s memorization based and there&#039;s not much indication what each action with accomplish. But the GROW games are also about exploration. This is clear from the outset; there&#039;s no bait and switch. Like Bejewled Blitz, There are few (no?) negative consequences for a bad choice, although there are plenty of good consequences for good choices.&lt;br&gt;&lt;br&gt;I dunno. It seems like the game is structured with many separate playthroughs and some lateral thinking in mind. It&#039;s hard to slap a difficulty judgement on a game which initially seems to have more in common with a lottery than a skill based challenge. You&#039;re &lt;em&gt;supposed&lt;/em&gt; to lose several times. My metric starts to break down.&lt;br&gt;&lt;br&gt;I mentioned this before, but this rant was inspired by a Megaman-like flash game where you had both a gun and a sword weapon, but only the gun worked when the character was climbing on a ladder. Coincidentally, the only spot where you would even think about using the sword was above a pit of insta-death. The creator of the game argued that little details like that were what gave it that &quot;old school difficulty.&quot; Because there was no indication that one of the weapons wouldn&#039;t work when on a ladder and there was no such note in the (extensive) instructions, I argued that this was not &quot;real&quot;, but &quot;fake&quot; difficulty. My post was addressing such situations, not games like GROW where seemingly random events happening are the very reason one plays them.&lt;/p&gt;
</description>
		<content:encoded><![CDATA[<p>It&#39;s memorization based and there&#39;s not much indication what each action with accomplish. But the GROW games are also about exploration. This is clear from the outset; there&#39;s no bait and switch. Like Bejewled Blitz, There are few (no?) negative consequences for a bad choice, although there are plenty of good consequences for good choices.<br /><br />I dunno. It seems like the game is structured with many separate playthroughs and some lateral thinking in mind. It&#39;s hard to slap a difficulty judgement on a game which initially seems to have more in common with a lottery than a skill based challenge. You&#39;re <em>supposed</em> to lose several times. My metric starts to break down.<br /><br />I mentioned this before, but this rant was inspired by a Megaman-like flash game where you had both a gun and a sword weapon, but only the gun worked when the character was climbing on a ladder. Coincidentally, the only spot where you would even think about using the sword was above a pit of insta-death. The creator of the game argued that little details like that were what gave it that &#8220;old school difficulty.&#8221; Because there was no indication that one of the weapons wouldn&#39;t work when on a ladder and there was no such note in the (extensive) instructions, I argued that this was not &#8220;real&#8221;, but &#8220;fake&#8221; difficulty. My post was addressing such situations, not games like GROW where seemingly random events happening are the very reason one plays them.</p>]]></content:encoded>
	</item>
	<item>
		<title>By: Brett</title>
		<link>http://jamesgecko.com/2009/08/fake-difficulty/comment-page-1/#comment-63</link>
		<dc:creator>Brett</dc:creator>
		<pubDate>Mon, 15 Feb 2010 01:54:37 +0000</pubDate>
		<guid isPermaLink="false">http://jamesgecko.com/?p=66#comment-63</guid>
		<description>&lt;p&gt;Hey James,&lt;br&gt;Check this out... what type of difficulty would you call this?&lt;br&gt;&lt;a href=&quot;http://www.eyezmaze.com/eyezblog_en/blog/2009/12/transform.html#monster&quot; rel=&quot;nofollow&quot;&gt;http://www.eyezmaze.com/eyezblog_en/blog/2009/1...&lt;/a&gt;&lt;/p&gt;
</description>
		<content:encoded><![CDATA[<p>Hey James,<br />Check this out&#8230; what type of difficulty would you call this?<br /><a href="http://www.eyezmaze.com/eyezblog_en/blog/2009/12/transform.html#monster" rel="nofollow"></a><a href="http://www.eyezmaze.com/eyezblog_en/blog/2009/1.." rel="nofollow">http://www.eyezmaze.com/eyezblog_en/blog/2009/1..</a>.</p>]]></content:encoded>
	</item>
	<item>
		<title>By: James</title>
		<link>http://jamesgecko.com/2009/08/fake-difficulty/comment-page-1/#comment-43</link>
		<dc:creator>James</dc:creator>
		<pubDate>Sun, 16 Aug 2009 04:11:46 +0000</pubDate>
		<guid isPermaLink="false">http://jamesgecko.com/?p=66#comment-43</guid>
		<description>&lt;p&gt;The post was actually inspired by a retro flash platformer which had some irritating &quot;Who could have possibly have seen that coming?!&quot; moments.&lt;/p&gt;

&lt;p&gt;Since writing the post, I&#039;ve stumbled across &lt;a href=&quot;http://www.gamearchitect.net/Articles/IntentionalGameplay.html&quot; rel=&quot;nofollow&quot;&gt;this&lt;/a&gt; article which breaks things out into &quot;control&quot;, &quot;difficulty&quot;, &quot;feedback&quot;, and &quot;flow.&quot; It basically says that difficulty is the tension between feedback and control, and players get annoyed with breaks in flow due to lack of feedback. &lt;/p&gt;

&lt;p&gt;It makes a lot of sense; I was trying to define fake difficulty due to events the player had insufficient decision making power to meaningfully change the outcome of, but his system makes sense in light of the fact that players &lt;i&gt;like&lt;/i&gt; getting thrown for a loop by things they weren&#039;t expecting.&lt;/p&gt;
</description>
		<content:encoded><![CDATA[<p>The post was actually inspired by a retro flash platformer which had some irritating &#8220;Who could have possibly have seen that coming?!&#8221; moments.</p>

<p>Since writing the post, I&#8217;ve stumbled across <a href="http://www.gamearchitect.net/Articles/IntentionalGameplay.html" rel="nofollow">this</a> article which breaks things out into &#8220;control&#8221;, &#8220;difficulty&#8221;, &#8220;feedback&#8221;, and &#8220;flow.&#8221; It basically says that difficulty is the tension between feedback and control, and players get annoyed with breaks in flow due to lack of feedback. </p>

<p>It makes a lot of sense; I was trying to define fake difficulty due to events the player had insufficient decision making power to meaningfully change the outcome of, but his system makes sense in light of the fact that players <i>like</i> getting thrown for a loop by things they weren&#8217;t expecting.</p>]]></content:encoded>
	</item>
	<item>
		<title>By: James</title>
		<link>http://jamesgecko.com/2009/08/fake-difficulty/comment-page-1/#comment-102</link>
		<dc:creator>James</dc:creator>
		<pubDate>Sun, 16 Aug 2009 04:11:00 +0000</pubDate>
		<guid isPermaLink="false">http://jamesgecko.com/?p=66#comment-102</guid>
		<description>&lt;p&gt;The post was actually inspired by a retro flash platformer which had some irritating &quot;Who could have possibly have seen that coming?!&quot; moments.&lt;/p&gt;

&lt;p&gt;Since writing the post, I&#039;ve stumbled across &lt;a href=&quot;http://www.gamearchitect.net/Articles/IntentionalGameplay.html&quot; rel=&quot;nofollow&quot;&gt;this&lt;/a&gt; article which breaks things out into &quot;control&quot;, &quot;difficulty&quot;, &quot;feedback&quot;, and &quot;flow.&quot; It basically says that difficulty is the tension between feedback and control, and players get annoyed with breaks in flow due to lack of feedback. &lt;/p&gt;

&lt;p&gt;It makes a lot of sense; I was trying to define fake difficulty due to events the player had insufficient decision making power to meaningfully change the outcome of, but his system makes sense in light of the fact that players &lt;i&gt;like&lt;/i&gt; getting thrown for a loop by things they weren&#039;t expecting.&lt;/p&gt;
</description>
		<content:encoded><![CDATA[<p>The post was actually inspired by a retro flash platformer which had some irritating &#8220;Who could have possibly have seen that coming?!&#8221; moments.</p>

<p>Since writing the post, I&#8217;ve stumbled across <a href="http://www.gamearchitect.net/Articles/IntentionalGameplay.html" rel="nofollow">this</a> article which breaks things out into &#8220;control&#8221;, &#8220;difficulty&#8221;, &#8220;feedback&#8221;, and &#8220;flow.&#8221; It basically says that difficulty is the tension between feedback and control, and players get annoyed with breaks in flow due to lack of feedback. </p>

<p>It makes a lot of sense; I was trying to define fake difficulty due to events the player had insufficient decision making power to meaningfully change the outcome of, but his system makes sense in light of the fact that players <i>like</i> getting thrown for a loop by things they weren&#8217;t expecting.</p>]]></content:encoded>
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		<title>By: Ben L.</title>
		<link>http://jamesgecko.com/2009/08/fake-difficulty/comment-page-1/#comment-42</link>
		<dc:creator>Ben L.</dc:creator>
		<pubDate>Thu, 13 Aug 2009 20:17:11 +0000</pubDate>
		<guid isPermaLink="false">http://jamesgecko.com/?p=66#comment-42</guid>
		<description>&lt;p&gt;Interesting, and pretty much true. I can think of quite a few old platformers that fall under this heading as well.&lt;/p&gt;
</description>
		<content:encoded><![CDATA[<p>Interesting, and pretty much true. I can think of quite a few old platformers that fall under this heading as well.</p>]]></content:encoded>
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	<item>
		<title>By: Ben L.</title>
		<link>http://jamesgecko.com/2009/08/fake-difficulty/comment-page-1/#comment-101</link>
		<dc:creator>Ben L.</dc:creator>
		<pubDate>Thu, 13 Aug 2009 20:17:00 +0000</pubDate>
		<guid isPermaLink="false">http://jamesgecko.com/?p=66#comment-101</guid>
		<description>&lt;p&gt;Interesting, and pretty much true. I can think of quite a few old platformers that fall under this heading as well.&lt;/p&gt;
</description>
		<content:encoded><![CDATA[<p>Interesting, and pretty much true. I can think of quite a few old platformers that fall under this heading as well.</p>]]></content:encoded>
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