Let me adjust difficulty during play!

One thing I didn’t men­tion a cou­ple weeks ago when talk­ing about what game design­ers can do bet­ter with dif­fi­culty is: let the player adjust his game dif­fi­culty after he plays. Why should we pre­sume as game design­ers that our def­i­n­i­tion of “medium” or “nor­mal” is the same one that the player is ready for. Even the short clips of descrip­tions (“you play lots of shoot­ers”) don’t add up to the expe­ri­ence the player will have. Maybe your player wants to start off on easy, and then turn up the knob as he gets used to things. Or maybe he sets for “hard” and then real­izes he wants to step down. Maybe the bal­ance of one of your lev­els, or one of your boss fights, is a lit­tle dubi­ous. Or maybe the player just wants to mess around for an hour.

The player has paid you money to play the game. Let him pick what dif­fi­culty he wants, when he wants. If this is so hard to alter dynam­i­cally, let him restart at the last check­point with the set­tings he or she wants.

A lot of design deci­sions from the orig­i­nal God of War have sur­vived. The “You Have Died” screen is one. Another is the fact that you can’t change the dif­fi­culty post-start, except by means of the most insult­ing means pos­si­ble. Why?

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