tag:blogger.com,1999:blog-5706222432360428997.post8540608021499544246..comments2024-03-28T15:07:16.143-04:00Comments on Game Design Aspect: Advancement, Progression and Pacing (Part V)Sande Chenhttp://www.blogger.com/profile/04783798710597097506noreply@blogger.comBlogger1125tag:blogger.com,1999:blog-5706222432360428997.post-23710614419151719362013-05-31T14:12:29.229-04:002013-05-31T14:12:29.229-04:00David Wessman wrote: DDA has another drawback if i...David Wessman wrote: DDA has another drawback if it is used for anything other than making "Easy" easier. It can be a problem when it drops difficulty for skilled players. For example, the player may have failed a challenge ten times in a row. DDA decides to make it a little easier. Player now feels cheated because they were prepared to repeat the challenge 20 times, confident that they had discerned how to beat it, and knowing they simply had to improve their execution.<br />I prefer defined difficulty settings for "normal" and "hard", but I do think DDA is a great idea for "easy."Sande Chenhttps://www.blogger.com/profile/04783798710597097506noreply@blogger.com