<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments on: Game Difficulty &amp; Consumer Expectations</title>
	<atom:link href="http://www.edery.org/2006/10/game-difficulty-consumer-expectations/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.edery.org/2006/10/game-difficulty-consumer-expectations/</link>
	<description>For those interested in the business of making good video games. Entrepreneurial spirit a must.</description>
	<lastBuildDate>Wed, 08 Sep 2010 10:32:36 +0000</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.0</generator>
	<item>
		<title>By: Erik C</title>
		<link>http://www.edery.org/2006/10/game-difficulty-consumer-expectations/comment-page-1/#comment-99674</link>
		<dc:creator>Erik C</dc:creator>
		<pubDate>Tue, 04 Sep 2007 01:11:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.edery.org/2006/10/game-difficulty-consumer-expectations/#comment-99674</guid>
		<description>I thought that article about the Mythical 40-Hour Gamer is pretty spot on Chuck. I think most of the games out on the shelves these days do target a specific customer base; either you\&#039;re in it for the ultimate 40-80 hour long experience or you play it casually for a couple minutes. There aren\&#039;t a lot of games that are mutually exclusive (or is that not possible?). 

I suppose another way to put this is whether it\&#039;s possible to create games that serve both the hardcore and casual gamer. And you know what? I think it is. World of Warcraft is a fine example proving that it can be done. And so is Tetris, Mario Kart, and many others...

Here\&#039;s an entry I wrote earlier this week about this issue (sorry, don\&#039;t know how to use trackbacks)
http://blog.bottomlesspitgames.com/2007/08/31/balancing-between-the-casual-vs-hardcore-part-1.aspx</description>
		<content:encoded><![CDATA[<p>I thought that article about the Mythical 40-Hour Gamer is pretty spot on Chuck. I think most of the games out on the shelves these days do target a specific customer base; either you\&#8217;re in it for the ultimate 40-80 hour long experience or you play it casually for a couple minutes. There aren\&#8217;t a lot of games that are mutually exclusive (or is that not possible?). </p>
<p>I suppose another way to put this is whether it\&#8217;s possible to create games that serve both the hardcore and casual gamer. And you know what? I think it is. World of Warcraft is a fine example proving that it can be done. And so is Tetris, Mario Kart, and many others&#8230;</p>
<p>Here\&#8217;s an entry I wrote earlier this week about this issue (sorry, don\&#8217;t know how to use trackbacks)<br />
<a href="http://blog.bottomlesspitgames.com/2007/08/31/balancing-between-the-casual-vs-hardcore-part-1.aspx" rel="nofollow">http://blog.bottomlesspitgames.com/2007/08/31/balancing-between-the-casual-vs-hardcore-part-1.aspx</a></p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Chuck Arellano</title>
		<link>http://www.edery.org/2006/10/game-difficulty-consumer-expectations/comment-page-1/#comment-23449</link>
		<dc:creator>Chuck Arellano</dc:creator>
		<pubDate>Sat, 21 Oct 2006 13:45:22 +0000</pubDate>
		<guid isPermaLink="false">http://www.edery.org/2006/10/game-difficulty-consumer-expectations/#comment-23449</guid>
		<description>I think that Wired&#039;s story on the Mythical 40-Hour Gamer is related to this:

http://www.wired.com/news/columns/0,71836-0.html?tw=wn_story_page_prev2

It seems that game difficulty is already explicitly stated on the box - but then again, game difficulty is relative, so you really can&#039;t say that the statement on the box is inaccurate.

So how do you convey a subjective piece on information objectively? Maybe the number on the box is applicable to above-average gamers only. Maybe they should give &quot;average&quot; figures instead? But who is the average gamer? :)

Interesting dilemma for game developers :)</description>
		<content:encoded><![CDATA[<p>I think that Wired&#8217;s story on the Mythical 40-Hour Gamer is related to this:</p>
<p><a href="http://www.wired.com/news/columns/0,71836-0.html?tw=wn_story_page_prev2" rel="nofollow">http://www.wired.com/news/columns/0,71836-0.html?tw=wn_story_page_prev2</a></p>
<p>It seems that game difficulty is already explicitly stated on the box &#8211; but then again, game difficulty is relative, so you really can&#8217;t say that the statement on the box is inaccurate.</p>
<p>So how do you convey a subjective piece on information objectively? Maybe the number on the box is applicable to above-average gamers only. Maybe they should give &#8220;average&#8221; figures instead? But who is the average gamer? :)</p>
<p>Interesting dilemma for game developers :)</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: David J Edery</title>
		<link>http://www.edery.org/2006/10/game-difficulty-consumer-expectations/comment-page-1/#comment-22662</link>
		<dc:creator>David J Edery</dc:creator>
		<pubDate>Tue, 17 Oct 2006 00:10:05 +0000</pubDate>
		<guid isPermaLink="false">http://www.edery.org/2006/10/game-difficulty-consumer-expectations/#comment-22662</guid>
		<description>&gt; I think that overall, the industry does a very poor job at 
&gt; this. Granted, it’s a tough nut, but to call them elegant is a &gt; stretch at best.

You&#039;re such a cynic. Game-based learning is pretty elegant compared to average school-based learning nowadays, IMO.  ;)

&gt; explicit difficulty levels is a path out when they can’t 
&gt; solve the problem

I&#039;m not a huge fan of explicit difficulty levels. We built an auto-difficulty adjustment system into Cyclescore, and I was pretty pleased by the results. But anyway, this is all sort of besides the point, since I was saying that levels are precisely NOT sufficient answer to the problem in my post.

&gt; I think the bulk of games target an existing customer base, 
&gt; and assume they are familiar with content in that genre 

Good point. But then, this does increase the likelihood that any given game will fail to break out of its core audience. As an industry that is currently struggling with questions of wider demographics, we should be careful to make too many assumptions about what people do and do not know (or would and would not like to play.)</description>
		<content:encoded><![CDATA[<p>> I think that overall, the industry does a very poor job at<br />
> this. Granted, it’s a tough nut, but to call them elegant is a > stretch at best.</p>
<p>You&#8217;re such a cynic. Game-based learning is pretty elegant compared to average school-based learning nowadays, IMO.  ;)</p>
<p>> explicit difficulty levels is a path out when they can’t<br />
> solve the problem</p>
<p>I&#8217;m not a huge fan of explicit difficulty levels. We built an auto-difficulty adjustment system into Cyclescore, and I was pretty pleased by the results. But anyway, this is all sort of besides the point, since I was saying that levels are precisely NOT sufficient answer to the problem in my post.</p>
<p>> I think the bulk of games target an existing customer base,<br />
> and assume they are familiar with content in that genre </p>
<p>Good point. But then, this does increase the likelihood that any given game will fail to break out of its core audience. As an industry that is currently struggling with questions of wider demographics, we should be careful to make too many assumptions about what people do and do not know (or would and would not like to play.)</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Kim</title>
		<link>http://www.edery.org/2006/10/game-difficulty-consumer-expectations/comment-page-1/#comment-22558</link>
		<dc:creator>Kim</dc:creator>
		<pubDate>Mon, 16 Oct 2006 07:11:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.edery.org/2006/10/game-difficulty-consumer-expectations/#comment-22558</guid>
		<description>&gt;After all, video games have evolved (by necessity and definition) into some of the most elegant learning systems ever designed! 

Really? Dude, we haven&#039;t been playing the same games! I think that overall, the industry does a very poor job at this. Granted, it&#039;s a tough nut, but to call them elegant is a stretch at best.

- explicit difficulty levels is a path out when they can&#039;t solve the problem. ANd itself has problems. If I&#039;ve never played the game, or anything like it, how do I know what level is right for me?

- While marketers SHOULD consider difficulty, I&#039;m not sure many do. I think the bulk of games target an existing customer base, and assume they are familiar with content in that genre (e.g. Best thing since HL2! or Best game since Bejewelled!). The difficulty then is implied, no?

K</description>
		<content:encoded><![CDATA[<p>&gt;After all, video games have evolved (by necessity and definition) into some of the most elegant learning systems ever designed! </p>
<p>Really? Dude, we haven&#8217;t been playing the same games! I think that overall, the industry does a very poor job at this. Granted, it&#8217;s a tough nut, but to call them elegant is a stretch at best.</p>
<p>- explicit difficulty levels is a path out when they can&#8217;t solve the problem. ANd itself has problems. If I&#8217;ve never played the game, or anything like it, how do I know what level is right for me?</p>
<p>- While marketers SHOULD consider difficulty, I&#8217;m not sure many do. I think the bulk of games target an existing customer base, and assume they are familiar with content in that genre (e.g. Best thing since HL2! or Best game since Bejewelled!). The difficulty then is implied, no?</p>
<p>K</p>
]]></content:encoded>
	</item>
</channel>
</rss>
