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Poll

POLL: Difficulty in Games

  • The more difficulty the better, as long as it's fair 3
  • Games need some difficulty to be interesting but not too much 6
  • Difficulty is good but only for bonus content (like a special ending) 5
  • Difficulty should be trivial (challenges can be completed on first try) 2
  • Any difficulty just adds frustration and all content should be as easily accessible as possible 2
  • Other (comment below) 0
  • 2023-10-06
  • 18 votes
{'title': 'POLL: Difficulty in Games', 'choices': [{'text': "The more difficulty the better, as long as it's fair", 'votes': 3}, {'text': 'Games need some difficulty to be interesting but not too much', 'votes': 6}, {'text': 'Difficulty is good but only for bonus content (like a special ending)', 'votes': 5}, {'text': 'Difficulty should be trivial (challenges can be completed on first try)', 'votes': 2}, {'text': 'Any difficulty just adds frustration and all content should be as easily accessible as possible', 'votes': 2}, {'text': 'Other (comment below)', 'votes': 0}], 'closes_at': None, 'created_at': datetime.datetime(2023, 10, 6, 19, 42, 46, tzinfo=datetime.timezone.utc), 'description': None, 'allow_multiple': False, 'total_votes': 18}

Content

Got another poll for everyone! How do you feel about difficulty in games like Grapple Day? Pick the answer that best matches how you feel, or leave a comment if none of them apply.

Comments

Fealow

I'd say it's hard to quantify difficulty in games like Grapple days, as they are not inherently difficult to play or contain difficult to understand concepts. What most players might possibly consider to be difficult here, are obstacles, which are presented to the player in the form of a gimmick in Grapple days. Gimmicks don't make a game difficult, as they are usually solved with little effort given enough time. Once a gimmick is solved it is no longer an obstacle and can no longer be used to create difficulty in turn based games. The only real test these games give players is a test of patience.

Grapple Day

all good points! Yes, we're less interested in using difficulty to exclude content, more as a way to build anticipation around certain outcomes. Difficulty does definitely slow the pace of a game, so we're trying to see what sort of pace people enjoy

Fealow

That makes more sense to me when you put it like that. Essentially making the more erotic paths/material not the straightforward one, right?