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Main - ROM Hacking - Balancing the difficulty! New thread | New reply


Ice Penguin
Posted on 09-22-08 09:51 AM Link | Quote | ID: 90946


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I'm nearing the completion of my new Zelda II hack, and I wanted to get some pointers on difficulty. I really don't want to butcher this
hack with the extreme, but I also don't want to make it a breeze. Hmm.

If you know anything about my last two hacks, you'll understand my reason for posting this.

Xenesis
Posted on 09-22-08 02:11 PM Link | Quote | ID: 90950


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Well, as far as general difficulty tuning goes, here's my small pieces of advice.

-If you can't finish it yourself without freeze states without dying it's probably too hard (As you know your levels, areas, changes better than anyone else possibly can at this stage). If you're struggling through with game overs it's way too hard.

-Get a sibling/friend/acmlmer/etc. who isn't good at the game you've based it upon or is just generally not that good at games. See how effective they are - that should give you an idea about the top end of the difficulty and other things like whether they need an unintentionally large amount of prior knowledge to even pass the game.

-It's probably easier to start with a base level of easiness and make it harder rather than having something hard and making it easier.

-More people will play a game that's too easy than one that's too hard.

Ice Penguin
Posted on 09-22-08 02:52 PM Link | Quote | ID: 90951


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Ah, thank you!

I never thought about having someone else play it. I would say I'm a Zelda II expert, and rarely die, so this is a great idea! It will give me a better view on the challenge.

Lunaria
Posted on 09-22-08 03:49 PM Link | Quote | ID: 90952


Deddorokku
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I could test it. I suck at zelda 2. =P

But as Xenesis pointed out. More people will play a easy game then a hard one.
If this hack is not easier then zelda 2. Then I am not playing it. =)

____________________
The fun has been doubled!

blackhole89
Posted on 09-22-08 08:36 PM Link | Quote | ID: 90960


The Guardian
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Posted by Xenesis
-It's probably easier to start with a base level of easiness and make it harder rather than having something hard and making it easier.

Easier, but not necessarily better. "Good" complexity requires a certain amount of thinking in the "planning" time segment of level design and I doubt that many elements of it - puzzles, necessary preparation and foresight on the player's behalf, hints rooted in the design of the level (like a certain formation of coins always being found in the proximity of doors, and indicating the proximity of a hidden one at some point - though this is an example I pulled out of my rear end pretty much ) - can be added in later with acceptable effects easily.

____________________



Ice Penguin
Posted on 09-22-08 11:16 PM Link | Quote | ID: 90971


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That was like......20 sentences in one.

But it made sense! I've spent a great deal of time on level design, and hopefully it shows.

Trax
Posted on 09-23-08 12:08 AM Link | Quote | ID: 90972


Yellow Stalfos
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If you can avoid pixel jumping, I'll be happy... See what I mean?

Ice Penguin
Posted on 09-23-08 02:32 AM Link | Quote | ID: 90974


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There will be none of that this time, promise.

Xenesis
Posted on 09-23-08 07:49 AM Link | Quote | ID: 90987


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Posted by blackhole89
Posted by Xenesis
-It's probably easier to start with a base level of easiness and make it harder rather than having something hard and making it easier.

Easier, but not necessarily better. "Good" complexity requires a certain amount of thinking in the "planning" time segment of level design and I doubt that many elements of it - puzzles, necessary preparation and foresight on the player's behalf, hints rooted in the design of the level (like a certain formation of coins always being found in the proximity of doors, and indicating the proximity of a hidden one at some point - though this is an example I pulled out of my rear end pretty much ) - can be added in later with acceptable effects easily.


Mm, indeed. To design interesting things there will always be a degree of complexity that is required and adds natural difficulty regardless of any other factors.

I was just speaking from a pure difficulty, rather than quality standpoint.

Ice Penguin
Posted on 09-23-08 03:43 PM Link | Quote | ID: 90992


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Posted by Xenesis
To design interesting things there will always be a degree of complexity that is required....

There can only be so much complexity, though. It's an NES game, but most importantly, my skills are seriously undeveloped.

RT-55J
Posted on 09-23-08 04:31 PM Link | Quote | ID: 90994

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You should also keep your target audience in mind. Are you making the hack for gamers who've played the game to death, gamers in general, or sadomasochists?

Quick Curly
Posted on 09-23-08 06:21 PM Link | Quote | ID: 90995


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It might be true that most people prefer an easy game to a difficult one, but then you have to ask yourself - what is the fun in that? Myself, I prefer a challenge.

If anything, you should have a fair balance of difficulty (as the topic title is rightfully named). Perhaps make it easy to begin with and then increase the difficulty as the game progresses. In contrast to ybriK-neerG not playing it if it's not easier than the original Zelda 2, I find that if a hack doesn't pose some form of new challenge aspect to it, I would still likely play it but I am not sure how far I would go with it.

Either way, it is just my view on the difficulty of video games and their respective hacks. Others will probably have different views on the matter, and that's cool.

All in all, best of luck with your hack.

Ice Penguin
Posted on 09-24-08 11:57 AM Link | Quote | ID: 91043


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I suppose I could just make an "Easy" and "Hard" version, like before.

Quick Curly
Posted on 09-24-08 01:59 PM Link | Quote | ID: 91046


Giant Red Paratroopa
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That sounds like a neat idea. Whatever works out best for you.

Main - ROM Hacking - Balancing the difficulty! New thread | New reply

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