Designing Invisible Walls: Thoughts on Level Design part 2 - by Etienne GURRERA

      Posted 11/12/10 09:15:00 am   In my previous entry I wrote about the definition of game rules and what it could induce in a game production. Let's now talk about something more design oriented: coherence and inconsistency in game balancing.

Designing difficulty is never easy for several reasons.

When you work on a game, since you know the exact mechanics you are never surprised. It's hard to understand and imagine the discovery state of a player.I'm used to saying quite often “Hey guys, we are the best

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