APONTE, M.V., LEVIEUX, G. AND NATKIN, S., 2011. Measuring the level of difficulty in single player video games. Entertainment Computing, 2(4), pp.205-213.
In this paper the author make a study of the concept of difficulty in video games and try to give useful definitions for challenges difficulty in the game context as well as a system to measuring the level of difficulty through a virtual player which would give feedback to game developers to adjust and modify different aspects of the videogame difficulty. With this system a series of data can be known, such as the probabilities of success depending on the difficulty and time, the level of ability learnt by the player in one skill, the relationship between this skills and the success of a task, the use of diverse skills in the completion of an objective. All this information would allow the developer to adjust the difficulties without depending on real playtesting and thus, saving time.
Having a well-developed curve of difficulty is very important in the experience of a player; it allows developing its skills in the game at the same pace that the game adapts to give a suitable level of challenge. Knowing which factors affect the difficulty of a game and which in-game skills allow to surpass a challenge would help me in the development of more entertaining game mechanics and to improve the playability.
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