Make Your Game More or Less Challenging - Choices
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Navigation in the Environment
Movement across the game world can be one of the most essential mechanics for progressing in a game. Any limitations introduced regarding navigation can increase the game’s difficulty.
Easier difficulty
Harder difficulty
Walking, sprinting, or rushing is not limited or just very little.
Examples:
The player character has unlimited stamina when sprinting.
The player character can sprint and rush even when wounded or damaged.
Walking, sprinting, or rushing is limited or not possible.
Examples:
The player character has limited stamina when sprinting.
The player character cannot sprint or rush when wounded or damaged.
Jumping is not limited or just very little.
Examples:
The player character has unlimited stamina when jumping.
The player character can jump even when heavily loaded with gear.
The player character can jump even when wounded or damaged.
Jumping is limited or unavailable.
Examples:
The player character has limited stamina when jumping.
The player character cannot jump when heavily loaded with gear.
The player character cannot jump when wounded or damaged.
Sneaking and crawling is not limited or just very little.
Example:
- The player character has unlimited stamina when sneaking and crawling.
Sneaking and crawling is limited or unavailable.
Example:
- The player character has limited stamina when sneaking and crawling.
Bouncing, gliding, swinging, and air dashing is not limited or just very little.
Example:
- The player character has unlimited stamina when bouncing, gliding, swinging, and air dashing.
Bouncing, gliding, swinging, and air dashing is limited or unavailable.
Example:
- The player character has limited stamina when bouncing, gliding, swinging, and air dashing.
Climbing and using grapple hooks is not limited or just very little.
Examples:
The player character has unlimited stamina when climbing and using grapple hooks.
Players can use grapple hooks as many times as desired.
Players can climb any object designed for climbing.
Climbing and using grapple hooks is limited or unavailable.
Examples:
The player character has limited stamina when climbing and using grapple hooks.
Players can use grapple hooks only a limited number of times.
Players can climb only selected objects designed for climbing.
Swimming is not limited or just very little.
Examples:
The player character has unlimited stamina when swimming.
The player character has unlimited lung capacity when swimming.
Swimming does not require any special equipment.
Swimming is limited or unavailable.
Examples:
The player character has limited stamina when swimming.
The player character has limited lung capacity when swimming.
Swimming requires special equipment.
Flying is not limited or just very little.
Examples:
The player character has unlimited stamina or fuel when flying.
Vehicles piloted by players do not get destroyed upon collision with objects or after hard impacts with the ground; instead, they bounce, allowing continued operation.
Flying is limited or unavailable.
Examples:
The player character has limited stamina or fuel when flying.
Vehicles piloted by players are destroyed upon collision with objects or after hard impacts with the ground.
Driving is not limited or just very little.
Examples:
Players have unlimited fuel while driving.
Vehicles cannot be damaged or destroyed when crashing.
Driving is limited or unavailable.
Examples:
Players have limited fuel while driving.
Vehicles can be damaged or destroyed when crashing.
Riding is not limited or just very little.
Example:
- The player character has unlimited stamina while riding.
Riding is limited or unavailable.
Example:
- The player character has limited stamina while riding.
Fast traveling is not limited.
Examples:
Players can use all fast travel points without restrictions.
Players can fast travel at any time.
Players are not required to pay with in-game currency for fast traveling.
If payment is required, the cost does not depend on the traveled distance.
Fast traveling is limited or unavailable.
Examples:
Players have access to fewer fast travel points.
Players can fast travel only during specific periods.
Players must pay with in-game currency for fast traveling.
The cost of fast traveling increases with the distance traveled.
Finding and exploring locations is available anytime.
Example:
- Players can explore any level without completing specific quests.
Finding and exploring locations is only available under certain conditions.
Example:
- Players must complete specific quests before being allowed to explore new levels.
Finding and exploring locations is possible in no particular order.
Example:
- Players can explore the final level early in the game.
Finding and exploring locations is possible only in a particular order.
Example:
- Players must unlock previous levels before accessing the final level.
Opening entrances is not limited.
Examples:
Players do not need special items or access codes to open doors.
Players can open any door at any time.
Players do not require assistance from non-playable characters to open doors.
Opening entrances is limited or unavailable.
Examples:
Players must possess special items or access codes to open doors.
Certain doors can only be opened at specific times.
Players may need the assistance of NPCs to open certain doors.
All entrances between levels are accessible, allowing unrestricted backtracking.
Example:
- Players can use any entrance between levels to backtrack.
Only certain entrances between levels are accessible for backtracking.
Example:
- Players can use only some entrances between levels to backtrack.
Defeating Opponents
When players are required to defeat their opponents, they employ specific tactics made available by the game. Introducing stricter metrics relevant to these tactics—such as time, frequency, number of uses, cost, and others—will make defeating opponents more challenging.
Easier difficulty
Harder difficulty
Stunning as a defensive tactic is effective against all opponents.
Stunning as a defensive tactic is effective only against certain opponents.
Fighting, shooting, hunting, or eliminating is effective against any opponent.
Examples:
Players can defeat any type of opponent.
Players can eliminate an opponent by attacking any part of their body.
Players can eliminate an opponent without the necessity of precisely timing their attacks.
Players can use any weapon, ability, or power to eliminate an opponent.
Fighting, shooting, hunting, or eliminating is effective only against specific opponents.
Examples:
Players can defeat certain types of opponents but must utilize alternative tactics to survive encounters with others.
Players can eliminate an opponent only by attacking specific parts of their body.
Players can eliminate an opponent solely by precisely timing their attacks.
Players can use only specific weapons, abilities, or powers to eliminate an opponent.
Producing any units in a strategy game is unrestricted.
Examples:
Players can produce any units at any time.
Players can unlock new units in no predetermined order.
Producing some units in a strategy game is restricted or prohibited.
Examples:
Players can produce units only at specific points during gameplay.
Players must unlock new units in a predetermined sequence.
Converting enemy or neutral units in a strategy game is unrestricted.
Examples:
Players can convert any enemy or neutral units into their own units.
Players can convert enemy or neutral units rapidly.
Players can convert any number of enemy or neutral units into their own units.
Converting enemy or neutral units in a strategy game has certain restrictions.
Examples:
Players can convert only specific enemy or neutral units into their own units.
Players can convert enemy or neutral units at a slower rate.
Players are limited in the number of enemy or neutral units they can convert.
Calling for off-map reinforcements is unrestricted.
Examples:
Players can call for any off-map reinforcements.
Players do not have to wait long for off-map reinforcements to appear in the game world.
Calling for off-map reinforcements is inexpensive.
Players can call for off-map reinforcements as frequently as they wish.
Calling for off-map reinforcements has specific limitations.
Examples:
Players can call for only certain types of off-map reinforcements.
Players must wait a significant amount of time for off-map reinforcements to appear in the game world.
Calling for off-map reinforcements is expensive.
Players can only call for off-map reinforcements a limited number of times.
Using abilities and powers is unrestricted.
Examples:
Players can utilize any abilities and powers.
Players do not need to wait long for abilities and powers to recharge.
Activating abilities and powers is inexpensive.
Players can activate abilities and powers as often as they wish.
Using abilities and powers has certain restrictions.
Examples:
Players can utilize only specific abilities and powers.
Players must wait a considerable amount of time for abilities and powers to recharge.
Activating abilities and powers is expensive.
Players can activate abilities and powers only a limited number of times.
Using reconnaissance against the enemy is unrestricted.
Examples:
Players can employ radars, spotters, fast reconnaissance vehicles, or binoculars at any time during gameplay.
Players can use radars, spotters, fast reconnaissance vehicles, or binoculars without expending any resources.
Using reconnaissance against the enemy has specific restrictions.
Examples:
Players can employ radars, spotters, fast reconnaissance vehicles, or binoculars only under certain conditions during gameplay.
Players must expend in-game resources to use radars, spotters, fast reconnaissance vehicles, or binoculars.
Using the most effective options is subject to little or no limitations.
Examples:
Players can frequently use heavy weapons such as rocket launchers, grenade launchers, or machine guns because suitable ammunition is plentiful and easy to find or purchase within the game world.
Players can summon the hero unit in a strategy game as often as desired.
Using the most effective options has substantial limitations.
Examples:
Players must use heavy weapons like rocket launchers, grenade launchers, or machine guns sparingly because suitable ammunition is scarce within the game world.
Players can summon the hero unit in a strategy game only once.
Interaction with Other Characters
Players can benefit significantly from interacting with NPCs, for example, by gaining access to new equipment, acquiring information relevant to their current task, or hiring a companion. Introducing specific limitations can make these interactions more challenging.
Easier difficulty
Harder difficulty
Interacting with NPCs (engaging in dialogues, exchanging equipment, trading, hiring companions, etc.) is unrestricted.
Examples:
Players do not need to offer a reward to an NPC in exchange for services.
Players can interact with an NPC without the requirement of carrying any specific item in their inventory.
Players can interact with an NPC regardless of their relationship status with that NPC or others.
Players can interact with an NPC at any time.
Players can interact with an NPC without needing to complete any particular quest beforehand.
Interacting with NPCs (engaging in dialogues, exchanging equipment, trading, hiring companions, etc.) has specific limitations.
Examples:
Players must offer a reward to an NPC to request services.
Players can interact with an NPC only if they possess a certain item in their inventory.
Players can interact with an NPC only if they have achieved a certain relationship status with that NPC or with others.
Players can interact with an NPC only during specific periods.
Players can interact with an NPC only after completing a particular quest.
Vehicle Management
For vehicle management to be engaging, players must have at least a few options regarding what they can do with their vehicles. Applying certain limitations to these existing options may create interesting situations in which players must carefully strategize their next actions with their vehicles, thereby making the game less accessible.
Easier difficulty
Harder difficulty
Buying and selling vehicles has no limitations.
Examples:
Players can buy and sell vehicles at any time.
Players can buy and sell a vehicle without having to accomplish any particular quest.
Players can purchase vehicles from any seller.
Players can sell vehicles to any buyer.
Players purchase vehicles at relatively low prices.
Players sell vehicles at relatively high prices.
Buying and selling vehicles has some limitations.
Examples:
Players can only buy and sell vehicles at specific moments.
Players can only buy and sell a vehicle after completing a particular quest.
Players can only purchase certain vehicles from specific sellers.
Players can only sell certain vehicles to specific buyers.
Players purchase vehicles at relatively high prices.
Players sell vehicles at relatively low prices.
Repairing vehicles has no limitations.
Examples:
Players can repair vehicles at any time.
Players can repair a vehicle without having to accomplish any particular quest.
Players can repair vehicles at any location.
Players can repair vehicles with the assistance of any mechanic.
Players repair vehicles at relatively low costs.
Repairing vehicles has some limitations.
Examples:
Players can only repair vehicles at specific moments.
Players can only repair a vehicle after completing a particular quest.
Players can only repair vehicles at specific locations.
Players can only repair vehicles with specific mechanics.
Players repair vehicles at relatively high costs.
Upgrading vehicles has no limitations.
Examples:
Players can upgrade vehicles at any time.
Players can upgrade a vehicle without having to accomplish any particular quest.
Players can upgrade vehicles at any location.
Players can use any available parts to upgrade vehicles.
Players upgrade vehicles at relatively low costs.
Upgrading vehicles has some limitations.
Examples:
Players can only upgrade vehicles at specific moments.
Players can only upgrade a vehicle after completing a particular quest.
Players can only upgrade vehicles at specific locations.
Players can only use certain parts to upgrade vehicles.
Players upgrade vehicles at relatively high costs.
Consequences
Every action performed by players has consequences. If the intention is to present players with more difficult objectives, it is advisable to make the consequences more severe.
Easier difficulty
Harder difficulty
Attacking the opponent instead of maintaining a defensive position has no significant risks.
Example:
- In a strategy game, players receive an objective to defend their base for a specified period against enemy units originating from the enemy base. However, players may choose to attack the enemy base instead of defending their own, thereby completing the mission quickly without encountering significant difficulties.
Attacking the opponent instead of maintaining a defensive position has significant risks.
Example:
- In a strategy game, players receive an objective to defend their base for a specified period against enemy units originating from the enemy base. However, players may choose to attack the enemy base instead of defending their own, aiming to complete the mission quickly, although the likelihood of success is low.
Not helping, harming, or eliminating an NPC has no considerable consequences.
Example:
In a role-playing game, players decide not to help a specific non-player character (NPC), resulting in the following consequences:
No products in shops become unavailable to players.
Prices in shops do not increase.
NPCs, including AI-controlled companions, continue to assist the player character.
NPCs, including AI-controlled companions, continue to communicate with the player character.
No changes occur regarding the availability of locations, such as settlements, to the player character.
The player character’s charisma remains unchanged.
NPCs remain neutral or friendly and do not threaten or attack the player character.
Not helping, harming, or eliminating an NPC has considerable consequences.
Example:
In a role-playing game, players decide not to help a specific non-player character (NPC), resulting in the following consequences:
Certain products in shops become unavailable to players.
Prices in shops increase.
NPCs, including AI-controlled companions, refuse to assist the player character.
NPCs, including AI-controlled companions, refuse to communicate with the player character.
Certain locations, such as settlements, become inaccessible to the player character.
The player character’s charisma decreases.
NPCs become hostile and begin to threaten or attack the player character.
Dropping or picking up someone’s weapon in a public space while being observed by at least one NPC has no considerable consequences.
Example:
In a role-playing game, players pick up someone else’s weapon in a public space while being observed by a warranted law enforcement officer, resulting in the following consequences:
The player character is not arrested.
NPCs do not accuse the player character of stealing the weapon.
Vendors do not refuse to buy the weapon from players, as they do not recognize the weapon as stolen.
Dropping or picking up someone’s weapon in a public space while being observed by at least one NPC has considerable consequences.
Example:
In a role-playing game, players pick up someone else’s weapon in a public space while being observed by a warranted law enforcement officer, resulting in the following consequences:
The player character is arrested.
NPCs accuse the player character of stealing the weapon.
Vendors refuse to buy the weapon from players, as they recognize it as stolen.
Reward Management
Players can engage in a wide range of activities such as crafting, repairing, researching, customizing, and others to manage rewards. Any limitations that arise when interacting with rewards tend to make the game less accessible.
Easier difficulty
Harder difficulty
Crafting is not limited.
Examples:
Players do not require many resources for crafting.
Crafting is instantaneous.
Players can craft in any location.
Players do not require any special equipment for crafting.
Players can craft at any time.
Crafting incurs no cost in in-game currency.
Crafting is limited.
Examples:
Players require a significant amount of resources for crafting.
Crafting takes a measurable amount of time.
Players can only craft in certain locations.
Players require special equipment for crafting.
Players can craft only once per day.
Crafting requires some amount of in-game currency.
Repairing is not limited.
Examples:
Players do not require many resources for repairing.
Repairing is instantaneous.
Players can repair any object.
Players do not require any special equipment for repairing.
Players can repair at any time.
Repairing incurs no cost in in-game currency.
Repairing is limited.
Examples:
Players require resources for repairing.
Repairing takes a measurable amount of time.
Players can repair only certain objects.
Players require special equipment for repairing.
Players can repair only at specific moments.
Repairing requires some amount of in-game currency.
Looting is not limited.
Examples:
Looting is instantaneous.
Players can loot any location.
Players can loot any objects.
In-game time is frozen while players are looting.
Players do not require any special equipment for looting.
Looting is limited.
Examples:
Looting takes some time.
Players can only loot specific locations.
Players can only loot certain objects.
In-game time continues to progress while players are looting.
Players require special equipment for looting.
Trading has little to no limitations.
Examples:
Players can trade at any time.
Players can trade without having to accomplish any particular quest.
Players can trade with any trader.
Players purchase objects and services at relatively low prices.
Players sell objects and offer services at relatively high prices.
Trading has considerable limitations.
Examples:
Players can trade only during specific periods.
Players can trade only after completing a particular quest.
Players can trade only with certain traders.
Players purchase objects and services at relatively high prices.
Players sell objects and offer services at relatively low prices.
Constructing units and structures has little to no limitations.
Examples:
Constructing units and structures requires few resources.
Players have access to numerous construction options without needing to construct or unlock anything beforehand.
Players can construct at any time.
Construction is instantaneous.
Constructing units and structures has considerable limitations.
Examples:
Constructing units and structures requires a significant amount of resources.
Players gain access to more construction options only after constructing or unlocking something beforehand.
Players can construct only in certain situations.
Construction takes a measurable amount of time.
Researching technologies and upgrades has little to no limitations.
Examples:
Researching technologies and upgrades requires few resources.
Players have access to numerous technologies and upgrades without needing to gain access beforehand.
Players can research technologies and upgrades at any time.
Researching is instantaneous.
Researching technologies and upgrades has considerable limitations.
Examples:
Researching technologies and upgrades requires a significant amount of resources.
Players gain access to more technologies and upgrades only after having gained access beforehand.
Players can research technologies and upgrades only in certain situations.
Researching takes a measurable amount of time.
Customization has little to no limitations.
Examples:
Customization requires few resources.
Players have access to numerous customization options without needing to gain access beforehand.
Players can customize at any time.
Customization is instantaneous.
Customization has considerable limitations.
Examples:
Customization requires a significant amount of resources.
Players gain access to more customization options only after having gained access beforehand.
Players can customize only in certain situations.
Customization takes a measurable amount of time.
There are no limitations for inventories
Examples:
Inventories have unlimited space.
Inventories have no weight limit.
Inventories can contain any object with which players can interact.
Inventories, such as backpacks that players can carry, have no impact on player mobility.
There are considerable limitations for inventories
Examples:
Inventories have limited space.
Inventories have a weight limit.
Inventories can only contain objects that can physically fit.
Inventories, such as backpacks that players can carry, affect player mobility as they become heavier.
Rewards and Their Purposes
Every reward in the game serves a purpose. If a reward loses its purpose, gameplay becomes more challenging.
Easier difficulty
Harder difficulty
The same reward can be used for many purposes.
Examples:
The same weapon can be used to destroy enemies, obstacles, and other structures.
The in-game currency can be used to purchase gear, bribe certain targets to obtain secret information, or be stored securely in locations such as strongboxes.
Experience points can be used to unlock various rewards, such as abilities, powers, skills, weapons, units, characters, or levels.
The same reward can be used for a limited number of purposes.
Examples:
The same weapon can only be used to destroy obstacles and specific buildings.
The in-game currency can only be used to bribe certain targets to obtain secret information.
Experience points can be used only to unlock a limited range of rewards, such as specific abilities, powers, or skills.