Make Your Game More or Less Challenging - Output System

Visual, auditory, and haptic feedback assist players in understanding what is occurring within the game world, thereby facilitating planning and decision-making. However, if your intention is to increase the level of challenge, you may choose to provide players with limited feedback.

Solving Problems

Players should be able to solve any problem in the game. If it becomes evident that players require guidance to solve a problem, assistance may be provided, for example, through the display of hints. However, it is important not to overuse hints; the challenges should remain sufficiently demanding. Hardcore players often prefer to devise solutions independently, so minimal to no guidance may be the most appropriate approach for this audience.

Easier difficulty

Harder difficulty

The game provides substantial support during problem-solving.

Example:

  • Players receive detailed hints to assist them in resolving problems.

The game provides minimal support during problem-solving.

Example:

  • Players receive brief hints to assist them in resolving problems.

The game offers hints for all problems.

Example:

  • Players receive hints when attempting to solve any problem.

The game offers hints only for the most challenging problems.

Example:

  • Players receive hints only when attempting to solve the most difficult problems.

Indicators and Markers

Players must have a fair chance of success regardless of whether indicators are enabled or disabled. Some indicators are merely helpful, while others may appear essential for player progress.

Easier difficulty

Harder difficulty

The reticle is enabled.

The reticle is disabled.

Positions and identities of NPCs are displayed.

Examples:

  • Players can observe colored dots on the mini-map indicating the locations of all NPCs in the vicinity. Colors represent different relationships to the player character:

    • Red: Enemy.

    • Green: Friendly.

  • Players can observe red markers on the compass that indicate the direction of enemy NPCs.

Positions and identities of NPCs are not displayed.

Examples:

  • Players cannot see colored dots on the mini-map indicating the locations of NPCs.

  • Players cannot see directional indicators for enemies on their compass.

Enemy tagging is enabled.

Enemy tagging is disabled.

Statistics are displayed.

Example:

  • Players can view the following information on the GUI:

    • Remaining ammunition.

    • Remaining explosives.

    • Weapon mode.

    • Health bar.

Statistics are not displayed.

Example:

  • Players cannot view any of the following information on the GUI:

    • Remaining ammunition.

    • Remaining explosives.

    • Weapon mode.

    • Health bar.

The last known position of the enemy is indicated.

The last known position of the enemy is not indicated.

The position where the player character was last seen is indicated.

The position where the player character was last seen is not indicated.

Markers are enabled.

 Examples:

  • Players can view markers on the map for key locations such as:

    • Primary objectives.

    • Secondary objectives.

    • Save points.

    • Enemy bases.

    • Outposts.

    • Stashes.

  • Players can identify kill zones, for example:

    • Areas about to be struck by enemy mortar fire.

    • Areas targeted by enemy airstrikes.

Markers are disabled.

 Examples:

  • Players cannot view any map markers indicating key locations such as:

    • Primary objectives.

    • Secondary objectives.

    • Save points.

    • Enemy bases.

    • Outposts.

    • Stashes.

  • Players cannot identify kill zones, for example:

    • Areas about to be struck by enemy mortar fire.

    • Areas targeted by enemy airstrikes.

Visual or auditory indicators of the direction of incoming danger are enabled.

Examples:

  • Players can see:

    • Enemy bullet trajectories.

    • Reflections from enemy weapons.

    • Friendly characters pointing out directions.

  • Players can hear:

    • Enemy grunts and shouts.

    • Friendly characters providing directional cues via speech or sound.

Visual or auditory indicators of the direction of incoming danger are disabled.

Examples:

  • Players cannot see:

    • Enemy bullet trajectories.

    • Reflections from enemy weapons.

    • Friendly characters pointing out directions.

  • Players cannot hear:

    • Enemy grunts and shouts.

    • Friendly characters providing directional cues via speech or sound.

Friendly characters assist players in locating enemy positions.

No friendly characters are available to help locate enemy positions.

Players can observe icons or hear sounds indicating what the enemy knows about them.

Players cannot observe icons or hear sounds indicating what the enemy knows about them.

Musical cues indicating the presence of enemies are enabled.

Musical cues indicating the presence of enemies are disabled.

Music changes dynamically when players enter combat.

Music does not change when players enter combat.

Easier difficulty

Harder difficulty

Pathfinding is enabled.

Examples:

  • Players can see an optimal route projected onto the track’s surface to help them reach the finish line quickly.

  • Players can see a route projected on the ground to guide them to their destination.

  • Players can view indications of shortcuts and alternative paths either on the map or projected on the terrain.

Pathfinding is disabled.

Examples:

  • Players cannot see any projected route on the track to help them reach the finish line.

  • Players cannot see a path guiding them to their destination.

  • Players cannot view indications of shortcuts or alternative paths.

Tools such as compasses, paper maps, and GNSS devices are available for navigation.

Example:

  • Players can utilize compasses, paper maps, and GNSS devices to navigate within the game world.

Tools such as compasses, paper maps, and GNSS devices are not available for navigation.

Example:

  • Players cannot use compasses, paper maps, or GNSS devices to aid navigation within the game world.

Tooltips

Easier difficulty

Harder difficulty

Tooltips are enabled.

Tooltips are disabled.

Tooltips are displayed during character customization.

Example:

  • Players receive tooltip guidance while customizing their characters. These tips recommend statistics, abilities, weapons, and other options suitable for the selected character or their intended role, helping avoid unbalanced builds.

Tooltips are not displayed during character customization.

Example:

  • Players do not receive tooltip guidance while customizing their characters, which might otherwise recommend suitable statistics, abilities, weapons, and other options based on character selection or role.

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