How do you differentiate a 'tricky' level from a 'taxing' one?

Started by hrb264, Today at 07:54:04 PM

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hrb264

I'm currently making a pack of 40 levels with 8 levels in each difficulty. However I am finding categorising them a bit of a challenge especially because a lot of levels which I initially think seem easy are actually pretty hard. How do you decide which levels will go where? Do you go by how hard they are compared with the original lemmings game?

Proxima

There are a couple of axioms I follow:

* The designer is the worst at assigning difficulty to their own levels, because you cannot have the experience of solving it from a fresh start. This doesn't mean you should treat testers' words as gospel (especially as they can and will disagree with each other), but it does mean that testers' opinions should carry more weight than yours.

* Almost all usermade content is harder than the original games, and a different kind of difficulty. This is partly because NeoLemmix and Lix remove most of the execution difficulty, and have quality of life tools that allow designers to realise more complex puzzle ideas than were possible previously; it's also because when we played Lemmings for the first time, we were still learning what the skills do and how they interact, whereas almost all usermade content is aimed at players who are already familiar with the game.

* Different people will find different things difficult, and that is especially true in a puzzle game, where so much depends on how quickly you happen to hit the correct insight or get onto a good way of thinking about a level.

* It doesn't matter very much whether there is a strict difficulty curve. (For one thing, there is no reason why a pack has to have difficulty ranks at all; a pack that is all easy, or all medium, or all hard will be enjoyed by players at that level. But since it sounds like you want to make a pack with progression, I'll focus on that.) As far as possible, you want to avoid howlers like the original game putting the easy "Highland Fling" in the last rank, or (worse) a very hard level sticking out in the easy rank. But no-one will mind very much if, say, Tricky 14 of your pack is a little easier than Tricky 13. Occasional breather levels can be good to encourage the player to keep going.

hrb264

Quote from: Proxima on Today at 08:21:32 PMThere are a couple of axioms I follow:

* The designer is the worst at assigning difficulty to their own levels, because you cannot have the experience of solving it from a fresh start. This doesn't mean you should treat testers' words as gospel (especially as they can and will disagree with each other), but it does mean that testers' opinions should carry more weight than yours.

* Almost all usermade content is harder than the original games, and a different kind of difficulty. This is partly because NeoLemmix and Lix remove most of the execution difficulty, and have quality of life tools that allow designers to realise more complex puzzle ideas than were possible previously; it's also because when we played Lemmings for the first time, we were still learning what the skills do and how they interact, whereas almost all usermade content is aimed at players who are already familiar with the game.

* Different people will find different things difficult, and that is especially true in a puzzle game, where so much depends on how quickly you happen to hit the correct insight or get onto a good way of thinking about a level.

* It doesn't matter very much whether there is a strict difficulty curve. (For one thing, there is no reason why a pack has to have difficulty ranks at all; a pack that is all easy, or all medium, or all hard will be enjoyed by players at that level. But since it sounds like you want to make a pack with progression, I'll focus on that.) As far as possible, you want to avoid howlers like the original game putting the easy "Highland Fling" in the last rank, or (worse) a very hard level sticking out in the easy rank. But no-one will mind very much if, say, Tricky 14 of your pack is a little easier than Tricky 13. Occasional breather levels can be good to encourage the player to keep going.

Yeah I am playing RetroLemmini, which is a lot closer to the original, I haven't really liked playing with too many new features aside from stuff like framestepping, although I am aware you can turn these off in NeoLemmix and some of the new skills etc seem great.

That's a good point in that most people who use custom user packs obviously know more about Lemmings, but part of the reason I'm doing this is that I hope to teach my almost 4 year old nephew about the game of lemmings at some point, and I have many friends that played it when they were kids and haven't played since the 90s and said they'd like to play it again, and it would be nice to make easy levels for them to get familiar with it again. Also I really like just the art aspect of it and being creative.


Proxima

That's awesome! Good luck with that :)

I'm aware that I didn't really answer your original question, so I'll give it my best shot. Assigning a level to a difficulty rank is some combination of a few different factors:

* How open-ended is it? If there are lots of different ways to solve a level, it's much easier for the player to find at least one.

* How long and complicated is the solution? For example, Fun levels and the first half of Tricky are both full of 20-of-everything levels, but the Tricky ones tend to be longer or give the player more that they have to do (e.g. two trapdoors).

* How close are the player's first impressions to the actual solution? For example, forging the path with a single lemming while the crowd are trapped is something the player learns early on, and is likely to be the first thing they try. Following a straight line to the exit, building over any gaps and bashing through any walls in the way, is easy to see; having to go around what looks like the main path is trickier.

* Does the level require any knowledge of game mechanics that goes beyond the basics of what the skills do? For example, traps killing only one lemming at a time; blockers turning lemmings performing a skill; interrupting a basher to make a little step -- all of these make levels harder for players who haven't seen the tricks before, but even for players who have seen them, as your repertoire of tricks expands, the process of analysing a level to see what tricks are needed gets more and more complicated.