[ALN11] Difficulty in Video Games : An Experimental Validation of a Formal Definition
Conférence Internationale avec comité de lecture :
Advances in Computer Enterntainment,
November 2011,
Mots clés: Difficulty Measuring, Game Design
Résumé:
This paper synthetically presents a reliable and generic
way to evaluate the difficulty of video games, and an ex-
periment testing its accuracy and concordance with subjec-
tive assessments of difficulty. We propose a way to split the
gameplay into measurable items, and to take into account
the player’s apprenticeship to statistically evaluate the ga-
me’s difficulty. We then present the experiment, based on a
standard FPS gameplay. First, we verify that our construc-
tive approach can be applied to this gameplay. Then, we
test the accuracy of our method. Finally, we compare sub-
jective assessments of the game’s difficulty, both from the
designers and the players, to the values predicted by our
model. Results show that a very simple version of our model
can predict the probability to the player has to lose with en-
ough accuracy to be useful as a game design tool. However,
the study points out that the subjective feeling of difficulty
seems to be complex, and not only based on a short term
estimate of the chances of success.