Match Difficulty with Player Growth
If players progressed through the game, the difficulty should grow to match the players' growth.
Modulate Difficulty
High challenge, low ability → anxiety
The Finals's Gameplay put players in sustained pressure so easily feel anxious)
Low challenge, high ability → boredom
Oscillate Difficulty
Give players room to breathe — so they expect next challenge more — e.g. Sekiro's Four Easy Bosses
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← Flow State
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Player Progression →